yeah I kind of figured that’s how they would go based on how universally sprint is disliked among the most passionate halo multiplayer fans, but also it being another bullet point feature to compete with COD. have it but have it neutered
it’s interesting that Halo is sort of one of the few remaining sub genres of FPS
I’m in this weekend’s Infinite flight too and while matchmaking isn’t up yet (first round starts 10am PST tomorrow) there’s a bot mode, and if you make sure to change the control scheme to “legacy” so grenades are on the left trigger and melee is the right bumper like god fucking intended it plays surprisingly well.
Hits a surprisingly good balance between Reach and 3 on feel. There’s a sprint, but it doesn’t feel quite as overpowered as in 4.
Which is all a shame because oh my god this thing is going to be microtransaction hell, isn’t it? There are zero armour customisation options aside from a single overarching colour palette (and interestingly some options to swap your arms, hands or legs for prosthetics) which aren’t unlocks.
Also for some reason you have a helmet AI who commentates your games and the default is just lord shaxx with the serial number filed off, it’s so blatant, lmao.
Yeah this feels alright. I never played Halo 5, but the time-to-kill is faster than the old games and I like that. Movement with the grapple hook thing from a dead stop starts slow, but you can swing around obstacles a little and fling yourself past them. There’s a cooldown so you can’t chain grapples like Spider-Man. You can latch onto people, though, so you can pull yourself right into a closed fist.
I can confirm that gyro-as-mouse works OK, as long as you don’t mind all the icons constantly switching from keyboard to controller (Press R/X/R/X/R to reload).
On KB+M I moved grenades to F (everyone thinks they’re clever putting grenades on G) and mapped melee and sprint to my side buttons, which sorta parallels L3 and R3.
Also the default mouse sensitivity is about negative one thousand out of ten.
This was a bug in Destiny 2 until recently - optimum DPS was to shoot a slug shotgun, input sprint forward, cancel the spring animation to switch to a second slug shotgun, and back and forth. Twice as much damage as anything in the game and the “community” complained that the skill ceiling was lower when they patched it. (lol)
I honestly wonder if there’s some DNA in common carried over from the CE codebase that caused it.
Character movement and what’s simultaneously allowed and disallowed is complex enough that every few years a new paradigm comes around to put it in order, and once the evangelizing fire burns out everyone remains dissatisfied