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I quite like them, but I wouldn’t be opposed to some maps not having them for aesthetic reasons. Or maybe just have banished/forerunner variants depending on the map theme.
@@clipsmasterproductions7479There do exist variants of the weapon pads in the campaign. Although, the weapon racks for the Banished and Forerunner factions are large and accommodate for multiple weapons instead of one like the UNSC weapon pad
I think you’ve gotta be one of my favorite Halo youtubers- Nothing overly toxic, just discussing features and how to make them better. Never change friend!
My main gripe about the wall weapon boxes is that, unlike ground pick-ups which were usually near a doorway, along a catwalk, on a platform, or on some other path of travel, we are now forced to run off to the side to some structure or barrier. Some are adequately located, but it often feels clunky to me.
I'm fine with weapon pads being a thing, but I personally miss the aesthetic of finding guns propped up against walls or laying on the floor. Having weapon pads in certain environments really makes things feel unnatural and artificial.
I'm not a huge fan of them as I'm more of a custom games/maps kinda guy and weapon pads just don't fit in with custom maps when you want to create a destroyed map in a warzone when you want weapons scattered instead of in specific boxes. But that's just me, in matchmaking they're not completely good but they're sort of fine.
@@gavin_1973 I really just want the weapons themselves rather than specific pads. Basically everything since CE to 5(minus the pads in that one) would be what I want.
The problem is that they are also detrimental to map design. Maps in Halo 1-3 were also defined by their sandbox and the weapon locations. With randomized pads, it makes the maps feel more samey than they already do. The other problem is that it hurts balance. The Mangler was nerfed simply because it spawned on a pistol rack, and most players aren't happy with the nerf. If it was like the original games, they could have simply limited the Mangler to 1 in a map or not even have it spawn in every map. The weapon pads just make the game less fun.
Yes. Despite playing since CE, Infinite is the first Halo where I have a concious relationship with weapon spawns. For us casual players it’s great. Aesthetically speaking they remind me a lot of Unreal Tournament 2004 (in fact a lot in Infinite does) and to me that’s only a good thing! EDIT: Typo fix: Hako → Halo
Funny, i posted basically the same comment, i also see a lot of Unreal Tournament in Infinite. Those ground weapon pads are aesthetically straight from UT2004/UT3, and a lot of map design choices also remind me of those games. Infinite as a whole looks a lot like a more grounded Unreal Tournament 4 (RIP).
A friend of mine actually told me that he was sad there were no more weapons in the map. I told him about the weapon pads. He hadn't seen them. He proceeded to have incredible problems finding them. The boxes in the wall just don't register to him for some reason. So it's not a universal hand holding.
I hate Weapons Pads. This is the first Halo game with the least number of primary weapons on the map. I think the pads should only be there for power weapons. I hate the system how in 4v4 we only have 1 BR/ Commando on the map. And let's also not forget how crazy fast weapons disappear when dropped by a player from weapon drop or death. That one infuriates me the most. Prior Halo games not only had primary weapons all over the map, but they did not de-spawn so quick.
@@probablynotdad6553 hmm Ive usually been able to go back to my weapon if I died while using it and can pick it up again. You can check and change the exact seconds in customs
Halo Infinite is like Halo with training wheels. Not only do you have the AI announcing when spawns happen, you can also scan the area for dropped items, player outlines that make you visible to opponents from across the map, insanely bright shield glow to further draw the attention of the enemy, spot light scope glow so that you are instantly aware when an enemy has you it their crosshairs. MCC has a much much better feel to it without all these additions that create hyper-awareness
@@SkyDoggyH20 that’s great but you’re putting yourself at a big disadvantage because I’m sure whom ever you are playing against has you outside in the brightest most visible colors.
I think the implementation of weapon pads is very clever, but with one huge unforseen consequence. Map identity/balance. This mainly pertains to the power weapons since they are the most influential items in a match. Maps aren't be properly balanced anymore because the power weapons could be switched with some close, but still different. The snipers on Behemoth don't feel as well implemented, or balanced as the snipers on Valhalla did because they COULD ALSO be Skewers. Bazaar has a SPNKR, OR Cindershot. This leads to some obscurity, imbalance and blandness to the maps. There is no longer the "Spartan Laser of High Ground", or the "Rockets in The Pit." The same can be said about vehicles. Maps don't feel like they're intentionally designed to have these elements and account for them because they may not even show up every match.
what they could do instead of having pads is to have little mini computers with a generic circular timer on the screen placed obviously next to the weapon, they could even change the aesthetic to match covenant, forerunner or even banished facilities due to it being such a simple model
Back in the old days the graphics weren't all that detailed, so it was easier to spot weapons lying around. Nowadays with everything going photorealistic, it's hard to find stuff in the heat of the moment. Hence weapon pads. Also the power weapons got the special treatment they deserved.
They could easily have outlines, based on the visibility of the weapon/shadows around it to make them visible... :/ So I feel doing "nothing" is incorrect, i feel weapon pads break immersion a lot.
The earlier Halo games unlike other arena shooters didn’t have weapon spawns at pads. Quake and Unreal Tournament had weapon pads to make weapons standout more. I don’t have a problem with weapon lockers and power-up/power weapon pads. Weapons having more highlighted spawn placements gives players more map awareness. My only issue with weapon lockers is that many of the non-primary weapons are too situational and often not worth using.
Yeah most of the sandbox is just thrown away in favor of the couple of spawns on each map that have useful guns like br, mangler (pre-nerf), shotguns, and commandos
i prefer the halo 2 anniversary ground weapon+ outline system. showing a red outline for a non spawned ground weapon would be good. so there is the infinite style functionality, but classic weapon placement aesthetic and versatility. also, set spawns instead of randomized guns.
On one hand, yes I think your explanation of WHY 343 included weapon racks for ALL weapons is accurate, because 343 wants to lower the skill gap caused by new players not knowing where weapons are. However, that excuse is their public-facing explanation. The actual reason is twofold: first, Halo Infinite has (and has had) a major issue with visibility and readability. The art style and lighting make it very challenging to see items on the ground from a distance. This is the same reason that last minute they added player Outlines without the ability to turn them off. They really were worried that new players would be functionally blind trying to see enemies and see weapons on the ground.
Dont like when im looking for weapon based on the challenges and want to check with pulse or ping thing and all i get back is a stupid square outline and no actual info gained
I like it with the themes of Halo Infinite's lore, as a Spartan training ground/score settling arena, it makes feel a bit more grounded and structured than "I'll just throw this shotgun on the floor or lean it against this wall, that's gonna be good for training." For the sakes of customs though, being able to scan for weapons like in the campaign is a great feature that I'll be abusing lol
I like both. I think weapon pads are great but I don’t like the loss of weapons on the ground or hidden on the map. In short I think the creation of weapon pads are good but their implementation is a step too far and a mix of both would be best.
I think weapon pads are alright, but I really can't stand the fact they're randomized. That can be fun for some game modes, but for all modes, it's been an issue. When I build maps, I'm incredibly deliberate about where I put specific weapons in the map, so that they're always located somewhere they're useful, but not too close to a place they're abusable. For instance, I would never place a sniper rifle in a tower built as a sniper nest, because then, the person who grabs it would already be in their best position, and ammo spawns on their feet, so they never have to leave the nest. If you place it somewhere else that it's usable but not extremely powerful, it kinda requires them to move around the map, take risks, and engage with enemies. With randomized spawns, I often have the weapon I find is just barely useable where I found it, discouraging me from even picking up other weapons.
