Amazing content! Do you have any advice on the best way to counteract the system for the best aiming given the movement issues? In your other video, you looked at adjusting the Xbox Elite Series 2 specs. What are your recommendations for the specs (right and left thumbsticks)? And what would you recommend focusing on to develop your skill with the current movement and aim mechanics to better navigate the current movement and aiming system with the most ease and accuracy? A lot of questions I know but a way to apply what you've covered would be great!
@criticalinfinite49452 жыл бұрын
Sounds like a great video idea, I'll add it to my to-do list. In the meantime here's some pointers. Remove your look stick deadzones to cheese the aim assist. Lower your fov. It makes your reticle larger relative to your screen, making enemies appear closer. Similarly, avoid guns with small reticles. You'll notice a trend; the smaller the reticle, the harder it is to use. Reticle size is extremely important in halo's aiming. It's the difference between the reach dmr and the sniper. Don't use a mouse and keyboard. Reaction time is more important that in other games. With any precision weapons, you must "flick" your aim rather than steadily tracking your targets. Movement is unpredictable, players moving one direction can throw you off too easily by changing direction. So, assume nothing. Keep your straffing tight. Always jump as your Shields drop. This makes your opponent's aim assist track you vertically, making headshots less deliberate. Aiming with your move (left) stick is more relevant than ever. Always aim with the left stick over the right when you can. Controller settings are pretty futile. Make the move stick max threshold as high as possible. Remove the look stick deadzones. Being able to turn is more dependent on look acceleration than your sensitivity. I use 3.5 sensitivity with 3 or 4 acceleration. I might think of more, I'll update.
@SwaffBoy2 жыл бұрын
@@criticalinfinite4945 yo you’re the GOAT, breaking mechanics down and making understanding their effects accessible. I just have one question about the look stick Max input threshold. You suggested going with a high Look Stick Max Input Threshold in your other video on order to broaden the variance in your acceleration curve while retaining fast turn at the edge of the thumbstick, is this right? I’m confused because the halo infinite settings menu says that a lower MIT yields more variance, so should we really be playing with a low look stick MIT?
@st_7102 жыл бұрын
@@criticalinfinite4945 I like a tighter max dedzone on look so ur accelation kicks in quicker allowing u to play with a sensi that helps u stay tight in those battles but still catch up if a strafe throws u off. Im a nerd with this shit so if ya ever wanna talk shop lmk lol. Also major key for aim is map awareness n moving with a purpose n by that I mean reticle placement. Most ppls problem is they be running with reticle pointed down instead of head shot level or they round corners not having their aimer snapping to where a likely enemy will be. If ur Aimer isnt pre meditated as u move the map ur already giving the opponent first shot on u while u adjust to him . Use training mode in academy ND put reveal enemy location on so u see where they are n ull learn aim positions quick
@potato14992 жыл бұрын
Funny how a game like Tarkov a while back added Inertia to basically specifically stop jiggle-peeking and add a sense of realism to movement and Halo Infinite went the opposite way and evolved backwards. Love your content, I subbed.
@criticalinfinite49452 жыл бұрын
Thank you so much for the sub!
@RavensEagle2 жыл бұрын
Thank you so much for this. You're the only one talking about this It felt so jank seeing spartans move left and right like it's battlefield or cod
@shaunmiller38252 жыл бұрын
Im so glad there is someone seriously breaking down how all this effects MkB as well. Everyone just focuses on controller, but it was huge that this launched on PC as well. AND I still choose to grind on MkB because of (what I thought to be) more accurate and Im better at. I really hope that there are some changes in the future! But keep these coming they are seriously under-rated breakdowns and explanations of things that are wrong. I feel so seen and reassured with these.
@Operator256 Жыл бұрын
You understand my pain on fundamental level. It's ridiculous to me that 343 thought it was a fantastic idea to gut everything halo has been since halo 2. The strafe inertia, the headshot prioritization, the aim assist, and the small radicals. I legit can't play halo infinite because it's so fundamentally different from what I, a long time halo player, am used to. I can't say I'm hopeful that 343 will fix these problems, but after season 5 it's getting to be on track. But I'm still not hopeful infinite will ever be top tier. Love your work very thought intensive
@Rickenslacker2 жыл бұрын
You've brought up an important facet of FPS movement and one that I feel gets overlooked. I don't mind the inertia in Infinite, because the inertia is still present even if it is considerably toned down, but this is what made Overwatch feel awful to play and it baffled me why it was something that wasn't criticized. Aside from characters like Lucio, there was no inertia in the game at all. You stopped on a dime, you changed strafe instantly, it felt binary and was so amateurish.
@efrainruiz87932 жыл бұрын
Genji also have 0 inertia, he move like he is weightless. With Lucio I was able to hold the payload alone with 6 player in top of me
@meurumtrain47472 жыл бұрын
Overwatch doesn’t have shit aiming mechanics
@Let_The_Foolish_Take_The_Lead2 жыл бұрын
Thank you for these videos, I'm not versed in the game design or modding behind the gameplay but this gives me an explaination to what I've felt about this game since the flights and since launch. I seriously don't understand how people think this Halo has good gameplay, because it doesn't.
@slonk012 жыл бұрын
I like these videos a lot because they explain the problems that infinite has very well. Problem is that most people when you say that you don’t like the game or how the game feels are just going to call you bad and tell you to get better.
@tresmoore6199 Жыл бұрын
I have been binging your content the past two days. This channel is criminally underrated. Really great stuff!
@jack34892 жыл бұрын
I’m glad you’re making a videos talking about this. I felt like a crazy person playing halo infinite on mnk wondering why it felt so off. It’s nice to see it get contextualized.
@lxDarkFirexl2 жыл бұрын
I think you are bang on the money with this take. There is a misconception that higher strafe acceleration means more competitive. But in reality it’s more of a balancing act.
@longshot58662 жыл бұрын
Thank you for making a video on this. I've complained to my controller buddies that aim assist wouldn't be so bad if you were able to freaking vibrate strafe.
@YamaMX2 жыл бұрын
Another botch that ruins the already perfect methodical gameplay of the series. Well thought out but instantaneous rhythm replaced by random herky jerk movement. So happy someone else gets this. Great video.
@joearmstrong93332 жыл бұрын
Thank you! This is my number 1 issue with the GAMEPLAY of Halo Infinite. Tracking in halo infinite is much more difficult because strafing and crouching can happen near instantly, which makes it completely unpredictable. BR fights are more randomized because both parties are unable to predict the movement of their opponent. A player who is more skilled at aiming may lose a fight simply because they cannot track the unpredictable movement. The movement acceleration of halo 3 was ideal imo. Id love to see increased inertia in Halo Infinite, but im dreaming. Thanks for expressing my opinion in this video!
@hrthrhs2 жыл бұрын
I'm a Halo sprint hater, and we can't say that movement and shooting are 2 sides of the same coin in Halo when it has sprint. But I got your point and this is the first mention of the acceleration issue in Infinte that I've come across.
@quorke2 жыл бұрын
These videos give me hope since it shows me that I am not the only person that notices the inherit flaws in Infinite's core gameplay. The lack of proper inertia in Infinite is one of many factors that makes the game much sweatier than prior games.
