I personally loved the abilities and thought that many of them added new exciting ways to play and maneuver. Also why aren’t they returning to halo infinite?
A lot of abilities were used as a Get Out of Jail Free card. Prime example is Spartan Charge which effectively rewarded players for running around mindlessly, and it penalized those who thought through their actions and had good aim.
Thrust was ok, but spartan charge or the Reach abilities were not great imo.
I loved all abilities, 'cause that made the game more interesting, that give us more move variety.
I agree with you on Spartan Abilities, they made the game much more explosive. Thrust is one of the best mechanics in any game ever, it’s omni-directional and promotes outplays and more complicated gunfights. Spartan charge conveys the intensity of laying a lick on a guy as a fluid and explosive movement that causes brushback on the opponent. Sure maybe it could have been rebalanced to have the same damage as a regular melee, because it does slightly more than that. Ground pound again has many applications beyond it’s melee form but can be used to traverse landscapes. It too also needed a rebalancing to make the melee value height dependent, or even the same as a regular melee.
I hear that thrust may be returning to Halo Infinite as either a map pickup ability or a toggle-able option in settings depending on game type.
had bad skills, ground crushes is an example.
I loved all the abilities except ground pound. It just didn’t feel like it fit into Halo.
depend on type of people you play with. had alot bad experience in firefight with jerks using just to move out of the at the req areas
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> A lot of abilities were used as a Get Out of Jail Free card. Prime example is Spartan Charge which effectively rewarded players for running around mindlessly, and it penalized those who thought through their actions and had good aim.
I still have nightmares about the Spartan Charge. The idea is great, but the mechanics of how it was utilized in game just didn’t flow in the right direction for me. It need to be tweaked and adjusted.
I think the ability to stay level in the air when ADSing is pretty decent
Fun game play. New halo always feels different though. Part of me is glad they’re gone, part of me isn’t. I’m not exactly thrilled about what infinite has…grapple hooking power weapons away from team mates walking over to grab them is going to be annoying. Threat detector is pretty lame…I hate wall hack stuff…that drop shield seemed pretty useless. Idk. The basic gameplay of infinite felt fine though. Like…familiar but different. I can’t really say anything felt exciting beyond it just being a new experience after playing 5 to the point of just not really caring anymore. Many of us just want something new already…and throwing everything 1 game had into the next would feel more like extended dlc than an actual new game.
There’s also other reasons…but its not really worth even discussing tbh. The surface level stuff is enough to realize why it reverted back to something a bit more…to the fundamentals I guess you could say.
H5 has the best movement, imo. Going back to MCC after grinding H5, feels like gaining a thousand pounds lol. I liked all the movement abilities a ton, and think they bring more to the Arena gamespace specifically. BUT. Spartan charge is BS. I’ve gotten like 2 charge kills ever that felt earned or satisfying, its kind of a cheap mechanic. But admittedly its great cheeky fun to sidestep a charge and dodge it.
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> H5 has the best movement, imo. Going back to MCC after grinding H5, feels like gaining a thousand pounds lol. I liked all the movement abilities a ton, and think they bring more to the Arena gamespace specifically. BUT. Spartan charge is BS. I’ve gotten like 2 charge kills ever that felt earned or satisfying, its kind of a cheap mechanic. But admittedly its great cheeky fun to sidestep a charge and dodge it.
Completely agree with you. Will really miss the mobility that the thrust, ADS hover and ground pound gave us when playing infinite.
I do feel that the damage aspect from the ground pound is silly.
I don’t like the ground pound, the rest I do.
infinite will be a more old-school movement mechanic.
I think for a lot of players, the movement mechanics didn’t fit well with the way Halo is played, at least that’s how I felt.
Spartan charge, ground pound, and the jet pack boosting all felt like it gave players an easy way out if they were outgunned/out-maneuvered. I also wasn’t a fan of the hover while ADS because for one, you still fall just the slightest bit while you hover, making aiming even more difficult, and two, it is only a temporary hover, so you’re on the clock to make the shot which also makes it a harder play. Now I’m not saying I’m against the challenges of stuff like that, but more against how unnecessary something like that is to add in to the game when the system in place before (no hover while ADS) worked just fine.
Thanks for all of your responses!
I stand by that I think clamber and dash are good additions. Sprint bash makes sense but needs balancing for mp. Ground pound doesn’t even make sense and it feels out of place.
i liked them, they are very fun specially for parkour maps
I thought the movement is pretty good. Had a small learning curve, but it isn’t terrible. When playing the older titles, I found myself trying to climb over things that you can in 5.
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> I stand by that I think clamber and dash are good additions. Sprint bash makes sense but needs balancing for mp. Ground pound doesn’t even make sense and it feels out of place.
Why do you say that Ground Pound doesn’t even make sense, and it feels out of place? I want to know your point about that.