They're not entirely random, they're just random in their origin. EG, shotguns will either be heatwave or bulldog, some spawns will only be sentinel beam or needler, some will be pulse carbine or AR, etc.
@@MrPronGogh93 This is also true. Spawns that typically contain pulse carbines or BRs also contain other precision weapons or ARs as well on ranked, depending on location
@@TheChocoboRacer between socials and ranked, yes, but on any ranked modes, spawns are always the same no matter what. The only exception was on s1, with envy on live fire switching in to the OS randomly, but they have fixed it.
Most of the Desync has been fixed mostly for me, I only get a few issues when I get matched with people who live halfway around the world, orrrr when my WiFi decides to bottleneck for no reason
I think this was a bad idea as i realised they also change the weapon that spawns and limited the amount of weapons spawed on maps which make the game very broken or inbalanced. Maps like the pit had a great weapon balance to having 2 snipers 2 shotguns 1 energy sword and 1 rocket launcher all these weapons make everyone have a chance for a power weapon advantage.
Honestly I feel like weapon pads are a give/take, making power items that change depending on mode to better suit said mode on these *advertised* locations with markers and timers is overall a good choice for an arena shooter. However, I also feel that map design was used in interesting ways to naturally guide players to these things in previous titles, like a high point on a map with UNSC technology around it hinting at a sniper resting there, or a covenant structure with small doors and a claustrophobic space inside leading to swords or hammers. Using "show don't tell" to naturally guide players to these things was a more impressive feat than slapping a label on a space triangle with a holographic label telling you exactly what something is and where to find it from anywhere on the map. By the flexible nature of the weapon pads, devs don't craft locations that advertise particular varieties of gear, as the weapon changes, and advertises itself. Instead weapon pads and their surrounding terrain is strictly placed with a mindset of risk/reward, and accessibility to all players.
The thing that bugs me about weapon pads are sometimes will give one team a shock rifle and the other team a stalker rifle and treats the two as equivalent when one can get one-shot headshots and one can't. Mostly Big Team maps are guilty of this
my favorite thing about the weapon pads is the information availability, we all pretend at the start of the match we could know all information about who picked up what weapon and when it'll be back but with asymmetrical maps that's impossible. I think of high ground where if you spawn base side you have no way of knowing what exact second the shotty or sniper was picked up, which leads to guessing at the time and if you're wrong the enemy could time it right and kill you retaking the sniper just because you spawned on the wrong side. the weapon pad blue bar gives so much more of a skill gap since it gives information that good players will use and bad ones won't, it gives information that shapes a match and encounters. for example you are late to bottom side of live fire to get to tower but you see the heatwave pad is red, the weapon pad shows you the enemy has the weapon and could be hiding, a bad player wont know this info and continue charging but around the corner will get jumped by the hidden heatwave player, or a good player will see this pull back and go to the target dummy open side for a long range encounter where you have advantage. The pads also give more encounters, to go back to high ground you go for rockets use them up then you know when they're back so you time it and do the same thing and the enemy team doesn't counter since who would charge someone with rockets, now with the pads you and the enemy knows when they're up forcing more interesting engagements with both teams fighting and forcing slow matches into bursts of fighting. Even wall pads do this back to live fire if you want a br you have a chance on the corner bridge section and if it spawns good now you can use it, but base side they got a commando well the base player can run to the corner bridge and see when br is back and can time it so when you come back the base player can kill you and takes the br. it forces you to watch your surroundings and not blindly run towards a timed weapon pad but watch your surroundings and time the weapon pad. it's a lot of good information anyone can gleam at a glance, where in previous halos well its just an empty place with no way of knowing is someone is using the weapon or if it was on respawn.
I like the weapon pads for the improvements that they provide but it would really be great if in competitive play they didn’t have them I don’t really know why I think that way but maybe have it’s own mode but it’s seems a bit much I just want ground spawns to be brought back in some form
@@SouredSpud yeah the employee in charge of forge said he wants to eclipse how many halo 5 maps were in it's matchmaking, and halo 5 had 200 community made forge maps added to matchmaking through it's life
I just don't like how they can only be placed on walls (or only the ground for Power items). Look at Behemoth. Every weapon is clustered in the middle of the map. And the few on the edges are VERY far apart. So guess what happens when you spawn on the edge of the map? You have no weapons to pick up. Also wall pads force players to always walk near walls. A gun on the middle of the floor doesn't have this problem as much.
See, I don't mind pads. I just hope in Forge you don't need to place every weapon and vehicle on a pad and they can just be thrown onto the map like previous games.
Thing is halo infinite has THE PERFECT SOLUTION TO THE PAD AND IDK WHERE WHAT GUN IS PROBLEM: AI scan. with one button press you can see where all nearby guns are, what they are and if they shine gold then it's a power weapon. close to sniper and wonder if it's up? AI scan, think someone dropped it nearby but aren't sure if it's worth the push to check, AI scan. wondering where all the map pickups are? AI scan. only thing it doesn't solve is the timer issue but I never counted nor found it much of an issue in older halo games since I generally just control the part of the map it will spawn in and check periodically. like narrows, seems to me most of the time to have an unspoken rule that everyone must return to power weapons under the bridge at the same or around same time. if you are sweaty enough to want to keep track of power weapons spawns precisely you probably are sweaty enough to be on coms with people.
The perfect solution is to fire whoever thought of weapon pads, remove the weapon pads fully from the game, contact the Bungie employees who created maps and study how they placed their weapons on the maps, and how they changed that weapon placement for a different game type on the same map.
Does anyone know the general consensus from the pro scene about the weapon and power up timers? Timing everything was a big part of the competitive scene and I’m wondering if the pros like the new system.
Make sure to wipe your key board Me: I have no such weakness I personally hate random placement mostly in btb because whenever I need a hydra for a wasp the pad isn't reliable.
I can appreciate the set locations for the weapon pads, it very easy to memorize pad locations, then eyeball in the middle of the game what spawns there for that match. Although, some of the wall pads in arena feel uncomfortable and dangerous, just too exposed - or too far away from my path to an objective. Honestly, I want more variety from pads mid-match (could be special for the fracture events), perhaps a progression or rotation to a different rifle or pistol after 3 minutes, maybe some weeks full on fiesta weapon pads.
I do miss not having absolute knowledge of when and where weapons would spawn, it definitely made for some interesting plays, especially if you knew where things would spawn but lets saw you went for a shotty, only to find it gone, it kept you on your toes because for all you know, that next corner you take, could have ol mate with the shotty stalking you. I really do hope forge allows both weapon placement and the pads because as I understand in H5 forge, weapon pads (through a bit of jankery) could be attached to vehicles and I do like the idea of roaming weapon caches that a teammate could bring to a firefight for example. Well aware the razorback has that to an extent but the ability to put spawning spots for weapons on vehicles would be great. Pretty sure we could do that with elephants in H3 as well. Tl;dr there is plenty of good reason to have both and neither are particularly bad, as long as it gives to the experience
I've never been that kind of pro player since CE. I'm always in the MP must for fun than any other thing and trying to getp better with time. Told so, I'm not a tryhard and the info that the pads and the outlines bring to the game helped a lot in critical times. There was a match in total control where I was defending B and mi whole team partners of the area died in a chaotic combat. While I'm trying to survive in the chaos, I hit two buddies in the back, kill other in the Razorback with an Hydra that was on the floor, other with the AR, with a snapshot, the sniper giving the first Killtacular in the game. I thinkg the outlines, the pads and the lights are very useful to help the players, news or olds. Idk how it could be with soul, or something that could match with the aesthetic of Halo. Plus, the only games I learn or was easy to see where the weapons, any weapons where, were Halo CE and Reach (to me). And the others required a lot of time of playing to know where the weapons appear. I preffer this than just let them in the floor.