@noobeable2 жыл бұрын
Well said, I'm actually planning on a video that will demonstrate the problem with no strafe acceleration very well, also when you mentioned why the sniper is so difficult you forgot to mention that it has half the bullet speed
@noobeable2 жыл бұрын
I made my video if anyone is interested
@anonymous75642 жыл бұрын
The sniper doesn't have half the bullet speed. It's the same velocity as equaled out when comparing this to Halo 2 (original/classic). The difference is that this sniper, like CE, 2 and 3, has significantly less (to no) assistance on it, thus permitting accuracy over "ease of use". If you want an easier sniper, the shock rifle (a literal hitscan weapon) is as easy as it can come for a sniper. Point and click. Which is equal to what it was in Halo Reach, 4 and 5 -- Except it was only that way in those titles due to the insane amount of assists plagued onto the weapon rather than dialing it back for requirement of skill in the original "skill" based weapon. I recall it was MintBlintz who spread this lie of "sniper half bullet speed". It's not lol. He's just use to heavy aim assist values from Halo 3. It's like arguing that Halo CE's sniper is "the worst sniper in the game" because it takes the most skill to use. Just because it requires skill due to less assistance, doesn't make it bad. It just makes "you", the player, bad with the weapon until you learn how to use it more properly. Moreover; Strafe acceleration is a bad concept. Halo CE and Halo 2 did not incorporate this; Only Halo 3, Reach, 4 and 5 did. There is a reason: You lower the ceiling to the floor so that players cannot out-strafe another player, and the player shooting has an opportunity to adjust their thumbstick to shoot. By counter; In Halo CE and Halo 2, this was never a critical point. In fact, it was, just like Halo Infinite, completely instant. You, the player, had the ability to choose how you strafed and it wasn't limited to the game forcing a slowed momentum upon the player. That was only added toward Halo 3 to make the floor much easier for players. Raising the ceiling on this allows for the players to strafe in any way they so choose -- It also means that a strafe can be effective once more. Remember, by Halo 5, it was basically just crouching (which isn't strafing lol).
@noobeable2 жыл бұрын
@@anonymous7564 What are you talking about, why are you deflecting to aim assist when I never said it was bad because its lack of assist, I was explicitly talking about bullet speed, which is an inherent quality of the weapon independent of player skill, so don't try to spin it as an issue of "learning how to use it more properly", that's absurd. And I do believe it does have a slower bullet speed. Others say it does, you claim they are "lying" but my own experience tells me it does. The gun has a noticeable delay in hitting its target not felt in previous games. Many people have described the weapon as sluggish, I'm not the only one that noticed it. And strafe acceleration is not a bad concept. This video literally explains why, so does mine. The fact that there are so many posts about strafe inertia/acceleration and like you said was never a critical point in CE/2 should suggest its NOT just like infinite. Halo CE and 2 play differently. And keep in mind all those games halo had far better aim assist which mitigates the issue if it ever was one.
@Killer_Kurt2 жыл бұрын
This was well done from beginning to end. I'm gonna try out what you did with movement in a custom game and see how it feels. It seems so easy to fix, up the curve percentage, use the aim assist of old, and somehow address desync. I wanna play this game when that happens, just sucks that probably won't be any time soon.. But yea, I second the comment asking for in-depth settings video, especially with an elite controller. Even though it's feeling like it's time to go back to MCC for a while. Anyway, good stuff, halo will get there, just might be a bit
@nagiaoe24342 жыл бұрын
The lack of momentum and no player collision makes this game really difficult for mouse players It's weird that you can phase through enemies and allies but bullets can't, so if your buddy gets in front of you at the wrong time it can get you killed or allow a low shielded enemy to get away
@maritimesteak85402 жыл бұрын
I noticed it right away too I knew exactly what this man was talking about
@Kyrnyx2 жыл бұрын
Interestingly, the vast majority of these changes have a common outcome... hurting the lethality of precision weapons.
@FierceLittleBit2 жыл бұрын
Great vid this was something that always felt off to me
@thechipmunkpunk2 жыл бұрын
Really like your deep dives on this and the aim assist. Lots of work went into being able to express these points, and I promise its not going unnoticed. I hope more people get to see these, and eve more so that 343 takes some of your points into consideration when adjusting the game moving forward!
@hipmp52 жыл бұрын
This is the most underrated Halo channel for sure, keep going!
@RandalphTheBlack Жыл бұрын
Just found this stuff as well as realized I saw your bit on halo 5 years ago. Really great work here especially on the breakdown with aim assist and sensitivity and all. I really appreciate this stuff as a comprehensive reference. Hopefully your work pays off for you. And hopefully 343 will do some tweaking now that you have done the work for them. 💀
@bjhalo22322 жыл бұрын
I love this content because of the in depth explanation of halo infinite problems. Especially regarding playin on MnK
@Seadog95112 жыл бұрын
343!! Pls pls, offer this man a job...
@ToaDrakua2 жыл бұрын
2:48 Now that height chart is a wee bit off. Normally, Spartan III's _would_ be shorter than II's, but the III's of Noble Team and other Mjolnir clad III's have additional enhancements that bring them up to the same height as the average Spartan II.
@maximilianomoretto258Ай бұрын
Am I the only one that likes the fast movement? It's like a dance, it's exciting, you can get not only outgunned like any other fps but also out-moved, and that's unique for infinite
@Chrisspru2 жыл бұрын
from what i can tell, 70% acceleration is reach acceleration. it seems to be at 12 units/s^2 by default, where CE had 9.75, 2/3 had 9.6 and reach had 8.5 the speed in infinite by default is 2.5 units/s (25 ft/s). in ce,2 and 3 it was 2.25, while in reach it was 2.2
@ragu45452 жыл бұрын
Yes!!! I also wondered why the movement looked so awkward and wrong.
@anonymous75642 жыл бұрын
Movement doesn't look awkward and wrong; It looks like Halo CE and Halo 2 again finally.
@FBRacingV22 жыл бұрын
1:12 And thats why "Sk the halo god" was able to make the "SKRAFE" because left and right like that stop the movement of a strafe & i also figured out MOVE DZ set the MAX thres to 0 and the other 2 @ 10 you will get that old halo strafe. long strides are better then short strides. MNK players - if you guys can figure out how to out strafe a controller player yall would be ELITE! Just gotta match the strafe and not use no much of the mouse to aim. THIS AINT CSGO! DONT SPAM LEFT 2 RIGHT!!! EDIT- GOOD BREAKDOWN
@R1ZZyD1ZZy2Ай бұрын
great breakdown 🫡
@AssassinRFP2 жыл бұрын
Love the content, keep it up!
@efrainruiz87932 жыл бұрын
Many player do the left&right strafing, but other like to do circular strafing (rotating joystick 🕹) And their is the “S” strafing, this can be good because it minimize the “tiny inertia” that you call “fast acceleration” (real life fighter move like that to be faster and to protect the knees)
@xshadowscreamx2 жыл бұрын
The mangler and disrupter pistol are so good cuz they have the big reticles. So they are my go to on last spartan standing.
@Kaimerah2 жыл бұрын
IVE BEEN SAYING THIS SINCE THE GAME DROPPED, THE INSTANT STRAFING AND NO MOMENTUM IS WHY AIMING FEELS LIKE DOG SHIT
@anonymous75642 жыл бұрын
It's not why aiming feels bad. It's why you actually can outplay someone with a strafe (for the first time since Halo 2). But it's not why aiming feels bad. There's multiple reasons for that; Namely a lowering of all aim assists and decrease of auto aim (bullet magnetism).
