Hey guys I recently started playing halo again and I wanna play ladders tournaments etc when Infinite comes out. I’ve mostly been playing Halo 3 or Halo Reach and I am curious which game I should play to get a some what similar feel to Infinite to me it looks like a mix between Halo Reach and Halo 3 let me know what you guys think.
Well, there hasn’t been much shown on Infinite’s gameplay so its hard to give you a correct answer, but I would agree with you on h3 and Reach, given the emphasis that is being put on equipment. Also, from various interviews with 343 staff in the past it appears that they take much pride in H5’s multiplayer despite other parts of the game being not so well received, so I would take that into account. I would probably stick to those three.
Halo 5, unfortunately.
Reach, 3,and 5. Probably more emphasis on Reach and 5.
It’s pretty hard to say for sure since we’ve only seen so little of the game. I’d agree with the majority here that Reach, 3 & 5 are probs your best bet until a flight for Halo Infinite comes out.
Still got a long way til the game launches. As long as you’re playing Halo in general you’ll have a relatively decent skill set for when Infinite releases.
Halo 3, and maybe some H5 w/ no thruster.
From the little we have seen the gameplay is basically H5 with breaks gameplay wise, but it will feel a lot like H4 in mp:
- Sprint. Seeing 343i comments in past it’s most probably unlimited like H5, but mechanically different:
-
No gradual movement increase
(notice how in the video above you start sprinting, but only reach may-speed after moving in one direction for a second. In Hi that’s not a thing, y**ou go from running to sprinting max speed immediately after pressing the button, exactly like H4 and Reach sprint AA) - Equipment that only benefits you instead of being neutral like in H3, functionally similar to H4’s AAs rather than Reach*
- No speed effects like in H4, hence why sprint seems not doing much even though you’re clearly moving a lot faster
- Low jump height
- Clamber
- A side step mechanically similar to thruster-packs
(you can see it for a short moment in gameplay reveal between 04:15 - 04:16. It’s hard to see it at first glimpse, but it’s there! Who knows if you can still do it mid-air and pull off those annoying corner jumps from five? I guess it only works feet on the ground, we’ll have to wait and see though!) - No ADS, but zooming in blocks the view around the aiming window like H4
- Gunplay seems H5-esk - we have to see how fast shields get drained in mp though
- Slide (?) - I’m pretty sure I’ve seen it somewhere, but can’t put my finger on where right now…
- Base movement speed SEEMS different based on direction and strafing
- Power-ups are on pedestals - you probably have to manually pick them up which activates an animation instead of walking over them
(I guess that also mean spawn-timers are back, good riddance!)
*To explain further what I mean with that point: there are gadgets like the grappling hook and a drop-shield now that replace a few abilities, most probably ground-pound, hover and hopefully that annoying run-punch nonsense due to being extremely criticized, but those probably work more like mono-use AAs from H4 (and I mean H4 specifically) rather than actual equipment from H3. Of course that’s just a hunch, but I’ve a good reason to think like this: sprint is a base mechanic. Those armor abilities are build around a gameplay with sprint as a base mechanic, unlike in Reach were sprint was a power-up - even though bound to a loadout in most modes. So those gadgets would be closer to H4’s for simple mechanical and balancing reasons. At least that makes more sense in my books, but I could be completely wrong as well! 
Another thing that could impact this “Equipment-Armor-Abilities” is the how you get them. I doubt we’ll see loadouts again, if not for specific modes (and even than, just so they can say loadouts/classes don’t exist for the sake of equal starts, you’ll have to equip your loadout in an awkward in-game menu like in Warzone, but I’m going OT). My two cents is, equipment will be on the map like a power-weapon, you’ll have to fight for it basically, at least in 4-4 and most slayer modes! This means those gadgets can be a bit more over-the-top, because you don’t spawn with them and you always have sprint as a counter measure.
So, what’s the best game to prepare you twitch-shooter fingers for Halo Infinite? I would say H5! The overall feel and movement speed aches more towards H4, but mechanically and weapon-balancing will be closer to Halo 5. 343i themselves said they were satisfied with the modern gameplay, so it’s easy to assume it will be the blue-print for the basic gameplay - even though the overall feel seems to be a lot less “dynamic”, at least in sense of speed and sweaty thumbs. Sprint’s complexity is clearly toned down as well. Of course a lot also change in this additional year of development and we probably only have scratched the surface when it comes to actual in-game base mechanics! So it’s hard to say for sure what’s the best game is to prepare yourself. What I can say for certain though is: stay away from classic Halo, because this ain’t it.
I’d imagine it’s basically going to feel like H5 without thrusters.
Hopefully we’ll get to play a Halo Infinite public beta to prepare for Halo Infinite…
I suspect everyone here has made a good hypothesis about what Infinite’s multiplayer will be like. Probably some amalgamation of 3, Reach, 4 and 5.
3’s Equipment and style, Reach’s experimental weapon feel, 4 and 5’s maneuverability and luster.
I kind of wonder if there will be hints of H2A as well. I really like what they did with that game.
I really hope the play style reverts back to the style of H3 - this had great online gameplay and felt balanced. H5 was good for what it was, but didn’t feel like it had the Halo dynamic. All said, H3 & H5 are best bets.