I think weapon pads streamline the arena game-play and help provide a lot of useful information very quickly in such a fast paced game experience. I do miss the passive story-telling aspect of placed weapons in the environment though. Might be cool to see a mix in of that return in specific maps where its appropriate.
Thanks. I was upset at the fact that the weapon pads were not consistent and you made a video addressing this. I think it was their way to make the maps seem different but now my starting strat always has to be me running around looking for the battle rifle.
It gives a huge Unreal Tournament vibe to the maps, the pads for power weapons are basicall those from UT3. When i see the spinning sniper at the center of Live Fire it's clear as day. I personally like it, my childhood being half Halo, half UT. Halo Infinite actually has a lot in common with Unreal Tournament 4 (RIP). Look at the Outpost-23 map from this game, and Recharge from Infinite, they could be cousins, mapflow design and aesthetics are extremely similar across the board. In my book that's a good thing.
Excuse me did you just say infinite doesn't have strong starting weapons? Aside from things that can oneshot like the spnkr, the AR is literally the best weapon. It outperforms nearly ever other non-power weapon I come across, to the point where in fiesta I actively look for the AR
Precision starts got social only players so traumatized they don't want to admit the AR might just be a tad overturned in infinite. It seriously makes playing anything with AR starts a genuinely miserable experience. I don't mind it being good but I'd rather it not being a full auto laser beam like it currently is and would like to have it brought back to earth like it was in 4 and 2A where it was good at its intended range and purpose. But if I had it my way it'd be Commando starts in social. A good auto that'll kill decently enough if you just hold the trigger but rewards you for being more precise and accurate with your shots.
@@Bloxor369 I basically have no reason to pick up a different weapon than the AR unless I'm just feeling frisky and want to try out something else based only on whimsy. Most weapons are downgrades or sidegrades to the AR and it makes the gameplay feel like I can turn my brain off and do games on autopilot. Why think about what weapon you need, where it is, and how to get there when you can just spawn and hold how the trigger to win
Reminder that the Scanner feature exists. Ive been using it so much more in Multiplayer than I did for the first few months. You can see (from close and far away) what weapons are on the ground and head directly to them. Underrated feature imo
All my years playing Halo; I definitely prefer the weapon pad approach. The visual clarity as to what is where is far superior than combing a map a hundred times over to memorize what is where and when it shows up.
I think it's a good step forward, it made people want to use the weapons and not just leave them alone because you already had a Magnum (Halo CE) or a DMR/BR (Halo 2, 3 and 4)
I have an h2a forge map on MCC with a rocket launcher that no one's found even though it's literally in plain sight, that's just off to the side of where all the action is
The randomization is the only part that I have a problem with. Not knowing at the start of a match if there will be a bulldog or heatwave, invis or overshield, matters when deciding on a strategy. If I know it's invisible and bulldog I know what my priorities is off spawn. The current system means I have to guess. Not as faithful to what I love about halo.
Good thing is that most (arena) maps generally have both variants of a weapon class if multiple of those weapon pads are available. My primary example would have to be launch site
I know I'm a bit late here, but another positive of weapon pads is that they allow for more intense action by funneling players into certain locations. Because everyone can see that the Rocket Launcher will spawn in 15 seconds, they will gravitate to that location. Not to mention there is still strategy. In games like oddball and KOTH, the teams in control of the objective will have to consider whether or not it's worth having 2 or more teammates try and contest the power weapons against the entire team that's on the backfoot, but may have more map real estate.
I see it as I do with the lack of friendly player collision. The positives outweigh the negatives. I'm this instance, the main thing you lose is a bit of map story telling, as you can no longer lay a sniper on the ground in a small encampment. Having weapons lying in the ground can add to the theme in maps that have a more derelict or abandoned feel.
Weapon pads are one of my favorite additions to Halo Infinite. I think they look aesthetically pleasing and the random weapon spawns in the social playlists makes the maps feel more diverse and increases my enjoyment of the game.
What do you think of the idea of faction-based weapon pads? Like maybe a forerunner styled weapon pad, or a banised one alongside the existing UNSC weapon pad to keep the aesthetic and immersion of maps the same while retaining that weapon visibility?
You should make a video on the current vehicle system in big team battle. Not having vehicles spawn at each base really takes away from the chaos and fun of the mode
While in death cam, I often see players walk away from power weapons, oblivious that they're there. I think you really nailed it on the head identifying how visually noisy games are today. I think weapon pads are a good gameplay choice
Weapon pads are a universal win. In halo 3 and reach, I had litterally no idea where any on the weapons were and enjoyed those games less for it. I would just see a teamate with a sniper and think "how did they get that?" because one person always got the weapons too fast to really see.
I gotta agree, the bigger loss with the pads was that of charming weapon props. I can do without counting 90 seconds just to die alone across the map from my team/ignore it and accept the inevitable rocket to the face.
I like the spawn pads in Infinite, they definitely helped me get better acquainted and more familiar with the maps. Timing weapons was something I could never get down lol. The only thing I'd change is I would take the announcement out of ranked lists.
I hate them not for their function or whatever, they are so big, I mean I hate throwing my nades and getting bounce back at me or stuck on them, or bouncing the wrong way, I mean couldt they just do a hologram with a loading bar on the floor? Do we need a physical massive pad that catches nades and even stop you from sliding?
I personally dislike weapon pads as the ONLY weapon placement mechanism.... If considered, a weapon can EASILY stand out against a wall. EG: 8:46 - Along the right wall, the sniper could be placed. Honestly, halo infinite can have 2 kinds of outlines - Weapon spawn outlines (a yellow and lightly pulsing outline to be very noticeable) and a lighter outline for weapons in the ground. These can EASILY be configured via shaders base don weapon lighting, and ensure there is a a clear "distinction" for weapons and the shader can detect background color, darkness/shadow, and alter it's properties to be brighter / less bright. The old weapon placement made things feel les..... contrived? Now, everything feels too "deliberate" on the map.
I really like the weapon pads. It's a subtle change but it has really helped people like my wife who struggle to scan vertical space. Now most weapons are visible at eye level and IMO it's an absolute improvement.
I like the weapon pads. I think games like Counter Strike, Valorant, and pretty much every fighting game demonstrate that the most satisfying and definitive way to display your level of skill is to have things relatively simple at the base level, but using available tools in the moment to overcome others. Things like hidden timers, hard to see items and such just add an almost random level of disparity between players. I dont think anyone really enjoys the idea of having to count down in your head anyway. Some players just like stuff like that for the feeling of being "better" when most just dont care enough to do it because it isnt fun.
I would like the weapon pads if they more resembled the ones in Halo 2's campaign. Cairo station I think? Other than that I don't mind it being in social for scrubs cause it basically shows when it's going to spawn but it has no business being in ranked.
Unsure why they moved the outlines to players and removed from weapons. Better choice was outlines in my opinion. Clearly the need for new players had blinded them a bit. Cause the pads def help those not used to it.