@Kaimerah2 жыл бұрын
@@anonymous7564 i mean theres tons of games where strafing has more weight and momentum and you can still outplay people. perfect example apex. but even the example u gave of halo 2 that games strafe is still visibly easier to track then H:I and it while bring fast paced for a classic halo still has strafes where your character cant just instantly change directions. theres still build up before switch direction. on controller its a bit easier but on MnK which is what i and most of my friends and most PC players (outside of diehard halo fans) play with on PC and tracking someone in this game is a hassle with mnk. not only am i strafing which naturally can lead to inaccuracies but i also have to keep track of someone strafing left and right at mach 5 instantly changing direction with 0 predictability or buildup. so a kill that could be 4 shots might take 5 or 6 and by that point im probably already dead due to missing one shot because the place where he was moving to just a millisecond ago is now empty space. if 343 wants this to be hoe it is tho they do need to turn up bullet magnetism up a bit more on all guns cause taking aim at someone and missing because theyre not where they were 0.1 secs ago and dying because of it is frustrating
@anonymous75642 жыл бұрын
@@Kaimerah There's a lot wrong in this. Let's start from the top. "i mean theres tons of games where strafing has more weight and momentum and you can still outplay people" No, almost no game, especially today, limits the player on input. This is why "raw input" is a real term today. The game doesn't limit the player outside of generic sensitivity of cursor; When movement is concerned, your character doesn't "have" anything more than the weight of the character in physical space. I'll explain that a bit more simply. Consider a thumbstick. You have a 0-100% for movement. In the center it's 0%, pushing up, it's 100%. You instantly push up and it should just be "at 100%". Every game today acts like this. Halo 3, Reach, 4 (2 Anniversary) and 5 were the exceptions to this rule, along with many "Console" games that never evolved. How this works, instead, is when you push your thumbstick up, instead of it hitting "100%", it's going at a fractional division based on the game. The moment you accurate the thumbstick, it will crawl to the percentage you're at. Say you're at 100%, it'll take, and just imaginary numbers, 10% over .3s (300ms) to get to 100%. This allows the player to go from "walking" to "power walking" animation you see (such as in Halo 3). In Halo CE and Halo 2, it acts as a raw input for movement...as it does in nearly every modern title. Your input is the limiting factor traditionally, not the game. You may say "what that doesnt make sense" but then you have to look at the second characteristic here. Physics engines. Halo is a scifi comp fps where the entire premise of the physics engine isn't to "simulate a human in a 4,000 pound suit". You're suppose to be a genetically modified super soldier that can lift a tank with a single hand and flip it over. To even think that "the physics engine needs to simulate inertia" in this same instance should also argue that a tank shouldn't be flipped by the character (lol). Just to throw that argument (that's in the video sort of as well) out of the bus. " perfect example apex. " APEX Legends does not limit travel velocity based on an in-game percentage in order to make tracking an opponent easier for the bottom floor. APEX legends, like every nominal competitive (you verses other players) FPS title out there, pushes movement as a raw input due to the negative impacts it can have when battling an enemy player. A stationary player in any game is easier to hit than a moving one. The concept of a strafe is to "dodge bullets". If you essentially cannot dodge bullets, then the game becomes easy...which becomes boring quick. I'm watching a video right now of an APEX player strafing. There is no slow down when moving between the two sides. It's instant. "but even the example u gave of halo 2 that games strafe is still visibly easier to track then H:I and it while bring fast paced for a classic halo still has strafes where your character cant just instantly change directions." Halo 2's strafe is almost identical to Halo Infinite's strafe. Halo CE's strafe is also identical to Halo Infinite's. The issue is the player, not the game. You believing it's "easier to track" has more to say about you not being able to track verses the game itself. Moreover; This same YTer did a video about sensitivity (check it out, its good) which could potentially be the/an issue, but the real point here -- How strafing mechanic works has absolutely nothing to do with "why you're missing". Yes, adding this will make you miss less, but it also means that same thing about everyone. When everyone can 4-shot, the game becomes easy. "theres still build up before switch direction" In Halo CE and Halo 2 (classic), there is no "build up". It's instant. This is and was why jiggle peaking was very usable in these titles; And why you can jiggle peak, again, in Halo Infinite. First time since in Halo since 2006....minus the "drop back clamber / cally clamber" of Halo 5 (Where you could exploit clamber to jiggle peak). Another example in this field, three actually, is Counterstrike, Valorant and Rainbow6 Siege. All of which are instant strafe velocity and locked to your character movement speed verses a generated percentage based on input threshold. You are "not limited" by the game to move. It's raw input. On purpose. "on controller its a bit easier but on MnK which is what i and most of my friends and most PC players " Here's the actual issue. This is Halo. Halo is harder to learn on keyboard and mouse. That's the real premise to go off. You're not just required to track, you're required to lead, you're required to continuously click whilst tracking (you can't just hold down the button), and you're required to move your left hands fingers in various methods that permutate coordination that, inherently, no other FPS requires. The problem is that the inherent "skill" to use keyboard and mouse in Halo is already high. They shouldn't ever be required to "drop the ceiling" because the floor is too high. You simply find methods to make the floor lower without touching the ceiling. In the case of movement, there's no real way around that one. You shift with the meta; If the meta is side strafing with a crouch here/there, the player is going to be forced to use that sort of coordination to keep up on that input. I should also mention that I've had almost no one have issues on KBM in Halo when playing ranked in the starting months. The problems they had, as many, was Oddball and the lack thereof ranked playlists (which still is lacking). Most regular people aren't actually that insecure to "blame the game" for them not performing like a pro player immediately off the rip.
