Duel weilding according to the lore is super easy and there is no reason not to aside from recoil
DUAL WIELDING
Honestly, I’d lower the restrictions. Besides being weaker than when dual-wielded, those weapons also restricted melee, grenades, equipment, and using vehicles. That’s pretty much why it was rarely used, the weapons alone rarely used, and why the mechanic never came back in future games. If it was up to me, I’d remove the melee and vehicle restrictions, with the latter having you store the extra weapon like a normal one. Additionally, I’d have the single weapons untouched, but nerfed when dual-wielding so their power remains strong, but fair, like H2A did.
Realistically, I see no chance of this being added because it’s a “casual” mechanic in their “competitive” game.
PLAYABLE ELITES
This is a feature I would never be opposed to. And honestly, I’d throw them in for fun in any way. Maybe have their height disadvantage be balanced by having other bonuses like Reach Elites had.
Sadly, Infinite is a “Spartan Story”, and that means we’ll likely never see a fan-favorite feature return for such a dumb ecxuse.
ASSASSINATIONS
They were cool, and I’m up for their return, but often times, your kill is stolen by other mates mid-animation. I mean, when I’m using my Finisher in Destiny 2, I almost always have someone unloading thousands of shots and rockets at the enemy I’m finishing. Thankfully, the Finisher mechanic makes the enemy I’m finishing invulnerable, which is actually the route I’d take if they were to come back: During an assassination, make enemies invulnerable to fire of any kind from your teammates. The assassin can and should remain killable during the whole thing, playing into the High Risk, High Reward thing it has going on, without the chance of your glory being stolen by trigger-happy teammates.
Realistically, they have a chance at coming back, but not any time soon. Maybe in 2 years or something. It’ll also likely come back entirely unchanged, which I can’t understate how disappointed that thought makes me.
I really hope they don’t implement it that way. The enemy has to remain vulnerable or you can get all sorts of weird situations.
Picture it’s 49-49 and a team mate goes for an assassination on an enemy you were shooting, without realising another enemy has line of sight on them. Now you lose purely because your team mate made the enemy you were trying to kill invulnerable.
Or worse yet, you fire a rocket at an enemy a split second before a team mate goes for the assassination and the is now saved from death. Or it happens in ranked and the team mate dies to your rocket, the enemy is released from the assassination and then kills you for good measure.
If you are so worried about someone ‘stealing your kills’ (I just call it good team work), just settle for the back smack.
That’s why it’s a “High Risk-High Reward” system. If you’re using assassinations, you’re gambling your life.
Besides, given how Infinite’s designed, getting assassinations wouldn’t be easy. Fast player movement, dodgy melee system, no player collision… So that kind of situation would be 1 in a million.
And then the reason why I thought of this system: it’s very frustrating. You get a chance of glory, of getting an unusual kill… And it’s just yanked from you. Because, again, your teammates are very trigger-happy. I get very frustrated when someone steals my assassinations in any Halo.
Also, I don’t play Ranked, is FF on in that playlist? Because if so, then I guess it’s fine if that invulnerability is disabled.
High risk, high reward is great but your idea is transferring more of the risk to the team instead of leaving it with the player who chose to take the risk in the first place.
Also back smacks are pretty common so I don’t think assassinations would be that rare either.
They don’t need to be balanced, since they’re already nerfing themselves for the sake of coolness.
Assassinations - Earn extra points for the different medal, which would contribute to modes and challenges that specifically only care about points, as well as Career Rank XP, whenever 343 FINALLY gets around to making it. Otherwise, it’s slower and more dangerous, for the sake of flexing, just like bagging someone. You do it because you want to do it
Dual Wielding - Pick up 2 weapons and severely lose accuracy with range distance, and not being able to use grenades or equipment, for the sake of more ammo and mixed weapon types, being maybe better at close to medium range
Playable Elites - You want to be a big Elite? No problem. However, it comes with a much larger hitbox, making yourself more likely to get killed, and harder to hide behind cover. You wanted to be big? Be big. Have bigger risks. There is no advantage, but you get to look cool
I haven’t touched ranked in forever so don’t remember. I just don’t want to play objective modes so until there’s a way to play ranked slayer only I have less desire to play.
