Halo Infinite: how Firefight 3.0 should be improved + comment on latest news

Halo Infinite: how Firefight 3.0 should be improved + comment on latest news

Published on ● Video Link: https://www.youtube.com/watch?v=SoBPDkgQCHA



Halo Infinite
Game:
Duration: 8:01
62 views
4


Today I want to imagine with you how Firefight 3.0 should be improved in Halo Infinite!

Quick comments about last week’s update on the state of the game:
Inside Infinite - December 2020: https://www.halowaypoint.com/en-us/news/inside-infinite-december-2020
10 out of 10 good news:
• The game will launch in Fall 2021
• There will be a beta flighting during 2021 before launch.
• Graphical fidelity has improved a lot, and it’s still under work in every detail possible
• A lot of work is also going into characters and other models, they showed many images, and they said Brutes and Craig will be a lot improved on, and will have beards and hair!
• Per piece armor customization is confirmed and they teased even more options than what it was possible in Halo Reach.
• Progression and unlocks will be satisfying and I really hope this means that monetization will not be intrusive.
• Joe Staten played the Infinite campaign twice and said it’s the Halo that Bungie envisioned back in the early days of Combat Evolved but without the technical limitations of the time!

Bad stuff:
• Armor coatings look very good but they still replace the primary and secondary armor colors. The worst offender in this case was the reward for hitting 152 rank in Halo 5, that locks its color combination behind a huge grind.
• The two nitpicks I have are about the multiplayer map art, which looks like any other generic human environment we saw in Halo 5.
And the other is the fact that holo pads are back. My problem with them, is just that I really don’t want the game to notify players when a powerful tool will spawn, because it draws attention to that particular area of the map and removes the need of learning maps.

Let’s now imagine Firefight 3.0 in Halo Infinite!
The base Firefight works like this:
4 players have to resist a siege of Covenant troops that arrive in waves: 5 waves make a round, 3 rounds make a set.
Each round completed increases the amount of modifier skulls that make the challenge more difficult.
The Covenant arrive from preset and dev made paths, plus they combine that with their AI and react to the environment and the player according to the situation.
And finally, Reach and ODST have some differences, but the only one we are taking in account is Halo Reach’s customizable options, that are absolutely needed in Firefight 3.0.

Let’s now add new features on top of what the base Firefight already offers in ODST and Reach.
• The first thing that comes to my mind are Pelicans or other transports, in Firefight 3.0 the score collected by the Spartans can be used to call at any given time some reinforcements with a dedicated UI menu. The UNSC can send in Pelicans with Marines, ODST drop pods, empty or piloted land and air vehicles, snipers and any other unit that can defend the area.
• The second addition I would make is more deliveries in the form of equipments, constructions that can be destroyed like bridges, walls or turrets, but instead of being delivered through player’s score these bonuses can only be chosen from the main defensive base each round, and each player can pick a max of two options each round.
• An additional layer to the previous feature would be a super drop each set, that is useful for longer and bigger battles. Super drops would contain Elephants, bunkers, barracks that deploy marines each wave, Grizzleys and many other powerful structures and vehicles to defend your positions.
• As a fourth modification to the formula, maps need to be bigger! The amount of enemy troops that attack the Spartans must be at least the double of what it was possible in the biggest waves of Halo Reach, and allied reinforcements would also be plenty, so it only makes sense to host this new Firefight in bigger maps.
• In Halo Infinite's Firefight players can choose between 3 dev made custom classes, which only contain your primary and secondary iron, plus a “throwable present”, there are no perks, no dedicated progression and no monetizable things in this game mode.
• Next, in Firefight 3.0 the player can choose from the main settings to fight Covenant, Banished, Flood, Prometheans, Sentinels in all the match, or one of any faction per wave, round or set! This option could single handedly make the new Firefight an absolute blast and deliver new and exciting experiences to the Halo community.
• And the last addition to this Firefight mode is the most important, make Halo Infinite's Firefight forgeable! This is really something that we’ve always been asking for in the form of forgeable AI

#HaloInfinite #Firefight #Forge

Intro 00:00
Comment on the high level update 00:17
How Firefight works 02:50
Firefight 3.0 reinforcements 03:46
Halo Infinite Firefight defenses 04:14
Firefight 3.0 super drops 04:40
Bigger maps 04:58
Pre-made loadouts 05:26
Flood, Banished, Prometheans, Sentinels, Covenant 05:46
Forgeable Firefight 06:08
Subscribe 07:13

Extinction mod: https://www.youtube.com/watch?v=tJ9lmlZHY-Q&ab_channel=RejectedShotgun




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