@anonymous75642 жыл бұрын
@@Kaimerah " play with on PC and tracking someone in this game is a hassle with mnk" To simplify this one with the last comment; Obviously it's a hassle. It's Halo. You can't expect it to not be. I have the feeling you were using a sidekick, however, and that's likely the problem. A side arm (labeled Side Kick for a reason) shouldn't be used as the main weapon. The AR in social is the primary for a reason. The BR in ranked is the primary for a reason lol. "not only am i strafing which naturally can lead to inaccuracies but i also have to keep track of someone strafing left and right at mach 5 instantly changing direction with 0 predictability or buildup" There's predictability. It is simply your skill that requires you to understand this. There was just a recent Halo tournament. You must have seen a few players get perfect kills on other players, or no scopes with the sniper or shock rifle across the entire weekend, right? Even at the highest end, the current movement is already "too easy". The current weapon sandbox is already "too easy". I'd have to argue "well switch them to kbm" and you'll likely just see the exact same thing occurring -- everything being "too easy". The fundamentals of Halo have no input difference; The issue is understanding how each mechanic works and your decision making surrounding it. The problem, in this case, has absolutely nothing to do with inaccuracies or inconsistencies due to the game, but due to the player. The game is fine. It is, however, a buggy mess with a lot of problems and a horrifyingly weird sensitivity system that causes a lot of players not being able to adjust. But it has absolutely nothing to do with the strafe lol. "so a kill that could be 4 shots might take 5 or 6 and by that point im probably already dead due to missing one shot because the place where he was moving to just a millisecond ago is now empty space." Let's use the BR for example. The BR is a 4-shot optimal kill (3 in the body, then 1 headshot with no shield) and 7 shots sub-optimal (4 extra body shots after shield is broken). Now only is this on purpose, it's the exact same as Halo 2's, on purpose. This "delta" (the term it's called) is specifically here so it's possible to win a battle verses another player with some shield left over. What you're experiencing is exactly what would have happened in a BR fight in Halo 2 (classic) on controller, and inadvertently as well in Halo Infinite. What you "may not be use to" is the idea that better skilled players can outshoot you by simply having a better strafe. They likely didn't get a "perfect kill", unless of course you weren't strafing. But to simplify that -- missing "one burst" won't cause you to lose a fight. The delta's on almost every weapon in Halo Infinite are like Halo CE's and Halo 2's -- Where it takes far more than "1 missed shot" to get a kill. Unless, of course, you weren't strafing. "if 343 wants this to be hoe it is tho they do need to turn up bullet magnetism up a bit more on all guns cause taking aim at someone and missing because theyre not where they were 0.1 secs ago and dying because of it is frustrating" Aim assist, or rather "bullet magnetism" isn't going to solve that issue. I can't repeat this every time someone comes up with this "kbm vs controller" debate, but I'll make it very simple. The curving of bullets always will be far more beneficial for a controller than it will a keyboard and mouse. Although every game has this mechanic enhanced significantly more on keyboard and mouse, increasing it will not change you missing shots, not strafing, or not being a better player. It'll make it easier for you to likely "land them" (or win a battle), but it'll just make it "that much easier" for the player you're playing against to win the fight. It changes nothing, that dynamic still exists. What should be proposed is a scalable bullets concept; The idea that the bullet for the input of keyboard and mouse has a larger hitbox registration than the controller. But, again, that won't change anything. The truth is; It's like jumping into Counterstrike. Do you expect to be of the 0.001% of "the best in the world" immediately without any practice? Why do people believe you should be with Halo, when there is such a massive "gap" on a controller already. Not everyone is Snip3down on a controller in Halo (or APEX), yet it's treated as if SpartanJimmy117 "is as good as snip3down" on a controller. It's just not the case lol. Had to break this response into two; Too long I guess for the comment section.
@Kaimerah2 жыл бұрын
@@anonymous7564 1. no i dont just use sidkick, actually i think that gun feels a lot better on a controller than kbm so thats the gun i almost always get rid of first and in ranked i dont even bother touching it. 2. the whole point of obviously kbm is gonna be a hassle its halo is such a strange ass point a large part the community seems to have. the game came out on pc, it was developed with the intent that both pc and console players would be playing, kbm shouldnt be a hassle simply because its halo. the only games that really applies to is the older games that were designed for consoles but even then kbm vs controller in mcc still feels pretty “fair” and for the most part kbm vs controller in other games feels better than in H:I. if infinite was a game that was made to come out on pc it should feel good to play with on a mouse, just because its halo and its historically been a console shooter doesnt mean it should get a pass feeling like ass to pc players now. your whole point with the esports tourney is strange too cause most of them are using controllers, tracking in this game is easier on controller, not only does everyone agree that controller has a big advantage but theres even stats showing that most of the players with the highest accuracies are controller players. the 4 shot br thing, yes ik thats how it works and that “sub optimal” ttk with that gun is a lot longer but strafing when against a controller players is a lot less effective then it is a kbm player. crouching strafing out of the way etc is still going to be less effective against someone that can do the same and also has aim assist on. switching between the two in matches i can tell that dealing with tracking a strafe is easier with a controller then kbm, getting those 4 shots off is easier by a lot and my aim on kbm in general isnt even that bad when in every other game mcc, apex, cod, siege etc i can track and hit shots consistently, while also strafing myself and tryna dodge getting shot. and like your whole point of if the game did increase bullet magnetism itd be that much easier and itd be easier for better players too. cool thats fine, if the other player is better he should get the kill but at least more pc players would feel like they can land shots more consistently, and if that means having a system where it bumps it up a bit more on kbm instead since they get no aim assist thats fine, but making strafe have more intertia and momentum would mean that not only is it easier to visibly track someone on kbm but controller wouldnt be at a disadvantage either since theyd still be able to track just fine with AA like on the mcc. i mean theres plenty of other games that have crossplay and it feels fair and good for the most part, infinite is the only game where it feels like playing with one input over another gives u a disadvantage which again like i said earlier if its a game that was developed for both pc and console, then kbm players shouldnt feel like theyre at a disadvantage it doesnt matter if thats how halo was. and like no one is expecting to be the .01 person of players. people just dont want to feel like theyre at a massive disadvantage.
@TheLEGITstuff2 жыл бұрын
since the flight this was the thing that stood out to me most. pair this with the slowest BR bursts to date and you have a recipe for disaster. even if you have good mnk aim, this movement accel is faster than any other FPS ive ever played in my life. On top of that the game is not optimized very well on pc and aiming feels terrible as you mentioned in your last video. I would bring this up a long time ago during the flights and would be told "get good" on halo subreddit. tbh, i still think both inputs suck, but even just mnk. During the flights I would hop into Mikwen's stream, asking questions as he was part of the comp team at 343. He told me they thought faster movement speed and accel was a good thing. He also did admit that the aiming felt off "for this build" LOL. Even H5 guys like Frosty think the movement accel is too much. I have clips of them talking about it. this video is also a good example to why the og halo games felt slow, it was for good reason. game balance. I see a lot of h5 kids always try to penalize the quality of the older halos by bringing up movement speed lmao.
@Wylie2882 жыл бұрын
Many comp games have instant movement accel. What casual garbage are you playing?
@TheLEGITstuff2 жыл бұрын
@@Wylie288 csgo, valorant, quake, apex, siege, overwatch are all competitive (fps) games that come to mind right away. Even cod and fortnite if you want to consider those. movement accel is not INSTANT in those games. you need to move in a direction for certain amount of time to reach max in game velocity. if you were to mash A D, or left right very quickly on a joystick, you would stay in one place since you need some time to build speed. Halo infinite is not like this, and if you want to be relative to other halo games, it is like day and night.
@01eksii Жыл бұрын
bro is given more freedom and bitches about it, nothing ever stops you to incorporate other tactics to your strafing
@efrainruiz87932 жыл бұрын
The most difficult thing is to strafe in the edge of a corner, I call it Pop-up-shooting-strafing because you literally are popping out of the corner and shooting. This is the most dominant thing in Halo to make the enemy hide and have control of the map
@Chrisspru2 жыл бұрын
sprint in infinite has a further benefit: its different to base movement is roughly the 110% mlg speed, which works well on regular maps but tightens delay between engagements
@Cognitoman2 жыл бұрын
Im gonna watch it here in a second
@chunkrock82182 жыл бұрын
I use to pick up the sniper all of the time but ever since infinite came out I just avoid it
@efrainruiz87932 жыл бұрын
You have to explain something that is visible in your own strafing (you strafe good 👍) Look, when you do Mini-Left&Right strafing it have very little inertia, is almost like teleporting left and right But went you do Long-Strafing you can see a very little inertia, it’s there and me and my pro cousin have noticed since Halo 5 But in Halo 5 Valentine Doble ♥️ it was ultra fast like Halo 2, I remember having a lot of fun killing everyone because we were so fast and unpredictable
@Moonswirly2 жыл бұрын
thank every single god ever worshipped that someone else is talking about this
@nerdcuddles7731 Жыл бұрын
I dont think bullet magnetism would be the right call, no AA feels better on mnk. Bigger hitboxes and lower bullet spread with reticles that pop out more from the environment would be the better choice. Though 343 already crossed that bridge by adding reticle stickyness to MNK that makes you miss more than it makes you hit because it SLOWS YOU DOWN BEHIND THE ENEMY WHEN YOUR TRYING TO TRACK THEM (Seriously who thought that was a good idea to KEEP in the game as something not toggleable?) and it also messes up your aim at long range because it forces you to use high sensitivity otherwise you just cant aim at all because of how much slowdown there is.
