Why does halo 5 seem like a better game then infinite, in a lot of ways

Sorry but i do not understand what you mean by that( sorry beacuse english isnt my first language)

You have the numbers to back this claim???


I’ll wait.


Halo 5 still receives updates just like every other game.

I don’t know what your talking about kid lol.

No one but you have stated that the Beta was better than the final game. :joy:

Halo 5 isn’t on PC, only on Xbox lol Come on kid, what are you, ( INSERT ROAST HERE )?

If Halo 5 was on PC, Its numbers would for FACT surpass Halo Infinites numbers and more likely surpass or be on par with the MCC ; I have both PC and Console and have heard both sides question if Halo 5 would ever be ported to PC ; In fact PC players have asked 343 to have Halo 5 ported to PC.


Just because you didn’t like Halo 5, regardless if you were trash at the game or not, does not mean Halo 5 was bad lol There is more hate and complaints on the Halo Infinite forums than the Halo 5 Forums :rofl: That should tell you that the current state of Infinite is just bad, if not the worst in the entirety of Halo history.

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forge and customs are on pc and has been for a long time now and … dead

dude h5 forums has been almost dead for while now. No one (aside from a few) talks about it

Yeah I doubt it. I played it and and it was literally bad. Like even with raw aiming setting it hd the worst out of all the halos. maybe thats why it died on there.
Also there isnt much demand for h5 pc (maybe a few hundred) cuz even 343 has said that there is some demand but not so much that they want to port it. So it literally tells how much pc players want it.

Go anywhere
Make a poll on waypoint
instagram
twitter reddit etc
ask them which one is better 5 or infinite. You will get you answer

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I don’t have to be a mechanic to be allowed to point out that my car’s breaks don’t work.

No, I meant “false advertising”, as in “advertising stuff that isn’t in the game”. Neither Believe nor the Halo 2 ad campaign did that.
Besides, Bungie never claimed trailers were canon. 343 did.

Yet the protagonist still must be present in the majority of the story. That still holds true for the Shawshank Redemption. It does not hold true for H5G.

LMAO did you just seriously do an “It’s not a bug, it’s a feature” on the broken bot pathfinding?
https://gamerdvr.com/gamer/celestis/video/85297167

A blatant lie, as ADS increases bullet spread on weapons. Incidentally, the same lie that Josh “Münchhausen” Holmes tweeted when ADS was first shown in trailers, which of course was later discovered to be false when the beta came around.
Funnily enough, even melee weapons such as the sword got an ADS function that extended their range.

Debatable but also irrelevant. I wasn’t listing “things that are objectively bad with H5G”, I am listing “things that were heavily criticised at release”.

Amusing how Spartan Charge was 343’s answer to double melee in Halo 4, not by “nerfing” it, but by making it an intended mechanic. “It’s not a bug, it’s a feature” once again.

Not in terms of maps.
It had eight Arena maps, three Warzone maps, and two Forge canvases with seven default layouts (two for Alpine, five for Breakout). And that is only if you include the remix maps (which, personally, I wouldn’t). So we arrive at thirteen or eighteen maps, depending how Forge maps are counted.
Reach also launched with eight “Arena” maps, had eight Firefight maps and one Forge canvas with five layouts included by default. So that’s seventeen or twenty-one maps, depending on how Forge maps are counted. Either one is higher than H5G.
Halo 4 launched with ten developer-made maps and three Forge canvases, each with one default layout (so at least there’s no ambiguity). That also makes thirteen maps, en par with the lower number of H5G. As for PvE, there was Spartan Ops, although I’m not certain if that should be included as a positive…
On top of that, Reach and Halo 4 actually launched with Forge proper, meaning that they had the potential of additional maps right out of the gate.
H5G was also lacking modes that even the very first game had, like Oddball, King of the Hill, etc.

No, both can be correct at the same time, with the game giving huge amounts of help to newbies (automated callouts, get-out-of-jail-free-cards, etc.) yet still be too hard for them.

What other games do is completely inconsequential for Halo. It’s a franchise staple that is missing, thus the game doesn’t reach the bar set by it predecessors.
The claim about having other “means of playing without the need for split-screen” is also a great joke as we have already established that H5G doesn’t allow for local network connections between two games, even if somebody tried to put two TVs and consoles next to one another.
And no, online play does not count. It’s not a replacement for actually playing the same game with a friend that is physically present, regardless of playing with or against one another.