I feel like only the floor pads are great, as you can see if the weapon is there or not by pinging the area with your d pad. But floor pads are powers, and will usually have a hud blip... so its pointless to ping. Wall pads are even more useless in this respect, as you don't get any more information about the presence of the weapon by pinging it from a distance, without a sight line on it.. It almost defeats the purpose of both mechanisms (pinging and pads) when pinging a wall pad from a no-sight line doesn't give you info of its presence. You've still got to risk that walk to it.. And, pinging has absolutely no effect on figuring out if the power weapon is at its pad, because you get a hud blip, and an announcement.. So if you're following me, its almost like these several mechanics don't work together. They dont even work in parallel. They just straight up have totally different functions. Pads tell you the timer, only if you can actually see it. Pinging only is useful for finding that power you dropped on the ground that your defeater was too dumb to pick up. I feel like these mechanics would be better used if wall pads told you timers through structures when you ping. Same goes with vehicle pads and power pads. Remove the "power weapon incoming/ power weapon available" announcement that literally encourages you to camp its spawn. Obvi, it will be there from game start, but after that, pinging with your d pad or whatever button should give you a timer if you are close enough. Also dont know why they added "power ability incoming" at the beginning of the matches starting in s2. Like yeah, we know. Why do we have an announcement for it and not the weapon..? Just so many senseless things in this game
Not sure how true this is, but I recall at one point reading that they switched to weapon pads so that when new weapons get added to the sandbox, they can easily be added into old maps.
This was inevitable because lets face it: This isn't 2005 where the walls are meh in textures in FPS titles. With the introduction and adaptation to things like high resolution, ray tracing, shadows, reflections, all that juicey stuff that eats a lot of RAM and CPU, there's going to come a point where because of these cool features, the small things like grass will impact how a weapon spawns if you put it on the floor or against the wall. We could do it like what they tried to do in Halo 2 Anniversary Multiplayer but that's only going to get so far. Besides, we've always had weapon pads of some shape or form. One of the things I will give credit to Halo 3 for was the weapon drop pods, Reach depending on the map you were on had weapon pads if my memory serves correctly. Halo 4 also had weapon drop pods. We can't put our toys on the floor anymore, it's time to put them where they belong, on the rack.
4:10 I don't particularly agree with this point. The AR and BR are overpowered starting weapons. The AR deals too much damage, and the BR is too easy to use. Despite Halo Infinite's offering of a wide array of powerful pick ups, the starting weapons are just too competent to encourage dropping them for something else. It's much worse than in Halo 5 with the AR and magnum because 1, the AR needed to be beefed to keep up with the movement, and 2, the magnum was the hardest gun to master apart from the sniper rifle. Tldr; Infinite encourages trading starting weapons out/up for other weapons on the map equally, if not, even less than previous Halo titles.
They are kinda for new players, not really for professional or even casual players really. There should be an option for it in multiplayer, in quick play and team slayer. Not ranked.
Worst thing about modern gaming is lobby’s that do not stay together and lack of mics. If you don’t like people talking trash just mute everybody or game company’s could add a permanent mute too all players in settings. And yes lots talk trash but I met tons of friends back in the day through game banter getting rid of it for safe spaces is dumb. Just let those who do not like it silence everybody in the settings.
I don't think it's good or bad or underdone or overkill. I think the clarity of where and how weapons spawn is invaluable, especially as newer players pick Halo up. However, I do generally agree that it's inconsistent, I never know what is spawning or when, and that is definitely something that can move you up the skill curve a little, and maybe not to a huge degree, but it's still lost compared to the older Halos. But talk is great but improvement is better, I think a solution should be proposed, and while I'm not a game dev or experienced multiplayer balancing guru, I think I have an idea to satisfy both ends of the spectrum. Keep spawning on weapon racks and not haphazard on the floor imo, it's too beneficial to newer players I think to not have that, but weapon spawns consistent per map and game mode, and spawn them on an in match global timer, light weapons spawn ever 10-20 sec, medium weapons every 30, power 40 etc, adjust for balancing whatever the specific times aren't the point, consistency is. If a weapon is gone at the end of the timer Spawn it, if a weapon isn't gone duplicate doesn't spawn it just stays in the rack as is. I think that would still allow you to rotate around the map for specific weapon types and allows for more precise control over key map: objectives, choke points, heavy spawns, etc. Idk, maybe I speak out my ass but I think that would make MY experience better anyway.
I enjoy them simply because it can tell them when a sniper is good one one map over other guns or whatever. Sure they've been doing a pretty crap job with the information we give them and they haven't been delivering 100% on their half of the bargain but atleast the information is there lol
Seems like a reasonable compromise. While I agree the esthetic of weapons naturally in the play-space is an unfortunate loss, it’s not something by which I’m overly bothered.
I personally don't like weapon pads but I see their use. My biggest critique since launch for them has been that they need more variety in weapons and the design of the pads themselves. Where are the covenant themed pads? Add some personality to them and widen out the sandbox please.
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I quite like them, but I wouldn’t be opposed to some maps not having them for aesthetic reasons. Or maybe just have banished/forerunner variants depending on the map theme.
Yes, other variations of the pads would help.
@@clipsmasterproductions7479There do exist variants of the weapon pads in the campaign. Although, the weapon racks for the Banished and Forerunner factions are large and accommodate for multiple weapons instead of one like the UNSC weapon pad
@@christianl5531 that's a weapon rack, they have unsc weapon racks too
I would give you a like of agreement but you have 117 likes and I can't mess that up
@@Expressmusic457 I understand completely
I think the positives outweigh the negatives, but I will miss when people didn't know about the carbine hidden behind a crate in Halo 2's Ivory Tower.
There are still possibilities for hidden weapons. Like the plasma grenades on Highpower
THAT WAS THERE!?
Or the secret rocket launcher in my forge map
I much prefer the old style myself but damn I love Ivory Tower! One of my favorite H2 maps.
I miss when the Carbine was actually good. Now it sucks
I think you’ve gotta be one of my favorite Halo youtubers- Nothing overly toxic, just discussing features and how to make them better.
Never change friend!
My main gripe about the wall weapon boxes is that, unlike ground pick-ups which were usually near a doorway, along a catwalk, on a platform, or on some other path of travel, we are now forced to run off to the side to some structure or barrier. Some are adequately located, but it often feels clunky to me.
I'm fine with weapon pads being a thing, but I personally miss the aesthetic of finding guns propped up against walls or laying on the floor. Having weapon pads in certain environments really makes things feel unnatural and artificial.
the sniper propped up on zanzibar on the wall/bridge will always be iconic to me :)
I feel like it kind of fits with the lore since these are supposed to be like training simulations right? It isnt natural at all, its all artificial
Wait, having a physical device like a weapon pad dispense weapons feels more unnatural and artificial than aberrating out of thin air?
The biggest issue right now is that weapons dont linger within the map's sandbox anymore, they just despawn so quickly.
I'm not a huge fan of them as I'm more of a custom games/maps kinda guy and weapon pads just don't fit in with custom maps when you want to create a destroyed map in a warzone when you want weapons scattered instead of in specific boxes. But that's just me, in matchmaking they're not completely good but they're sort of fine.
Yeah, hopefully we get invisible weapon pads that still display the location of the guns in forge, or just multiple kinds of weapon pads on general.
@@gavin_1973 I really just want the weapons themselves rather than specific pads. Basically everything since CE to 5(minus the pads in that one) would be what I want.
@@inductivegrunt94 I'm sure that'll be there alongside pads
The pads are great for matchmaking but i dont see why they couldnt add a no pad option for custom games and forge
The problem is that they are also detrimental to map design. Maps in Halo 1-3 were also defined by their sandbox and the weapon locations. With randomized pads, it makes the maps feel more samey than they already do.