@efrainruiz87932 жыл бұрын
Halo Reach was the heaviest in the serie, but even Halo Infinite has tiny inertia that game like Apex don’t have. (Many Overwatch character are faster with super acceleration) The Hunter in Destiny can be ultra fast if you put all the points in movement.
@gizmo24452 жыл бұрын
Couldn’t put it to words but something felt off with this games engine, this might be it
@jiffbombastic36942 жыл бұрын
343's entire career has been "if it ain't broke, fix it". This core feature being nigh absent breaks the experience for me. If I wanted people to ADAD/strafe spam, I'd play Overwatch. Crouch and strafing has never been a problem in legacy Halo, and aim assist was better in those games. The tiny reticles are also so aggravating. This fixation on making Halo hyper competitive is a backwards approach. Halo has always been casual fun, so having sweaty micro reticles, no red reticle, strafe and crouch spam, frags made out of rubber, this all just ruins the gameplay that has held up quite well. PC is actually worse in Infinite than controller, which is stupid. There shouldn't be a clear winner between the two control schemes in something like Halo. At least in MCC, both styles of play are very much viable and the gameplay compliments this by making the gap between the two very minute and a non-hinderence. You're not missing out on much by playing controller, because the casual nature of Halo has always complimented controller gameplay.
@Cognitoman2 жыл бұрын
yeah, I didn't know that about strafing for this game, not to mention you have to use your left stick mostly in this game to aim which should not be the case, movement shouldnt depend on your shots your right stick should.
@zywypl2 жыл бұрын
If anything, I'd make the movement even more responsive. I'm messing with the settings in custom games recently, and personally I think that removing sprint but upping the base movement to 110-120% and acceleration all the way up to 130% makes the game so much better. The bigger issue are the controls as pointed out in your previous video, if they weren't so terrible constant strafing wasn't an issue at all.
@colbyboucher63912 жыл бұрын
It would be even more impossible for controllers to aim, then. We're already in a situatiin where they pretty much do the aiming for you because of the crazy strafing. If it was PC-only, maybe.
@discoprince90652 жыл бұрын
TLDR The lack for strafe inursha (can't spell) makes aim to counter straff predictable and frustrating... less fluid and more jittery.
@Chrisspru2 жыл бұрын
a good setup for customs i found: - 90% speed -80% acceleration - 90% sprint speedup time (for fluidity) - 70% grenade radius (so dodging is still possible) this combination feels pretty much like halo 3, with an mlg-speed sprint. tuning speed to 90%, acceleration to 90%, sprint speedup to 80% and slide distance to 110% (counters the 90% speed) makes the game feel snappy, but more consistant and less sweaty, rewarding better positioning.
@solidice56602 жыл бұрын
I’ve been wondering what the hell was up with the way Halo Infinites gameplay feeling so off! Agreed it feels too twitchy and players wiggling back and forth on a dime is what makes me miss so many shots. For me the sniper is unusable on infantry because of this. Unfortunately I’m afraid that they will never change it because all the pro players are used to it the way it is. If they change it everyone will complain they the game “feels to slow now” or “people are killing me so much more now”. It would be a big adjustment for many, one I’m willing to make, but many others would riot against :(
@novachroma2 жыл бұрын
Your content is amazing! You need to post them on reddit or something for more exposure!
@criticalinfinite49452 жыл бұрын
I've thought so. Someone posted one of my videos yesterday and it brought a ton of exposure. I'm just worried they'd remove me because self promotion may be banned.
@kyle55192 жыл бұрын
The awkward side strafing makes this game look so dumb
@crunchybombed26142 жыл бұрын
What video is on tiny reticle?
@JL4RG2 жыл бұрын
Wish 343 could hire you to explain to them all their mistakes! great content!
@boristeplitskiy76322 жыл бұрын
I think the biggest problem is CONSISTENCY. You have players on the original Xbox’s at 30 FPS, One x and series s on 60 FPS. Series x on 120 FPS, and PC on 120+ FPS. There is no consistency because PC crossplay players are unscoping and beaming you with a BR and no matter what you do you can’t hit a shot because your frames are slower.
@Wylie2882 жыл бұрын
Thats not how input works.
@2lazy2die562 жыл бұрын
As a mnk player i feel i need to buy a controller to play this game. I can say that about 80% of kills in this game were luck or the enmy was not looking at me. I play a lot of CS the sniper in that game is so inaccurate but u can still now scope if u know what u are doing in this game i have never hit a noscope or even won a 1v1 with a sniper.
@st_7102 жыл бұрын
Jiggle strafe players get shit on lol cuz aim assist. But cuz acceleration is instant u can do tight left tight right larger left strafe or tight left short right long right strafe with crouches/jumps mixed in on the 4th shot. If u dial ur sensi / accl / fov/ DEF ur deadzones and learn how to recognize diff strafe styles in order to not counter Strafe urself its really not to hard to 4shot/5shot in strafe battles short/mid range since the only headshot needed is the last one. Also if u have the option t9 on ur controller to set stick tension like on the elite 2 or using those foam kontrol freek rings it really helps with ur tighter control preventing stick pinning n over corrections. Like u mentioned Shot rhythm n knowing when pace br shots based on certain types of gun battles. One other thing that alot of higher tier players do in battles is if they clearly land first shot n are comfid3nt in their ability don't even try to go sick with strafes. Just move in a simgle direction it makes landing shots on crazy strafes way easier
@comorbiddisorder2 жыл бұрын
Can we send this to 343 or something, because it explains why it looks like I landed every shot but still ended up being the one dying. Not only did they fuck up the movement, but the vehicle physics are absolute garbage, a vehicle that barely moved after having a 1,000 pound spartan slammed into is somehow as light as a fucking feather. Not to mention, if you compare the vehicle effects and damage of Halo 3 vs Infinite, the vehicle damage is practically non-existent, you can't even tell an exploded vehicle from a brand new one, and explosion effects are so bad that they have to make it glow red in order for you to know it's gonna explode.
@criticalinfinite49452 жыл бұрын
You're correct. This is partially because vehicle physics are simulated, this isolates them from the wider sandbox. I remember driving a warthog for the first time; it felt overly smooth and floaty. This is because "vehicles" and "everything else" are near independent physics systems.
@comorbiddisorder2 жыл бұрын
@@criticalinfinite4945 Does Halo 3 do something different?