It’s incredibly cumbersome to use and the forge assets all look like something out of a 90’s shooter like Wolfenstein, before (floor and ceiling) textures were a thing.
Also, just for the record, I do not excuse Infinite for repeating the same mistake and making the delay even longer.

Yeah, and a pizza bears a lot of resemblance to a banana, only it’s a pizza.
I mean, sure, if you discount the one huge glaring difference, then yeah, the two “progression” systems seem quite alike.

…which doesn’t actually work because using better REQs than the enemy team earlier than they can results in more kills, thus more points, thus a higher REQ level and energy and thus better REQs, beginning the process anew. It’s “Snowballing - The Video Game”. (No, not the sexual kind.)

I just did the math. Your statement is false.
Halo Reach has 64 helmets x 18 chests x 36 shoulders (left) x 36 shoulders (right) x 4 knee guards x 6 wrist attachments x 6 utilities x 5 visor colors = 1,074,954,240 different permutations. And that’s not even taking into account armor effects and firefight voices.
Halo 4 has 83 helmets x 82 chests x 81 shoulders (left) x 81 shoulders (right) x 26 forearms x 25 legs x 17 visors = 493,428,534,300 permutations.
H5G has 240 helmets x 229 bodies x 63 visors = 3,462,480 permutations.
Even if you add in the color options (30 primary/secondary for Reach, 29 for Halo 4, 60 for H5G) that puts these numbers at 967,458,816,000 (Reach), 414,973,397,346,300 (Halo 4) and 12,464,928,000 (H5G).
And on top of that, H5G was the first to restrict emblem customization, removing background choices, removing the ability to choose a nameplate independent of the emblem and not even allowing color customization at launch, which had to be patched in later.

Something not being used often is not an argument for going out of your way in order to completely prevent said thing to be possible.
Besides, you’d still have to connect each players console together in order for multiple people to be able to play together, even if they all had their own console and TV.
The lack of system link is also completely independent of the forced online connection for modes that don’t actually require an online connection. Like Forge.
Resulting in issues like that a disconnect during a Forge session will completely erase all work for no reason.

I guess giving fans what they want is a bad thing now, considering how you use “fan-service” as an argument against playable elites?

In-universe explanations were nothing but retroactive rationalizations. Grunts, Elites, Jackals, etc. got new never-before-seen subspecies because the artstyle was changed, not the other way around.
It’s also telling of 343’s M.O. in general, how the artstyle was already criticised in Halo 4, yet they decided to double down and add even more changes for no reason whatsoever.

Either way, as I have explained before, none of this matters anyway, because I wasn’t listing “things that are objectively bad with H5G”, I am listing “things that were heavily criticised at release”. That includes other players’ personal preferences, regardless of how much you might disagree with them.

I will, if and when they are either dishonest and/or genuinely out of touch with reality.
The claim that H5G had no criticisms at launch besides campaign and split-screen is laughably false, and either the person making that claim knows this - in which case they were dishonest - or they don’t - in which case they are genuinely out of touch with reality.

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Even in the current state Infinite is ,still better than that garbage game. That was not and will never be a Halo game , regardless of how many topics are made.

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It doesn’t really matter whether or not it was misplaced.
The fact is, the hate was there - and it was big enough to cause a “spiritual reboot” aka Halo Infinite.

And if the Original post’s question was “Why did halo infinite take away all these things when making their game?”, then that’s the answer.

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Interesting way to describe the majority of fans whom you disagree with.

Halo really has never had a strong story, but H5G’s one was particularly weak for heavy reliance on expanded universe plot and what can be deduced to appear as rushed divergent storyboarding behind the scenes.

“False advertisement” is a strong phrase to use. Given the pre-release teasers, commentary and merch that we have, it seems like H5G’s story wasn’t all that cohesive during the development cycle of the title with several divergent plots being easily identified. Even the “Hunt The Truth” docucast that was released just prior to launch didn’t have cohesive plot tie-ins to the story in the game.

Joe Staten being brought back onto the Halo team shortly after seems to corroborate with this idea as well as the story really wasn’t all that cohesive. Halo 4 had heavy reliance on plot set up during and after Halo 3, but H5G just felt unsure and confused.

It was a departure from the norm, and one that did receive ire from fans.