The other problem is that it hurts balance. The Mangler was nerfed simply because it spawned on a pistol rack, and most players aren't happy with the nerf. If it was like the original games, they could have simply limited the Mangler to 1 in a map or not even have it spawn in every map.
The weapon pads just make the game less fun.
Yes. Despite playing since CE, Infinite is the first Halo where I have a concious relationship with weapon spawns. For us casual players it’s great.
Aesthetically speaking they remind me a lot of Unreal Tournament 2004 (in fact a lot in Infinite does) and to me that’s only a good thing!
EDIT: Typo fix: Hako → Halo
Funny, i posted basically the same comment, i also see a lot of Unreal Tournament in Infinite. Those ground weapon pads are aesthetically straight from UT2004/UT3, and a lot of map design choices also remind me of those games.
Infinite as a whole looks a lot like a more grounded Unreal Tournament 4 (RIP).
Hako
I like the weapon pads got no issues with em….. my issues is how fast weapons disappear when you drop or die with em . So annoying
A friend of mine actually told me that he was sad there were no more weapons in the map. I told him about the weapon pads. He hadn't seen them. He proceeded to have incredible problems finding them. The boxes in the wall just don't register to him for some reason. So it's not a universal hand holding.
Ai scan should help with that as well.
I'm sorry but your friend might be a little slow
@@egementopcu3950 yeah dude definitely needs some glasses or something
I hate Weapons Pads. This is the first Halo game with the least number of primary weapons on the map. I think the pads should only be there for power weapons. I hate the system how in 4v4 we only have 1 BR/ Commando on the map. And let's also not forget how crazy fast weapons disappear when dropped by a player from weapon drop or death. That one infuriates me the most. Prior Halo games not only had primary weapons all over the map, but they did not de-spawn so quick.
De spawn times are something that is changable in customs, and I don't think they are too short in matchmaking
Halo 4 had very fast de spawn times I believe
@@hydb801 wrong though, they do diaper too fast, objectively.
@@probablynotdad6553 hmm Ive usually been able to go back to my weapon if I died while using it and can pick it up again. You can check and change the exact seconds in customs
@@hydb801 customs that don't at all or barely work 90% of the time
Halo Infinite is like Halo with training wheels. Not only do you have the AI announcing when spawns happen, you can also scan the area for dropped items, player outlines that make you visible to opponents from across the map, insanely bright shield glow to further draw the attention of the enemy, spot light scope glow so that you are instantly aware when an enemy has you it their crosshairs. MCC has a much much better feel to it without all these additions that create hyper-awareness
I turned off my outlines so now its more like cod
@@SkyDoggyH20 that’s great but you’re putting yourself at a big disadvantage because I’m sure whom ever you are playing against has you outside in the brightest most visible colors.
I think the implementation of weapon pads is very clever, but with one huge unforseen consequence. Map identity/balance. This mainly pertains to the power weapons since they are the most influential items in a match. Maps aren't be properly balanced anymore because the power weapons could be switched with some close, but still different. The snipers on Behemoth don't feel as well implemented, or balanced as the snipers on Valhalla did because they COULD ALSO be Skewers. Bazaar has a SPNKR, OR Cindershot. This leads to some obscurity, imbalance and blandness to the maps. There is no longer the "Spartan Laser of High Ground", or the "Rockets in The Pit." The same can be said about vehicles. Maps don't feel like they're intentionally designed to have these elements and account for them because they may not even show up every match.
what they could do instead of having pads is to have little mini computers with a generic circular timer on the screen placed obviously next to the weapon, they could even change the aesthetic to match covenant, forerunner or even banished facilities due to it being such a simple model
Back in the old days the graphics weren't all that detailed, so it was easier to spot weapons lying around. Nowadays with everything going photorealistic, it's hard to find stuff in the heat of the moment. Hence weapon pads. Also the power weapons got the special treatment they deserved.
Attention to detail. Work on it lmao
They could easily have outlines, based on the visibility of the weapon/shadows around it to make them visible... :/ So I feel doing "nothing" is incorrect, i feel weapon pads break immersion a lot.
Except the guns all now have obnoxious VISR outlines for all weapons, so that's not an issue anymore.
The earlier Halo games unlike other arena shooters didn’t have weapon spawns at pads. Quake and Unreal Tournament had weapon pads to make weapons standout more.
I don’t have a problem with weapon lockers and power-up/power weapon pads. Weapons having more highlighted spawn placements gives players more map awareness. My only issue with weapon lockers is that many of the non-primary weapons are too situational and often not worth using.
Yeah most of the sandbox is just thrown away in favor of the couple of spawns on each map that have useful guns like br, mangler (pre-nerf), shotguns, and commandos
Disruptor shreds, I'll have you know. It's incredibly effective on unshielded opponents
@@luisfuentes3846 so like any other halo
i prefer the halo 2 anniversary ground weapon+ outline system.
showing a red outline for a non spawned ground weapon would be good.
so there is the infinite style functionality, but classic weapon placement aesthetic and versatility.
also, set spawns instead of randomized guns.
On one hand, yes I think your explanation of WHY 343 included weapon racks for ALL weapons is accurate, because 343 wants to lower the skill gap caused by new players not knowing where weapons are. However, that excuse is their public-facing explanation. The actual reason is twofold: first, Halo Infinite has (and has had) a major issue with visibility and readability. The art style and lighting make it very challenging to see items on the ground from a distance. This is the same reason that last minute they added player Outlines without the ability to turn them off. They really were worried that new players would be functionally blind trying to see enemies and see weapons on the ground.
Dont like when im looking for weapon based on the challenges and want to check with pulse or ping thing and all i get back is a stupid square outline and no actual info gained
I like it with the themes of Halo Infinite's lore, as a Spartan training ground/score settling arena, it makes feel a bit more grounded and structured than "I'll just throw this shotgun on the floor or lean it against this wall, that's gonna be good for training."
For the sakes of customs though, being able to scan for weapons like in the campaign is a great feature that I'll be abusing lol
I like both. I think weapon pads are great but I don’t like the loss of weapons on the ground or hidden on the map. In short I think the creation of weapon pads are good but their implementation is a step too far and a mix of both would be best.
I think weapon pads are alright, but I really can't stand the fact they're randomized. That can be fun for some game modes, but for all modes, it's been an issue.
When I build maps, I'm incredibly deliberate about where I put specific weapons in the map, so that they're always located somewhere they're useful, but not too close to a place they're abusable.
For instance, I would never place a sniper rifle in a tower built as a sniper nest, because then, the person who grabs it would already be in their best position, and ammo spawns on their feet, so they never have to leave the nest. If you place it somewhere else that it's usable but not extremely powerful, it kinda requires them to move around the map, take risks, and engage with enemies.
With randomized spawns, I often have the weapon I find is just barely useable where I found it, discouraging me from even picking up other weapons.
They're not entirely random, they're just random in their origin. EG, shotguns will either be heatwave or bulldog, some spawns will only be sentinel beam or needler, some will be pulse carbine or AR, etc.
On ranked they are statics, while outside btb, on casual arena they just changes between modes.
@@MrPronGogh93 This is also true. Spawns that typically contain pulse carbines or BRs also contain other precision weapons or ARs as well on ranked, depending on location
@@TheChocoboRacer between socials and ranked, yes, but on any ranked modes, spawns are always the same no matter what. The only exception was on s1, with envy on live fire switching in to the OS randomly, but they have fixed it.