@anonymous75642 жыл бұрын
@@comorbiddisorder Halo 3's design is legitimately to make it as easy as possible for non-fps players. What you see in Halo 3 carried on to Halo Reach, 4 and 5. As much as the "Halo community" loves to bash those games, Halo Reach, 4 and 5 are essentially just Halo 3 without it's soul in order to keep "making the game easier" or "more mainstream for non-fps players". Halo Infinite brings back to Halo CE and Halo 2. Although it's "absolute garbage" to you, for someone who is in their near 40s, this is actually a blessing to see the game revert back to it's original state of 'being' a scifi competitive FPS, instead of "let's make everything easy and overpowered so that people can feel good". Although this Season 2 update really broke a lot of things to make it equal to that narrative -- The game still is far more balanced than Halo 3, Reach 4 or 5 had ever been. Just wish it actually featured what made Halo so unique between 2004 - 2008 -- It's ranked matchmaking experience.
@zacharyarmijo95732 жыл бұрын
Now we know why mouse is so much harder to use. makes me angry man real angry.
@hydb8012 жыл бұрын
Jiggle strafe doesn't work against controller players, the aim assist makes it so I don't even need to adjust my right stick for their jiggle so it doesn't affect accuracy. Longer strafes and Crouching/Jumping when one shot definitely help. For mouse, 343 has a long way to go to find some balance since each input has its strengths and weaknesses. In larger maps like BTB or even a battle royale, mouse might dominate at range just like it does in Tactical. Unyshek did say that they are working on crossplay settings.
@jaydenharrison14362 жыл бұрын
That doesn't change the fact that they need to add deceleration and acceleration physics to the strafe.
@Wylie2882 жыл бұрын
@@jaydenharrison1436 They don't need to add shit. Git gud.
@jaydenharrison14362 жыл бұрын
@@Wylie288 adding deceleration and acceleration physics to the strafe would increase the skill gap dummy.
@dontpokethebear3893 Жыл бұрын
This is why I quit the game. This and only this. It's something I noticed immediately and made it completely unfun to play for me.
@BrookeSkylarShields2 жыл бұрын
40k did it right, if you stop to fast your body breaks
@Racin8082 жыл бұрын
Absolutely Brava
@NotKelloggsCornflakes2 жыл бұрын
343 manage to screw up so much but hopefully like in this case they built tools to adjust things.
@benniebees2 жыл бұрын
Have you played overwatch? The most off the charts acceleration in the fps gaming world can be found there =D
@gio11352 жыл бұрын
ok but bloom should be removed before movement is touched
@Burnacy76452 жыл бұрын
Achievement Unlocked: Your Moms Vibrater
@vikhdez930610 ай бұрын
And this is still a problem, this game sucks
@anonymous75642 жыл бұрын
First; Here's your problem: You're utilizing the games fundamentally designed to be the "easiest to play" (low skill entry) verses the original titles (CE and 2). Strafe velocity and acceleration curve on Halo Infinite are mirrored off Halo 2, much like the Battle Rifle is. 1:55 go do this on Halo 2 (classic, of course; Not Halo 4's version of Halo 2). "Halo Infinite and Legacy Halo" - No, you're showing the difference between Halo Infinite and Halo 3/Reach/4/5. I could write an essay of multiple paragraphs, or I can explititly state that Halo CE and Halo 2 (The origiinal / "Classic", not the Halo 4 version) have the same fundamental "dance" goal as Halo Infinite. They do not limit the players movement to lower the floor (barrier of entry) for shooting. For the point of contention here; 2:50 -- Lore and "concept of super soldier in massive heavy suit" is irrelevant to balance and principle as to how the game fundamentally limits players. Limiting a players movement is inherently a design goal (in Halo) to lower the floor to make it easier to hit the target. It's important to add at 3:09 that you are penalized for moving in Halo Infinite too, since every weapon (besides shock) is projectile, which some weapons (like the BR) have a vertical upward recoil spread designed specifically to "spread" side-to-side when moving, requiring you to slightly lead in order to appropriately hit the shot when in motion. 4:27 although you were spot on and correct up unto this point, you have to understand that "those rules parameters" shouldn't be limited by the game, but BY the player. Halo 3 introduced the first time that the game required those rules to be followed, inherently lowering the "floor" for entry into this concept. It removed a fundamental skill that was replaced by "slow bullet travel" and RNG instead. This trend, although evolved differently, just continued with each iteration onto finally reverting back to CE and Halo 2 in Halo Infinite. Where the "player" has the skill expression and fundamental learning curve, and the game isn't limiting the player to it. Limiting the player is a massive draw back to Halo; And it's why Halo after Halo 3 has inherently "been" not a fun game. Consider why bloom was bad; It wasn't due to it existing -- it was due to how limiting it was and how it required the player to play by the exact rules, instead of learning to bypass the rules of the game (as they were able to do in every Halo title of the past). 4:41 - Although correct; You do "not" have a "gap" when the ceiling is artificially nerfed for the point of being the same as the floor. The idea created in Halo 3 was to inherently "stop" the player from being able to out-strafe an opponent. At least, in vanilla settings (MLG increased movement speed, fyi). Important to also add you're utilizing "skill gap" incorrectly here. You have two points - A floor and a ceiling. What's is in between is "the gap". In specific terms; The floor is where the barrier of entry exists. The 'ceiling' fundamentally isn't limited by the developer, but by the game itself. In terms of side-strafing, Halo Ce and Halo 2's 'strafe' was limited by the overall speed of the player based on the game world. Whereas in Halo 3, the players strafe velocity and acceleration curve was slowed to accommodate a more skillful player going against a less skillful player. Although, this is the reason why Halo 3 also has slower bullet velocity, and limiting distance was why it has RNG spread (also a reason for this too) and various other reasons across the board -- The point here is simply that "The floor and ceiling are the same" when you design the rules to limit the player on strafing. This, for example, is why you see "crouch strafing" is a thing in Halo 5, where in Halo Infinite you "can incorporate a crouch strafe" into your traditional side-to-side strafe, and it works fine. It's not, however, the "only strafe" applicable on purpose. The player has more control over this, which fundamentally "is" creating a rudimentary floor and an evaluated ceiling that's "limit" is the actual game, not the floor. 5:14 - I'm going to be as simple and as blunt as possible. You're likely correct but also you have to understand -- This is what happens when you provide the players with the ability to not be limited by the games floor. The issue during and after Halo 3, with strafing in particular, was exactly that. They 'can jump" if they want. Most will miss shots when they jump, since the battle rifle as an upward firing vertical recoil. You have to accommodate for all these factors when incorporating more strafes. In relation to "expanded physics", it's possible this could evolve in the future as time and skill expression evolves. But that's the point of how this is laid out. It's possible to "be better" than the current strafing formula since it's no longer limited by the floor. This is, inherently, what 'made' Halo 2 such a great game online for skill expression, despite it being a fundamentally "classic Halo" game. Now we have all the fundamentals of "equipment, sprint and slide" into account; but that's a topic for another video. As far as the "problems with the movement" are concerned; I'd have to propose a counter argument. There's absolutely nothing wrong with the movement in Halo Infinite. It's actually the first time since the original series that movement has actually felt fluid and "like Halo". It is, however, "unusual" for players who grew up on Halo 3, Reach and 4 -- But for us "boomers" well into our 30s and almost at the age of 40, the movement feels far less restricting, as like the game is finally allowing the user to take control, instead of requiring the user to play at the same pace as everyone else. Although Halo 5 did this as well, Halo 5's inherent flaw was "this expression" was tied to mechanics, rather than just the base movement. You couldn't just out strafe someone. You had to use sprint, slide, super jump, clamber, auto-stabilize, spring-jump, thrust and in different combinations "for skill expression". Which, although fun when mastering, was also a large draw back to playing. Now we actually can just have skill expression without requiring pressing 40 buttons just to out strafe an opponent.