That being said, H3O and Reach also didn’t feature Chief in the spotlight and are treated fondly as campaigns players enjoyed.

Locke wasn’t a bad deuteragonist, I think he was just too strongly implied to be a replacement for Chief and that rubbed players the wrong way. Pair that with a forced personality (as Chief, Arbiter, Rookie and Noble 6 were always meant as extensions of the player’s personality) and players were understandably confused and upset.

Help me understand why AI team members would be forced upon the player in every mission utilizing mechanics that only these AI team members could utilize if they weren’t meant to be relied upon, especially at harder difficulties where death is doled out quickly and punishingly. Seems overtly counterintuitive to suggest these mechanics that you can’t disable would be present at all if they weren’t meant to be taken advantage of by the player.

I’m finally playing through the campaign (as I never completed it at launch), and on legendary and the game is far more sadistic than Halo 2’s ever was. The game wants you to use the advanced movement mechanics, but punishes you for doing so, and relying on older slower approaches gets you killed as you’re not moving around fast enough to counter the rapid enemies or attacks. When the AI 2 feet away that’s supposed to revive me but can’t because pathing won’t respond to the shin height box in its way, or when Fred yells “sniper!” after I’m domed but walks and stands in the open and gets sniped himself, it’s not difficult to blame the bad AI.

But it does in fact function like ADS in other games, tightening your spread, reducing bloom, and enhancing bullet magnetism.

If Smart Link functioned like it had in older Halo titles by just increasing the range at which red reticle range extended base bullet magnetism it would’ve just been a cosmetic difference.

I agree on this. Sprint isn’t a horrible thing to have in Halo, but I understand the purists’ stance as well as it does present some conflict of character within the gameplay mechanics,

The biggest impact this had was expanded maps to compensate for enhanced movement. To make things more dynamic clamber was used in place of crouch jumping in most places, meaning base mechanical advantages were no longer afforded to player.

I don’t think H5G got sprint right even though it was balanced with recharge negation, nor do I think Halo 4 got it right. Reach was close by having it relegated to an “expansion pack” of sorts meaning it could be disabled easily for certain modes but it still caused some issues with balancing maps, but Infinite has come the closest to incorporating it in a way that feels good but doesn’t make the core gameplay revolve around it.

H5G was heavily panned upon launch for a distinct lack of content. I’m pretty sure that Infinite officially launched with the same if not more base gameplay content than Halo 5 had upon its launch.

H5G did receive more content at a faster pace though, that is true.

This is actually not true.

There’s about 15sextillion armor configs on Infinite’s MKVB alone (excluding possible configs for MKVII and Yoroi, and additional customization options added to MKVB within the last month), Reach had a staggering 7sextillion total configs, whereas H5G had a comparatively low 219quadrillion that includes all variants and the expanded color and emblem options.

While acquisition may be different and controversial, I believe H5G may even be behind Halo 4 for customization potential.

Artistic interpretation is kind of a poor excuse for a game that has pretty regular additions to a franchise.

Be honest, if Mario suddenly took on a uncanny photorealistic features in the next game with the explanation being “Mushroom Kingdom Magic”, don’t you think most fans would be justifiably upset even if the gameplay was the same?

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You sound stupid and in denial lol :rofl: Because you don’t like it, WILL NEVER not make a “ Halo “ title.

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i think this is stupied halo 5s was easily the worst out of all main line halos at launch i admit that halo infinint launch is lacking in multiplayer content without forge and subpare btb but i still think the campaign is realy fun and the multiplayer is still a really fun i think its unfair to compair a game like halo 5 which has alredy had a few years of post game support to one has had little to none

Also, halo five was red vs blue which is much better than what we have now. Players are hyper-visible because of the glowing player outlines system. Even Ray Charles can see them from a mile away. They should at least remove enemy outlines and reduce the intensity of shield glow when taking damage. Could you imagine if they tried to introduce some darkest maps with everyone running around looking like Christmas trees?

At least Halo5 had ranked team slayer, thats what me and my friends are playing. 4vs4 is what Halo is all about. I was ranked Diamond 3 in Halo5 team slayer.
Im so missing a ranked team slayer, and it cant be that hard to fix, Ranked arena sucks because I dont wanna play CTF and oddball.