@@MrPronGogh93 No I meant like, on maps where the BR spawns normally because you start with it in ranked. I was concurring, good sir
Most of the Desync has been fixed mostly for me, I only get a few issues when I get matched with people who live halfway around the world, orrrr when my WiFi decides to bottleneck for no reason
I think this was a bad idea as i realised they also change the weapon that spawns and limited the amount of weapons spawed on maps which make the game very broken or inbalanced. Maps like the pit had a great weapon balance to having 2 snipers 2 shotguns 1 energy sword and 1 rocket launcher all these weapons make everyone have a chance for a power weapon advantage.
Honestly I feel like weapon pads are a give/take, making power items that change depending on mode to better suit said mode on these *advertised* locations with markers and timers is overall a good choice for an arena shooter. However, I also feel that map design was used in interesting ways to naturally guide players to these things in previous titles, like a high point on a map with UNSC technology around it hinting at a sniper resting there, or a covenant structure with small doors and a claustrophobic space inside leading to swords or hammers. Using "show don't tell" to naturally guide players to these things was a more impressive feat than slapping a label on a space triangle with a holographic label telling you exactly what something is and where to find it from anywhere on the map. By the flexible nature of the weapon pads, devs don't craft locations that advertise particular varieties of gear, as the weapon changes, and advertises itself. Instead weapon pads and their surrounding terrain is strictly placed with a mindset of risk/reward, and accessibility to all players.
6:06 Simpler graphics and low detail environments have their advantages. Graphics snobs ruin games IMO.
I miss weapons just respawning on the ground or leaned up against a rock
Personally I like it but I think there should be a mix, with some maps having set spawns like the wasp on hydro.
The thing that bugs me about weapon pads are sometimes will give one team a shock rifle and the other team a stalker rifle and treats the two as equivalent when one can get one-shot headshots and one can't. Mostly Big Team maps are guilty of this
my favorite thing about the weapon pads is the information availability, we all pretend at the start of the match we could know all information about who picked up what weapon and when it'll be back but with asymmetrical maps that's impossible. I think of high ground where if you spawn base side you have no way of knowing what exact second the shotty or sniper was picked up, which leads to guessing at the time and if you're wrong the enemy could time it right and kill you retaking the sniper just because you spawned on the wrong side. the weapon pad blue bar gives so much more of a skill gap since it gives information that good players will use and bad ones won't, it gives information that shapes a match and encounters. for example you are late to bottom side of live fire to get to tower but you see the heatwave pad is red, the weapon pad shows you the enemy has the weapon and could be hiding, a bad player wont know this info and continue charging but around the corner will get jumped by the hidden heatwave player, or a good player will see this pull back and go to the target dummy open side for a long range encounter where you have advantage. The pads also give more encounters, to go back to high ground you go for rockets use them up then you know when they're back so you time it and do the same thing and the enemy team doesn't counter since who would charge someone with rockets, now with the pads you and the enemy knows when they're up forcing more interesting engagements with both teams fighting and forcing slow matches into bursts of fighting. Even wall pads do this back to live fire if you want a br you have a chance on the corner bridge section and if it spawns good now you can use it, but base side they got a commando well the base player can run to the corner bridge and see when br is back and can time it so when you come back the base player can kill you and takes the br. it forces you to watch your surroundings and not blindly run towards a timed weapon pad but watch your surroundings and time the weapon pad. it's a lot of good information anyone can gleam at a glance, where in previous halos well its just an empty place with no way of knowing is someone is using the weapon or if it was on respawn.
I like the weapon pads for the improvements that they provide but it would really be great if in competitive play they didn’t have them
I don’t really know why I think that way but maybe have it’s own mode but it’s seems a bit much
I just want ground spawns to be brought back in some form
With forge maps being implemented into matchmaking then we can have both and map makers can choose what weapons they want to have in lockers or not
I actually didn’t know forge males were going to be implemented into match making but I should’ve assumed based on previous titles lol
@@SouredSpud yeah the employee in charge of forge said he wants to eclipse how many halo 5 maps were in it's matchmaking, and halo 5 had 200 community made forge maps added to matchmaking through it's life
@@hydb801 extreme doubt
Remember when Halo Infinite was supposed to revive this franchise?
Pepperidge Farm Remembers.
All you have to do to see why the franchise is dead is to read all the morons in the comments saying they're okay with weapon pads or other changes.
I just don't like how they can only be placed on walls (or only the ground for Power items). Look at Behemoth. Every weapon is clustered in the middle of the map. And the few on the edges are VERY far apart. So guess what happens when you spawn on the edge of the map? You have no weapons to pick up.
Also wall pads force players to always walk near walls. A gun on the middle of the floor doesn't have this problem as much.
See, I don't mind pads. I just hope in Forge you don't need to place every weapon and vehicle on a pad and they can just be thrown onto the map like previous games.
Thank you for posting such amazing videos
Thing is halo infinite has THE PERFECT SOLUTION TO THE PAD AND IDK WHERE WHAT GUN IS PROBLEM:
AI scan.
with one button press you can see where all nearby guns are, what they are and if they shine gold then it's a power weapon. close to sniper and wonder if it's up? AI scan, think someone dropped it nearby but aren't sure if it's worth the push to check, AI scan. wondering where all the map pickups are? AI scan. only thing it doesn't solve is the timer issue but I never counted nor found it much of an issue in older halo games since I generally just control the part of the map it will spawn in and check periodically. like narrows, seems to me most of the time to have an unspoken rule that everyone must return to power weapons under the bridge at the same or around same time. if you are sweaty enough to want to keep track of power weapons spawns precisely you probably are sweaty enough to be on coms with people.
The perfect solution is to fire whoever thought of weapon pads, remove the weapon pads fully from the game, contact the Bungie employees who created maps and study how they placed their weapons on the maps, and how they changed that weapon placement for a different game type on the same map.
i think the scan ouines should be always active. giving it a button is bloat, when its a functional design mainstay.
Anything that angers streamers and “pro” players I welcome! F**k em!
Does anyone know the general consensus from the pro scene about the weapon and power up timers? Timing everything was a big part of the competitive scene and I’m wondering if the pros like the new system.
I think I'd prefer weapon outlines then pads or don't clutter fields of vision
Make sure to wipe your key board
Me: I have no such weakness
I personally hate random placement mostly in btb because whenever I need a hydra for a wasp the pad isn't reliable.
I can appreciate the set locations for the weapon pads, it very easy to memorize pad locations, then eyeball in the middle of the game what spawns there for that match.
Although, some of the wall pads in arena feel uncomfortable and dangerous, just too exposed - or too far away from my path to an objective.
Honestly, I want more variety from pads mid-match (could be special for the fracture events), perhaps a progression or rotation to a different rifle or pistol after 3 minutes, maybe some weeks full on fiesta weapon pads.
I do miss not having absolute knowledge of when and where weapons would spawn, it definitely made for some interesting plays, especially if you knew where things would spawn but lets saw you went for a shotty, only to find it gone, it kept you on your toes because for all you know, that next corner you take, could have ol mate with the shotty stalking you. I really do hope forge allows both weapon placement and the pads because as I understand in H5 forge, weapon pads (through a bit of jankery) could be attached to vehicles and I do like the idea of roaming weapon caches that a teammate could bring to a firefight for example. Well aware the razorback has that to an extent but the ability to put spawning spots for weapons on vehicles would be great. Pretty sure we could do that with elephants in H3 as well.