@anonymous75642 жыл бұрын
7:24 - "How can you headshot this". Simply. That's the answer. Have you not watched any of the HCS tournaments? Not many people have issues with hitting targets in Halo Infinite due to strafe; Only a few actually have issues with this. Most of the time, one could actually argue that their issue is based upon their inability to learn the skill required. I'd have to argue that this was a fundamental skill required in Halo Ce and Halo 2, but was stripped after to accommodate this handicap -- Now it no longer requires such a handicap to exist (in a modern field of FPS), which is finally a net positive for the Halo franchise.
@criticalinfinite49452 жыл бұрын
Wow you definetly deserve a heart for all this. Thanks for mentioning this, I should hve minded the difference and not grouped all of the games together by saying "legacy halo." I get what you're saying, and i understand why some people might prefer infinites's movement; it's the most robust it's been in a long time. still, in my opinion allowing players to "jiggle straff" makes aiming feel less tactile, especially for MK players. MK doesn't have adhesion to help it clutch against movement like this, and there are big differences to bullet magnetism that make movement problematic for both inputs, MK most especially. I think "jigggle straffing" is a problem, and I personally prefer the gamplay changes a more heavy inertia brings. You can belive this is a skill issue, but i think it's worse. There may be a compromise... The issue isn't necessarily the time it takes to reach full speed, but how quickly you can change direction and regain any lost momentum. You could keep the time to reach full speed the same and simply alter the acceleration curve, such that you don't move much initally. Making the acceleration curve exponential instead of linear, while still maintaining the time it takes to reach full speed MIGHT bring the best of both worlds.
@anonymous75642 жыл бұрын
@@criticalinfinite4945 " allowing players to "jiggle straff" makes aiming feel less tactile" Not to be that person, and with all due respect; It's not "less tactile". It's more skillful and requires more upright thinking on the spot (decision making) than simply being limited by the game. The purpose of limiting your strafe in Halo 3, Reach, 4 and 5 was to limit the player interaction battles by the precision accuracy of the 'pad' rather than of the player. This inherently meant that the generic method of "dodging bullets" (strafing) was nerfed to allow for a less skilful player to have time to react and adjust. This ONLY changed in Halo 3, and continued onward, to lower the floor and barrier of entry of the FPS; At an era where FPS titles were starting to take off. In 2022, it's pretty fun to say that "strafing, jiggle peaking, and movement" are all universal in every game. In Halo's minor exception, you utilize movement to enhance your aiming. This coincides with strafing; And it's what makes "the dance" so iconic to Halo. "Especially for MK players" The problem is that "Everyone" thinks this debate is a simple one to solve. KBM players shouldn't have an issue with strafe speed since velocity isn't pinned to a crawl momentum swing when strafing in nearly any other FPS. The real problem here isn't the movement, it's the TTK of the weapons which, for the only part of the game that is an FPS (ranked) requires a lot more tracking (with clicking each time) than it does precision. In essence, Halo just "isn't made" to be easy on a keyboard and mouse. I'd have to also preface this by saying a great method of combating imbalance here would be scalable bullets, however that likely won't be implemented until much later. I'd argue input based magnetism increases, but that could inherently come with some easy methods of input spoofing, which I'm sure 343 doesn't want to introduce at this stage. "MK doesn't have adhesion to help it clutch against movement like this, and there are big differences to bullet magnetism that make movement problematic for both inputs, MK most especially. " With all due respect; KBM does have the ability to have clutch movement. The problem is the difficulty, not the possibility. It's very possible to have seamless and flawless movement in Halo on a keyboard and mouse. The problem is the coordination and consistent button pressing verses a simple movement of the thumb stick. Moreover; "tracking" is what adding this would affect, not strafing. Let's tackle this in it's own paragraph: Adding a percentage limiter on strafing, as seen in Halo 3 and onward, forces the player to "catch up to full side speed". This leaves a "strafe" at a "100-0%" crawl (instead of instant like Halo CE and Halo 2), and then to crawl back up to 0-100% the opposing direction (instead of instant). What this does is allows a player to "track easier" on the target. This inherently will do absolutely nothing to the game besides make it easier to play at the highest end. At the lowest end, it'll allow players to hit a couple more shots, but it won't change their inherent skill. It'll just allow a marginalized group to feel more secure about landing a couple more shots before they complain that they were "shot through walls" with a massive piece of armor showing due to a massive glowing outline that shows your hitbox. "I think "jigggle straffing" is a problem, and I personally prefer the gamplay changes a more heavy inertia brings. You can belive this is a skill issue, but i think it's worse" With all due respect again; strafing is designed as a mechanic to dodge bullets. This implementation has been a consistent factor as to what 'makes' the Halo dance so iconic. The only thing you're stating here is that you believe introducing the mechanic that limits the ceiling makes the gameplay "better". Although, it makes the gameplay "better" if your unable to learn "how to strafe" (which isn't a hard concept, so I'm not knocking you lol), but what it consequently does is put every single player on the same skill expression FOR dodging those bullets. Every player then has the "same" chance of getting out played in a 1v1 gun battle, and the determining factor, at that stage, becomes accuracy verses assists (or who shot who first, but that's already present). Adding this concept back into a title like Halo Infinite will simply make battles easier, it won't make the game better. It'll just make it easier...for everyone. Including the 90% of players who have "no issue" with strafing in a video game. It'll dull out the one area of "Halo" that 343 might have nailed off the rip. "The issue isn't necessarily the time it takes to reach full speed, but how quickly you can change direction and regain any lost momentum. " That's the same thing, for clarity. Let's just rehash this concept a bit. You push your thumbstick up, and the thumbstick at 100% goes from 0 - 100%. You push it at 50%, it goes to 50%. You control this. What Halo 3 implemented, and what was carried on after, was that actuation percentage limited by the game instead. If you go press up to 100%, your thumbstick now crawls at a 10% factor within .3s (not real numbers, just throwing them out there) to get to 100%. So for example, it'll go from 10, 20, 30, 40, 50, 60, 70, 80, 90, 100% within 300ms to get to 100%. This "limitation" is and was in place to "slow movement down" so that players are limited in travel velocity. This entire purpose was to allow for players to be accurate more consistently. This allowed tracking to be easier on strafing opponents, which also allowed you an extra span of time to make adjustments. This sort of behavior was kept into Halo onward. It's entire premise is to lock the ceiling at the game level so that everyone is easier to hit. In essence; it'll still be that it takes time to reach full speed per each strafe direction. And instantly being able to strafe allows for expression to exist so that the player is in control, and not being stripped of the control due to game limitations. It's essentially raw input. "Making the acceleration curve exponential instead of linear, while still maintaining the time it takes to reach full speed MIGHT bring the best of both worlds." Unfortunately, and I cannot make this any more clear, it'll just make the game easier. It won't make the game any more interesting or increase gameplay mechanics. It'll just make it easier to consistently land shots, which in turn, means the game will just become "easier". I'd have to argue that removing the ceiling on strafing (dropping the ceiling to meet the floor) will be detrimental to the games playability, and will likely result in a lot of negative feedback around the game limiting the player in an era where games do not do this.