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I think it’s because the multiplayer maps in Infinite are so lack luster it makes the maps in H5 seems awesome. The maps Torque, Tyrant, Truth, and Regret all shine way over any 4v4 map of Infinite. It seems like the maps for multiplayer in Infinite where am after thought and they just put in the first maps they came up with.

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Halo 5 is just better in practically every single way.

  1. Weapon and vehicle sandboxes are much more useful, fun to use, and feel much more alive and varied. This is especially because of all the weapon and vehicle REQ variants which add even more variety to the sandbox!
  2. The multiplayer progression is actually decent. A decent amount of XP is earned per successfully completed match, and you can progress through many different commendations too for great rewards! Plus, Halo 5’s ranking system is still better than Infinite’s.
  3. Sprint is useful, and then we have all the different Spartan Abilities which make for cooler and more interesting plays, like jumping and climbing onto the lamp posts in the map Plaza.
  4. Everything can be earned by simply playing the game and buying Silver and Gold REQ Packs (no real money needed!). With a few exceptions, of course, namely the HCS armors and the 9 classic helmets.
  5. Halo 5’s gameplay just feels so smooth, consistent, and satisfying overall. Whereas Halo Infinite’s gameplay just is anything but smooth, consistent, or satisfying.
  6. Halo 5’s Forge is still the best in the series. Let’s not get our hopes up for Infinite’s Forge to be better because they will most likely spam paywalls in it.
  7. The music in Halo 5 is great, unlike Halo Infinite’s, which just doesn’t even feel good to listen to whatsoever.
  8. Halo 5’s map variety is amazing. We have maps like Torque, Tyrant, Truth, Regret, Mercy, Plaza, and The Rig which all are fun. What does Halo Infinite have? Nothing! Nothing that even stands out or beats anything that the previous games have!
  9. Halo 5’s campaign is just better in EVERY SINGLE WAY. Co-op campaign where you can choose from EIGHT different playable characters (including Fred and Buck, of course!!!), we don’t need to see Chief 24/7, and we have actual variety in enemies and environments. Yes, I will gladly fight the Warden Eternal instead of any of the truly lackluster bosses in Halo Infinite (the Harbinger is just another generic sci-fi female alien villain that’s way worse than DOOM Eternal’s Khan Maykr).
  10. Warzone and Infection.
  11. Even at launch, Halo 5 still had more content, including the aforementioned Warzone mode!
  12. Halo Infinite going F2P is a FATAL mistake.
  13. Halo 5 at least did not shove an abysmal rotating store into your face.
  14. Halo 5’s art style is actually decent - the hate for it is totally unjustified and criminal. So Halo Infinite decides to do away with that in favor of a completely godawful nostalgia-oriented art style that gets ruined by over-the-top cartoony garbage like cat ears? GET THAT OUTTA HERE!!!

I could go on and on, but I’ve already made a similar list to this with other reasons I haven’t mentioned here and you pretty much get the point here. Incoming “bait” reactions from butthurt Infinite/Bungie era fanboys in 5… 4… 3… 2… 1…

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Just FYI, all of the 8 playable campaign characters have their own loadouts and perks:

  • Fred has a DMR, Magnum, and 3 frag grenades
  • Buck and Chief have an AR, Magnum, and extra melee strength
  • Vale has an SMG, Plasma Pistol, Plasma Grenade, and faster movement speed
  • Kelly has her Oathsworn, Magnum, faster movement speed, and improved reflexes
  • Locke has a BR, Magnum, and 3 frag grenades
  • Tanaka has a DMR, Magnum, and extra motion tracker/radar range
  • Linda has a Nornfang, Magnum, and extra motion tracker/radar range
  • Blue Team innately has faster health/shield regeneration, while Fireteam Osiris can get up to sprinting speed faster and has better thrusters/stabilizers
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Halo 5 multiplayer was fantastic. Campaign was horrible. Really, my only critiques of Halo 5 multiplayer are map design. (Every map felt like a forge map) and radar size. People moved waaaay to fast for such a small radar.

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I agree with you on that completely.

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Im going back to Halo5, best multiplayer, it has a ranked team slayer.

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Halo 5 isn’t great by any means. but after its live time, if they hadn’t updated the game to a “playable” state I’d be stunned if halo infinite was even close to same page as Halo 5. But hey a new engine just means they can make the same mistakes again

You sound bitter kid.

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Why would I be bitter ? You re the one who resorted to insults and is delusional, not me. Look in the mirror ,buddy.