Halo Infinite’s art design and what the story seems to be about sound and look really promising, but what about gameplay wise. Do you think that it will be like Halo 3, Reach, or 5? or maybe a all new combination of those games. While I like the fast passed movement in 5, the abilities in Reach, and the Art and Skill required in Halo 3, but will these all work together? I hope 343 has a ace up their sleeve on this one because the community seem split on what they want.
I hope it’s a lot like Reach and 4. IMO 5 kinda went overboard with the abilities and made it too boost-jumpy. But I am excited to see what 343i does if it’s not that.
what I can see is that clamber and sprint will probably stay as well as ads but the thruster is most likely gone and I would like to see armor abilities and equipment return I can see that working well together like bubble shield h3 and the regen armor ability from h4 a better version of HR drop shield, but so people wont get too upset no jet pack no armor lock no promethean vision no active camo and evade just because it wound be needed with everyone having sprint. Another combination is hologram HR and H4 and flare H3 to disorient your opponent, auto sentry and deployable cover so make a defensive point even hardlight shield could work with that.
I know that a lot of people are very vocal about how halo 5 players but I have done some testing with H3 maps in H5 like the pit and they worked great but what I did with halo 5 is remove shoulder charge and thruster but left the rest the engagements are less forgiving and make the game faster paced and with clamber I’ve added ways up to top floor above the basses as well as adding a path from pitfall H4 version of the pit with a lift that leads up to sword
When it comes down to it they aren’t gonna be able to please everyone… As for the gameplay I’m sure they’ll come up with something most people will like and I’d have to guess it would be some mixture of the various Halo games with them looking more closely at Halo’s roots. But I’m also expecting heavy influence from Halo 5 and the multiplayer of that game was relatively well looked upon by the community. Basically, I think they want Halo to keep its identity fully intact while not being limited by it at the same time which I’d say is a healthy balance.
I’m on the same page as you with the different aspects I liked from the various games concerning multiplayer and think they’ll come up with something right up our alley.
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> what I can see is that clamber and sprint will probably stay as well as ads but the thruster is most likely gone and I would like to see armor abilities and equipment return I can see that working well together like bubble shield h3 and the regen armor ability from h4 a better version of HR drop shield, but so people wont get too upset no jet pack no armor lock no promethean vision no active camo and evade just because it wound be needed with everyone having sprint. Another combination is hologram HR and H4 and flare H3 to disorient your opponent, auto sentry and deployable cover so make a defensive point even hardlight shield could work with that.
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> I know that a lot of people are very vocal about how halo 5 players but I have done some testing with H3 maps in H5 like the pit and they worked great but what I did with halo 5 is remove shoulder charge and thruster but left the rest the engagements are less forgiving and make the game faster paced and with clamber I’ve added ways up to top floor above the basses as well as adding a path from pitfall H4 version of the pit with a lift that leads up to sword
If thruster evade is gonna go then vehicles and power weapons will be too strong, infantry won’t have a chance.
Hope it’s just Sprint Clamber & Slide, the others I hope they don’t return in my opinion
> 2533274858048752;3:
> what I can see is that clamber and sprint will probably stay as well as ads but the thruster is most likely gone and I would like to see armor abilities and equipment return I can see that working well together like bubble shield h3 and the regen armor ability from h4 a better version of HR drop shield, but so people wont get too upset no jet pack no armor lock no promethean vision no active camo and evade just because it wound be needed with everyone having sprint. Another combination is hologram HR and H4 and flare H3 to disorient your opponent, auto sentry and deployable cover so make a defensive point even hardlight shield could work with that.
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> I know that a lot of people are very vocal about how halo 5 players but I have done some testing with H3 maps in H5 like the pit and they worked great but what I did with halo 5 is remove shoulder charge and thruster but left the rest the engagements are less forgiving and make the game faster paced and with clamber I’ve added ways up to top floor above the basses as well as adding a path from pitfall H4 version of the pit with a lift that leads up to sword
Well the thing about most spartan abilities is that they often combined two equipments that worked rather well (like Active cammo and motion jammer). I think Armor abilites can make a return but also they can be added more as map items with players discarding their starting ability (such as clamber or evade) to pick up a consumable ability (like Jetpack or even more balanced armor lock). These abilities don’t recharge unless you pick up a fresh one. I could see some other equipment that didn’t make it from Halo 3 added in as either abilities or even secondary abilities (ie bubble shield regen). For example you could have an Active Cammo alternate that drops a flare instead of radar jammer. Or you could put in a grave lift that doubles as the ground pound as an alternative to the jetpack.
I don’t know about mines (and I wasn’t that big on sentry turrets). Personally I think those would be better as alternative to grenades (perhaps a way to bring back brute spike grenades even). I would love to see a UNSC Claymore or a Covenant bouncing betty mine that sprays the area with homing needles. OF course these mines would need a self destruct timer after a minuet or two.
For ADS I just prefer zoom on scope weapons, for non-scope weapons I don’t think ADS is needed, maybe it could be used to control bloom or whatever they have to simplify recoil/accuracy.