@NoeticSystem2 жыл бұрын
There's a bit of a caveat; Halo 2 was traditionally played with a gamepad. The relatively high strafe acceleration wasn't a problem because to AD strafe on a gamepad, you have to swing the thumbstick back and forth, and this inherently takes more time. Halo 2 also had a huge (and IIRC, fixed) deadzone. In Infinite, there's crossplay, and people on keyboard (or on gamepad who've adjusted their deadzones) can strafe spam very, very quickly. Faster than any other Halo I've played by far. It is possible to snap out four or five direction changes per second in Infinite. The problem with this is that it's actually faster than a lot of people's reaction times. When I was a kid, I twitched at like 150 ms all the time. I'm 32 years old. On good days, I can do about 180 milliseconds, and on a bad day, I'm pushing closer to 220, maybe even 250. From my perspective, the strafe acceleration in Infinite makes Spartans literally impossible to track. It looks like they're practically vibrating in front of me, with my reticule desperately chasing them and failing to land anything. It feels like trying to track an especially difficult KovaaK's target. Now, if Spartans had Titanfall or COD-like TTK, this wouldn't be a problem. I would just laser the enemy for a split-second before they can start strafing, and that would be the end of it. However, this is Halo. In Halo 3/Reach, when people were shot when out of position, their first impulse was to seek cover. In Infinite, their first impulse is to vibrate in place and make half the opponent's shots miss, extending their TTK by about double. This actually makes the gameplay less complex, because instead of players using map knowledge to avoid ending up out of position, they're just running out into the open and then vibrating in place (which can only really be effectively checked by a grenade, and if you're out of grenades, you're basically done for). It's so irritating, when playing with AR/Sidekick starts, I actually tend to lead with the Sidekick and finish with the AR. And then, of course, there's the presentation aspect of it. The strafe acceleration in Infinite is so high, the rapid directional changes actually LOOK glitchy and jittery. It's just not plausible for characters who are supposed to weigh 1000 pounds to be moving like this, even with their enhanced strength and reflexes. Anyway, I played Halo 2 on XBL a lot, back in the day, and I don't remember Spartans ever being this frustrating to track. Maybe I'm just getting old.
@yoyo219262 жыл бұрын
@@NoeticSystem youre right, the thumbstick does balance the strafe. have you seen the bots strafe? now thats a broken strafe since they move instantanously. However, if youree getting older and can no longer keep up, isnt that what matchmaking is for?
@zatharos64272 жыл бұрын
I don’t necessarily think CSGO was the best game to use the world “realism”. MW19 would be closer to “realism” in comparison to Halo in honesty
@Wylie2882 жыл бұрын
Nor competitive. CS:GO is popular because its so damn easy. Its a one-hit fps that punishes dodging.
@yoyo219262 жыл бұрын
got 8 minutes in until I fully disagreed. If you nerf strafing, the other movement tech become more powerful which will annoy average players who just want to play some simple halo. Also shooting shouldnt be about tracking your enemy but predicting your enemy movement. If someone is spamming, a pattern can be spotted and you can hit more shots than them. its also ok to miss sometimes. The best sports have luck involved. Not everything should be predictable, thats boring. Think of a boxing match, boxers can move their head faster than a punch yet they still get hit. why? because spamming head movement is predictable and the brain also cant react in real time. I think infinite is fine and is even more fun with projectile bullets such as heatwave and mangler
@maxmustermann84472 жыл бұрын
hahahaha fine end dude :D
@kevboard2 жыл бұрын
aiming on Halo is already jokingly easy due to bullet magnetism. having a lot of inertia is quite literally worse because now you can't even try to dodge... I am a classic Halo kinda guy, but eliminating inertia is literally the only positive thing I can say about Infinite. Halo needs to either have no inertia or it needs to eliminate bullet magnetism. both in combination are shit
@jaydenharrison14362 жыл бұрын
They should add a specific playlist for players like you, but for the rest of us we need inertia and bullet magnetism.
@anonymous75642 жыл бұрын
Both in combination is why Halo 3 in 2019-2021 has been incredibly easy to just farm perfect 4-shots without any major issue. The thing these people do not understand is that Halo CE and Halo 2 did not limit the players like this, only Halo 3 and onward did. This isn't really anything "new", but it's a redesign back to the original formula of how Halo was designed to be played. We're no longer at 30fps on clunker old controllers on tube tv's. You have to make it challenging for people to consider playing it...which realistically right now, the reason people aren't playing it is due to it being an Armor Collection Simulator with 1 ranked playlist, no variety (or choice) and a horrible matching system designed to allow Timmy who goes 1 and 35 a chance to win 50% of their games for the day so they can collect armor.
@AG-xz7ne2 жыл бұрын
I don't like the sniper the sniper being a free 12 insta kill gun at close and far range so I'm one of the few people who like the sniper nerf. Getting insta-sniped off spawn because I spent 2 seconds getting a BR is "cheap". But because it also affects other weapons' I'd rather have the inertia change.
@donkeyjoe47822 жыл бұрын
Acceleration is instantaneous because the controller has built in aim bot
@Wylie2882 жыл бұрын
Yeah. Welcome to how any skill based FPS does strafing. Dodging is supposed to be an important factor. You think this is "hard' you've never played something like Overwatch. Movement is instant.
@WaydeOwen2 жыл бұрын
This video seemed more like changes to help "you" play better, as a long-time halo player at a high-ish skill level (Onyx 1700). I don't agree with your statements. Yes, the movement has changed, it is different, doesn't make it worse. Also, when ppl try to do those super tight jitter strafes anywhere but up close, it's an easy 4 shot... yeah it is harder to play on MKB, tracing/tracking is much harder, but I also know ppl who are insane on mouse. To each their own. With the current state of the game and 343 failure to launch, this isn't really a problem in comparison to other issues.
@jaydenharrison14362 жыл бұрын
I think it's a much bigger issue than what you think. Aiming in this game is very difficult thanks to the strafe having no deceleration of acceleration physics. Maybe 343 should look at adding these physics to social game modes, but leave ranked how it is. And this is a fairly simple change so I doubt it would require a lot of work or dev time.
@minhnguyen58882 жыл бұрын
in general stats of the top Mnk Onyx players has the same accuracy to the lower-mid controller players so this is a disadvantage to Mnk players.
@Wylie2882 жыл бұрын
@@jaydenharrison1436 Yes. Thats part of the skill gap. Git gud.
@Wylie2882 жыл бұрын
@@minhnguyen5888 No. The aim assist being aim bot is the problem. Most PC FPS games are like this. In fact quite a lot of instant acceleration. Dodging is a part of real AFPS games and has been before Halo bastardized the afps genre.
@jaydenharrison14362 жыл бұрын
@@Wylie288 adding deceleration and acceleration physics to the strafe would increase the skill gap dummy.