Tl;dr there is plenty of good reason to have both and neither are particularly bad, as long as it gives to the experience
Yo Ascend, you should try making a video on Halo weapon concepts you or others think is a great idea. I'd love to see a video like that.
I've never been that kind of pro player since CE. I'm always in the MP must for fun than any other thing and trying to getp better with time. Told so, I'm not a tryhard and the info that the pads and the outlines bring to the game helped a lot in critical times. There was a match in total control where I was defending B and mi whole team partners of the area died in a chaotic combat. While I'm trying to survive in the chaos, I hit two buddies in the back, kill other in the Razorback with an Hydra that was on the floor, other with the AR, with a snapshot, the sniper giving the first Killtacular in the game.
I thinkg the outlines, the pads and the lights are very useful to help the players, news or olds. Idk how it could be with soul, or something that could match with the aesthetic of Halo.
Plus, the only games I learn or was easy to see where the weapons, any weapons where, were Halo CE and Reach (to me). And the others required a lot of time of playing to know where the weapons appear. I preffer this than just let them in the floor.
Putting weapons on walls is easier to grab and how long it will take to respawn is helpful to
Fantastic discussion of a topic not a lot of people think about or even create developed arguments around. Good stuff as always Mr. Hyperion
I think weapon pads streamline the arena game-play and help provide a lot of useful information very quickly in such a fast paced game experience. I do miss the passive story-telling aspect of placed weapons in the environment though. Might be cool to see a mix in of that return in specific maps where its appropriate.
I'm glad they highlighted the weapons , I still don't know where most of the weapons spawn in Halo 2 maps.
Thanks. I was upset at the fact that the weapon pads were not consistent and you made a video addressing this. I think it was their way to make the maps seem different but now my starting strat always has to be me running around looking for the battle rifle.
It gives a huge Unreal Tournament vibe to the maps, the pads for power weapons are basicall those from UT3. When i see the spinning sniper at the center of Live Fire it's clear as day. I personally like it, my childhood being half Halo, half UT.
Halo Infinite actually has a lot in common with Unreal Tournament 4 (RIP). Look at the Outpost-23 map from this game, and Recharge from Infinite, they could be cousins, mapflow design and aesthetics are extremely similar across the board. In my book that's a good thing.
I don’t think it was necessary but it definitely helped me since I wasn’t good with previous halo’s but this one felt more simple to pick up in a way.
You know acend is a good content creator when you know it's an ascend hyperion from the thumbnail alone (without a face cam I might add)
Excuse me did you just say infinite doesn't have strong starting weapons? Aside from things that can oneshot like the spnkr, the AR is literally the best weapon. It outperforms nearly ever other non-power weapon I come across, to the point where in fiesta I actively look for the AR
BR and the sidekick both out gun the AR
@@probablynotdad6553 not in my experience, even from mid range
Precision starts got social only players so traumatized they don't want to admit the AR might just be a tad overturned in infinite.
It seriously makes playing anything with AR starts a genuinely miserable experience. I don't mind it being good but I'd rather it not being a full auto laser beam like it currently is and would like to have it brought back to earth like it was in 4 and 2A where it was good at its intended range and purpose.
But if I had it my way it'd be Commando starts in social. A good auto that'll kill decently enough if you just hold the trigger but rewards you for being more precise and accurate with your shots.
@@Bloxor369 I basically have no reason to pick up a different weapon than the AR unless I'm just feeling frisky and want to try out something else based only on whimsy.
Most weapons are downgrades or sidegrades to the AR and it makes the gameplay feel like I can turn my brain off and do games on autopilot.
Why think about what weapon you need, where it is, and how to get there when you can just spawn and hold how the trigger to win
Reminder that the Scanner feature exists. Ive been using it so much more in Multiplayer than I did for the first few months. You can see (from close and far away) what weapons are on the ground and head directly to them. Underrated feature imo
i think thr scanner should be always on, like in halo 2 anniversary.
giving it an extra button is unnevessary.
All my years playing Halo; I definitely prefer the weapon pad approach. The visual clarity as to what is where is far superior than combing a map a hundred times over to memorize what is where and when it shows up.
I think it's a good step forward, it made people want to use the weapons and not just leave them alone because you already had a Magnum (Halo CE) or a DMR/BR (Halo 2, 3 and 4)
I have an h2a forge map on MCC with a rocket launcher that no one's found even though it's literally in plain sight, that's just off to the side of where all the action is
I will always prefer the on ground weapons for charm. I am okay with a lil pad action though. Maybe on certian overt training maps.
The randomization is the only part that I have a problem with. Not knowing at the start of a match if there will be a bulldog or heatwave, invis or overshield, matters when deciding on a strategy. If I know it's invisible and bulldog I know what my priorities is off spawn. The current system means I have to guess. Not as faithful to what I love about halo.
Good thing is that most (arena) maps generally have both variants of a weapon class if multiple of those weapon pads are available. My primary example would have to be launch site
I know I'm a bit late here, but another positive of weapon pads is that they allow for more intense action by funneling players into certain locations. Because everyone can see that the Rocket Launcher will spawn in 15 seconds, they will gravitate to that location. Not to mention there is still strategy. In games like oddball and KOTH, the teams in control of the objective will have to consider whether or not it's worth having 2 or more teammates try and contest the power weapons against the entire team that's on the backfoot, but may have more map real estate.
I see it as I do with the lack of friendly player collision. The positives outweigh the negatives.
I'm this instance, the main thing you lose is a bit of map story telling, as you can no longer lay a sniper on the ground in a small encampment. Having weapons lying in the ground can add to the theme in maps that have a more derelict or abandoned feel.
The assault rifle and sidekick aren't strong starting weapons?
Weapon pads are one of my favorite additions to Halo Infinite. I think they look aesthetically pleasing and the random weapon spawns in the social playlists makes the maps feel more diverse and increases my enjoyment of the game.
I don't know how this dude doesn't have a crap ton of subscribers I watch all his videos and to completion at that.
What do you think of the idea of faction-based weapon pads? Like maybe a forerunner styled weapon pad, or a banised one alongside the existing UNSC weapon pad to keep the aesthetic and immersion of maps the same while retaining that weapon visibility?
You should make a video on the current vehicle system in big team battle. Not having vehicles spawn at each base really takes away from the chaos and fun of the mode
yesss! he used the crawler hyperion art again. that's like my favorite one.
You know what I want to know? The usage statistic for the plasma pistol
While in death cam, I often see players walk away from power weapons, oblivious that they're there. I think you really nailed it on the head identifying how visually noisy games are today. I think weapon pads are a good gameplay choice
Weapon pads are a universal win. In halo 3 and reach, I had litterally no idea where any on the weapons were and enjoyed those games less for it. I would just see a teamate with a sniper and think "how did they get that?" because one person always got the weapons too fast to really see.
I gotta agree, the bigger loss with the pads was that of charming weapon props. I can do without counting 90 seconds just to die alone across the map from my team/ignore it and accept the inevitable rocket to the face.
I hate how "MLG"ized halo is. They gutted everything that made it fun rather letting the competitive folks get their play list.
I like the spawn pads in Infinite, they definitely helped me get better acquainted and more familiar with the maps. Timing weapons was something I could never get down lol. The only thing I'd change is I would take the announcement out of ranked lists.
I hate them not for their function or whatever, they are so big, I mean I hate throwing my nades and getting bounce back at me or stuck on them, or bouncing the wrong way, I mean couldt they just do a hologram with a loading bar on the floor? Do we need a physical massive pad that catches nades and even stop you from sliding?