I think tea bagging is a little easier to execute as you’re not locked in an animation.
Sure, but you’re still unprepared and possibly facing backwards in a squat, not focused on radar. You don’t get any extra points for bagging anyway. Would be funny if 343 made a bagging medal for a 7 bag, but that’s something only Bungie would have done. 343 hates fun. The Assassination I suppose COULD be broken out of, and it just gives you a Backsmack medal instead, with no extra points for the Assassination medal. I don’t see anyone complaining about that, being able to cancel the animation, like with reviving someone in Attrition or planting a seed in Stockpile
That’d be awesome. I’d love that. That’s probably the best idea I’ve seen yet.
Again, it’s really just frustrating to have your kill taken because you wanted a little personal glory. Is that so wrong?
Still, even if my idea isn’t used, there’s certainly other methods to maybe just reduce this somehow.
Nor for me. Back smacks rarely happen in my games. But then of course, everyone has different experiences, so ¯_(ツ)_/¯
The whole reason we had Yoink! medals and Savior medals. Saving your teammate that is getting assassinated, or stealing someone’s assassination. It’s an extra medal, and it’s what you get for being a good or bad sport. That comes with the risk of being slow while flexing. When an assassination is triggered, somebody is getting a medal, whether it’s you for finishing it, whether it’s your teammate for stealing it, or whether it’s the enemy team for saving it, you triggered a bonus, and someone’s getting rewarded by the end of that
Personally I’d like to see a special medals for assassinating assassinations
“What comes around” - Assassinate an enemy that is assassinating your teammate
“Goes around” - Assassinate an enemy that is assassinating your teammate that was assassinating the enemy’s teammate
Alternatively these could be called “Fight Breaker” and “Combo Breaker”
No that’s not wrong at all. It happens in nearly every game that has finishers. CoD, Apex, etc… but I guess the Halo community has been giving more feedback on it than other games have. I bet in Apex ranked hardly anyone does them and I don’t keep up with the CoD competitive scene much so not sure on it at all.
Which brings me back to saying that Halo might be too tight of a shooter to include them in ranked play. It’s not like apex and warzone are arena shooters and they have way more space and time to complete them. Cod’s multiplayer usually doesn’t matter to this extent as those games don’t really give much to the player other than loadouts and killstreaks/scorestreaks from performance. There’s not really a huge downside to finishers in those games. Winning doesn’t matter as much in CoD. I think that’s why it’s still so successful. There’s not really a hugely competitive side to it.
I just think that Halo has always and should always be a fun game that becomes competitive, not a competitive game that becomes fun.
Yoink! medals only made the problem worse, as they encouraged that behavior. Pretty much why it was only ever in Reach.
What doesn’t come with the risk of the system, is teammates being trigger-happy. That’s not a vector you can account for, nor is it part of the risk-reward system. You’re not risking anything when there’s a teammate around an enemy you’re plunging your knife into, you’re just praying that they don’t steal the kill. It’s just frustrating for the guy doing the assassination.
As for Savior, that’s totally fine. The assassin SHOULD remain killable at all times for that reason. You get and always should be rewarded for saving your teammate from death.
It only existed in Reach, because only Bungie likes fun, and that was the only Bungie game with Assassinations. Bungie constantly encouraged people to be toxic. That was the whole appeal of Xbox Live Halo. It was rated M. 343 killed the vibe
Fun for the guy doing it. Not so much for the guy on the receiving end.
Skill issue. I don’t know what to tell you. Life isn’t fair. You got outplayed and yoinked. Betrayals exist too. Difference is, 343 lets betrayals exist, and they ban you for it, instead of just removing them entirely. 343 just needs to remove Betrayals if they don’t want you to do them.
I think that again, duel wielding and elites should be in ranked play with the exclusion of assassinations. All 3 should be in social play. Let HCS players decide what’s in HCS playlists.
And toxic behaviour that is encouraged is almost always frowned upon. It’s always unfun having a teammate actively trying to kill you and your mates, for example. Fun for the guy doing it, but not so much for the other guys receiving it. That’s 3 or 4 against 1. Is that really what Bungie defined as “fun” back then?