> 2533274795098161;7:
> From the little we have seen the gameplay is basically H5 with breaks gameplay wise, but it will feel a lot like H4 in mp:
>
> - Sprint. Seeing 343i comments in past it’s most probably unlimited like H5, but mechanically different:
> - No gradual movement increase(notice how in the video above you start sprinting, but only reach may-speed after moving in one direction for a second. In Hi that’s not a thing, y**ou go from running to sprinting max speed immediately after pressing the button, exactly like H4 and Reach sprint AA)
> - Equipment that only benefits you instead of being neutral like in H3, functionally similar to H4’s AAs rather than Reach*
> - No speed effects like in H4, hence why sprint seems not doing much even though you’re clearly moving a lot faster
> - Low jump height
> - Clamber
> - A side step mechanically similar to thruster-packs(you can see it for a short moment in gameplay reveal between 04:15 - 04:16. It’s hard to see it at first glimpse, but it’s there! Who knows if you can still do it mid-air and pull off those annoying corner jumps from five? I guess it only works feet on the ground, we’ll have to wait and see though!)
> - No ADS, but zooming in blocks the view around the aiming window like H4- Gunplay seems H5-esk - we have to see how fast shields get drained in mp though- Slide (?) - I’m pretty sure I’ve seen it somewhere, but can’t put my finger on where right now…- Base movement speed SEEMS different based on direction and strafing
> - Power-ups are on pedestals - you probably have to manually pick them up which activates an animation instead of walking over them
> (I guess that also mean spawn-timers are back, good riddance!)
>
> *To explain further what I mean with that point: there are gadgets like the grappling hook and a drop-shield now that replace a few abilities, most probably ground-pound, hover and hopefully that annoying run-punch nonsense due to being extremely criticized, but those probably work more like mono-use AAs from H4 (and I mean H4 specifically) rather than actual equipment from H3. Of course that’s just a hunch, but I’ve a good reason to think like this: sprint is a base mechanic. Those armor abilities are build around a gameplay with sprint as a base mechanic, unlike in Reach were sprint was a power-up - even though bound to a loadout in most modes. So those gadgets would be closer to H4’s for simple mechanical and balancing reasons. At least that makes more sense in my books, but I could be completely wrong as well! 
>
> Another thing that could impact this “Equipment-Armor-Abilities” is the how you get them. I doubt we’ll see loadouts again, if not for specific modes (and even than, just so they can say loadouts/classes don’t exist for the sake of equal starts, you’ll have to equip your loadout in an awkward in-game menu like in Warzone, but I’m going OT). My two cents is, equipment will be on the map like a power-weapon, you’ll have to fight for it basically, at least in 4-4 and most slayer modes! This means those gadgets can be a bit more over-the-top, because you don’t spawn with them and you always have sprint as a counter measure.
>
> - -
>
> So, what’s the best game to prepare you twitch-shooter fingers for Halo Infinite? I would say H5! The overall feel and movement speed aches more towards H4, but mechanically and weapon-balancing will be closer to Halo 5. 343i themselves said they were satisfied with the modern gameplay, so it’s easy to assume it will be the blue-print for the basic gameplay - even though the overall feel seems to be a lot less “dynamic”, at least in sense of speed and sweaty thumbs. Sprint’s complexity is clearly toned down as well. Of course a lot also change in this additional year of development and we probably only have scratched the surface when it comes to actual in-game base mechanics! So it’s hard to say for sure what’s the best game is to prepare yourself. What I can say for certain though is: stay away from classic Halo, because this ain’t it.
I keep rewatching the lil moment where you think the dudes doing a side step and I’m trying to see if it’s actually a mini slide being performed. Like an immediate slide after pressing the sprint button. It might make for some kind of button combo during strafing it it works in that manner.
There is no cooldown or any icon showing the use of any form of ability. It’s hard to imagine it’s a side step with unlimited uses…but…it’s an incomplete game during this gameplay.
Is it a side step…or is it a mini slide. I really want to know. If its either or…and can he perform during combat in a 1v1…oh man I love this little mechanic already man!
I’m going to keep playing H5… 'cause going back to H3 just feels like treacle.
Can’t wait to see what Infinite brings.
I’m ok with a slightly toned down sprint… especially if they keep some sort of slide mechanic to work with.
I’m going to miss thrusters though (if they are indeed out) - but I can see the map issues created by the excessive forward jumps (sprint into jump into thrust etc). Constraining it to lateral movement (side-step) would make a lot of sense. That way we could still dodge the 'nade spam, mix up strafing a little, and retain the ability to quick step out of the sniper’s gaze.
More than happy for them to turf the charge though.
> 2535461635903789;3:
> Halo 5, unfortunately.
why the “unfortunately”? H5 has great MP
> 2535428777172366;14:
> > 2535461635903789;3:
> > Halo 5, unfortunately.
>
> why the “unfortunately”? H5 has great MP
Yep. High five.
Halo 5 honestly. Although, if you want something more fast paced go doom. Although it may cause infinite to feel slow.
> 2585548714655118;15:
> > 2535428777172366;14:
> > > 2535461635903789;3:
> > > Halo 5, unfortunately.
> >
> > why the “unfortunately”? H5 has great MP
>
> Yep. High five.
Indeed. High FIVE. Get it? I’ll shut up now…
Now that we have some more gameplay footage what game we thinking that will get us the best practice for infinite
> 2535446220271988;18:
> Now that we have some more gameplay footage what game we thinking that will get us the best practice for infinite
Halo 5
I’m not sure if it’s been said already but since the banished are in Infinite I’m playing the Halo wars games as of now since they are shown in Halo Wars 2!