I personally dislike weapon pads as the ONLY weapon placement mechanism....
If considered, a weapon can EASILY stand out against a wall.
EG: 8:46 - Along the right wall, the sniper could be placed.
Honestly, halo infinite can have 2 kinds of outlines - Weapon spawn outlines (a yellow and lightly pulsing outline to be very noticeable) and a lighter outline for weapons in the ground.
These can EASILY be configured via shaders base don weapon lighting, and ensure there is a a clear "distinction" for weapons and the shader can detect background color, darkness/shadow, and alter it's properties to be brighter / less bright.
The old weapon placement made things feel les..... contrived? Now, everything feels too "deliberate" on the map.
I really like the weapon pads. It's a subtle change but it has really helped people like my wife who struggle to scan vertical space. Now most weapons are visible at eye level and IMO it's an absolute improvement.
Maybe if they had different versions of weapon pads. Even just a banished and forerunner version would help them not look so out of place
I like your “easier to see” argument, but that is solved by the scan feature which you have to use if the weapon isn’t at its spawn point
I like the weapon pads. I think games like Counter Strike, Valorant, and pretty much every fighting game demonstrate that the most satisfying and definitive way to display your level of skill is to have things relatively simple at the base level, but using available tools in the moment to overcome others.
Things like hidden timers, hard to see items and such just add an almost random level of disparity between players. I dont think anyone really enjoys the idea of having to count down in your head anyway. Some players just like stuff like that for the feeling of being "better" when most just dont care enough to do it because it isnt fun.
I would like the weapon pads if they more resembled the ones in Halo 2's campaign. Cairo station I think? Other than that I don't mind it being in social for scrubs cause it basically shows when it's going to spawn but it has no business being in ranked.
Unsure why they moved the outlines to players and removed from weapons. Better choice was outlines in my opinion. Clearly the need for new players had blinded them a bit. Cause the pads def help those not used to it.
The pads were not needed, but it was a way of going about placing weapons.
Nice I love bees emblem u got there
I feel like only the floor pads are great, as you can see if the weapon is there or not by pinging the area with your d pad. But floor pads are powers, and will usually have a hud blip... so its pointless to ping. Wall pads are even more useless in this respect, as you don't get any more information about the presence of the weapon by pinging it from a distance, without a sight line on it.. It almost defeats the purpose of both mechanisms (pinging and pads) when pinging a wall pad from a no-sight line doesn't give you info of its presence. You've still got to risk that walk to it.. And, pinging has absolutely no effect on figuring out if the power weapon is at its pad, because you get a hud blip, and an announcement.. So if you're following me, its almost like these several mechanics don't work together. They dont even work in parallel. They just straight up have totally different functions. Pads tell you the timer, only if you can actually see it. Pinging only is useful for finding that power you dropped on the ground that your defeater was too dumb to pick up. I feel like these mechanics would be better used if wall pads told you timers through structures when you ping. Same goes with vehicle pads and power pads. Remove the "power weapon incoming/ power weapon available" announcement that literally encourages you to camp its spawn. Obvi, it will be there from game start, but after that, pinging with your d pad or whatever button should give you a timer if you are close enough.
Also dont know why they added "power ability incoming" at the beginning of the matches starting in s2. Like yeah, we know. Why do we have an announcement for it and not the weapon..? Just so many senseless things in this game
Personally I liked when weapons just spawned on the ground and knowing how to time them like in Halo 3. Such a unique mechanic.
I mean this wasn’t a big feature I had a problem with when it was added but I do see the points made
Not sure how true this is, but I recall at one point reading that they switched to weapon pads so that when new weapons get added to the sandbox, they can easily be added into old maps.
I don’t think the weapon pads were necessary per say, thought they are very helpful when introducing friends to Halo for the first time.
This was inevitable because lets face it: This isn't 2005 where the walls are meh in textures in FPS titles. With the introduction and adaptation to things like high resolution, ray tracing, shadows, reflections, all that juicey stuff that eats a lot of RAM and CPU, there's going to come a point where because of these cool features, the small things like grass will impact how a weapon spawns if you put it on the floor or against the wall. We could do it like what they tried to do in Halo 2 Anniversary Multiplayer but that's only going to get so far. Besides, we've always had weapon pads of some shape or form. One of the things I will give credit to Halo 3 for was the weapon drop pods, Reach depending on the map you were on had weapon pads if my memory serves correctly. Halo 4 also had weapon drop pods. We can't put our toys on the floor anymore, it's time to put them where they belong, on the rack.
I'm pretty sure this is blending UT3's weapon placements with halo.
4:10
I don't particularly agree with this point. The AR and BR are overpowered starting weapons. The AR deals too much damage, and the BR is too easy to use. Despite Halo Infinite's offering of a wide array of powerful pick ups, the starting weapons are just too competent to encourage dropping them for something else.
It's much worse than in Halo 5 with the AR and magnum because 1, the AR needed to be beefed to keep up with the movement, and 2, the magnum was the hardest gun to master apart from the sniper rifle.
Tldr; Infinite encourages trading starting weapons out/up for other weapons on the map equally, if not, even less than previous Halo titles.
They are kinda for new players, not really for professional or even casual players really. There should be an option for it in multiplayer, in quick play and team slayer. Not ranked.
Worst thing about modern gaming is lobby’s that do not stay together and lack of mics. If you don’t like people talking trash just mute everybody or game company’s could add a permanent mute too all players in settings. And yes lots talk trash but I met tons of friends back in the day through game banter getting rid of it for safe spaces is dumb. Just let those who do not like it silence everybody in the settings.
I was about to post a comment about using forge to place weapons on the ground/against walls on my own maps but you beat me to it in the video.
I don't think it's good or bad or underdone or overkill. I think the clarity of where and how weapons spawn is invaluable, especially as newer players pick Halo up. However, I do generally agree that it's inconsistent, I never know what is spawning or when, and that is definitely something that can move you up the skill curve a little, and maybe not to a huge degree, but it's still lost compared to the older Halos. But talk is great but improvement is better, I think a solution should be proposed, and while I'm not a game dev or experienced multiplayer balancing guru, I think I have an idea to satisfy both ends of the spectrum. Keep spawning on weapon racks and not haphazard on the floor imo, it's too beneficial to newer players I think to not have that, but weapon spawns consistent per map and game mode, and spawn them on an in match global timer, light weapons spawn ever 10-20 sec, medium weapons every 30, power 40 etc, adjust for balancing whatever the specific times aren't the point, consistency is. If a weapon is gone at the end of the timer Spawn it, if a weapon isn't gone duplicate doesn't spawn it just stays in the rack as is. I think that would still allow you to rotate around the map for specific weapon types and allows for more precise control over key map: objectives, choke points, heavy spawns, etc. Idk, maybe I speak out my ass but I think that would make MY experience better anyway.
I enjoy them simply because it can tell them when a sniper is good one one map over other guns or whatever. Sure they've been doing a pretty crap job with the information we give them and they haven't been delivering 100% on their half of the bargain but atleast the information is there lol
Seems like a reasonable compromise. While I agree the esthetic of weapons naturally in the play-space is an unfortunate loss, it’s not something by which I’m overly bothered.
I personally don't like weapon pads but I see their use. My biggest critique since launch for them has been that they need more variety in weapons and the design of the pads themselves. Where are the covenant themed pads? Add some personality to them and widen out the sandbox please.