Few things I would add. 1. Be aware of the space you are giving up when you move to another area. 2. When the enemy goes 4 dead, you should be trying to block certain spots to gain an advantage. 3. Calling out where you spawn helps your teammates determine where the other team will spawn if they are busy in a fight and are unable to tell just based on the HUD.
Many people don't consider their movement between kills, this is where much of the unpredictability comes from. If possible, stay in position unless being pushed.
This is what I would've love to know during season 1-2 when I went full out ranking. Awesome content my dude, love your videos, the knowledge, walking the talk, not just talking.
This is an amazing video! You should do an in depth guide and analysis type of if you think Halo is one of the most high skilled fps game out there and why?
@shyway you are dropping knowledge everyone should learn or know it will make for much better competition and gaming in general thank you again from an old mlg gamer you keep the dream hope alive
Yeah forbidden would be good , I have a bit of knowledge but not all IE hut ( snipe house ) snipe street , main ramp , sewer , plasmas , mohawk, back base....but some clarification and more areas would be great .
A couple of things 1 - You didnt cover Emperyan. I will say that is probably the easiest spawn trap map in Infinite. This is in part because whether it is slayer or flag, spawns do not flip to the other side (ie blue to red base). Instead, the spawns will generally be Needler corner or sniper/lift. If you kill people from a distance, then back flag is possible. For this reason, you should not push top sniper AND needler at the same time, as doing so will often split their spawns. 2 - As for the PD spawn on Streets from the Snakebite video: I think to the point of sightlines that there may be a heavier influence for PD because there is a heavy reduction of sightlines available there. I think this theory is further supported by the market and Loop spawns on Solitude (market more so then loop). All in all, a fantastic breakdown. Good to know that grenades etc dont influence as much
Great content, thank you! One comment/question: The newly introduced Ranked Tactical slayer mode (April 2, 2024) is using new/forged maps which are imo not exactly the best in terms of layout, balance, spawn points, etc. Halo Infinite ranked playlists already seem like a grind, and these new maps just add more complexity when they could have just used the typical proven playlist maps instead. What are your thoughts?
Great vid! When I’m struggling, it’s typically because I’m playing too slow and not influencing spawns enough. I tend to be too concerned with not taking damage. Now how about a vid highlighting concerns with the new network model 😅. My loss of aim assist has me questioning my sanity sometimes.
I picked up on a consistency I see mainly with matches my team and I loses badly; there is 1 player with very little damage taken with less damage given. The lack of offense with the rest of the team really destroys map control and momentum. Damage is the stat I think is most important on detailing performance. My advice would be not to worry about taken damage when the situation shows potential for a teammate to help and also to learn awareness for areas to best recover shields.
17:30 "halo is an information game" No wonder I - even after alot of no go's - love the ip. I hate when information/knowledge is not such a deciding factor for ingame outcomes Good video!
From my own time playing Infinite, I've noticed that (I believe) shield damage can also affect spawns, since I've had times before, using Live Fire as an example, where, based on where I teammates are, I should be spawning near dummies or something, (e.g. if there's a fight on A with enemies near scoreboard, but I spawn back B instead, even if teammate on A has died, and when I go to finish off the fight, or check it anyway, I'll see they have no shields from the previous fight. And I will say, that exact scenario hasn't happened before, but similar ones have, even with the bot FFA challenge, I notice I'll tend to spawn closer to enemies with no shields, as well as behind cover, depending on the situation Other than that (again idk if shields do even effect spawns though), great vid as always!
Yeah....the timing aspect was interesting for me, often I account for the other teams numbers and positions but I fail to notice the timing was out slightly with a team mates early push, then an enemy spawner sneaks in behind our lines.
I love content like this, especially when you pull up a map to further visualize the info! I enjoy this more than reactions to plays, and i think it'd be a lot more dope if you incorporated your knowledge on play breakdowns
In doubles. From my experience, they spawn diagonal to you across the map. If you have good slide movement, it’s easy peasy to catch the enemy off guard 2 seconds after they spawn
the fact that it spawns you in a perimeter rather than right next to the team means when you spawn you have to look for your teammates more than other halos
My last ranked Swat match... We were 48-48, I died and respawned with an enemy looking directly at me and killed me instantly for the win. It was complete bullshit after actually coming back from being down 10 points.
There should be an option like Death Cam, where you can choose where you spawn based on where other team members are, or just make spawns truly Random where you can even spawn inside the enemies flag area. WarFare is Randomness, games based on War should be too. Predictable spawns just makes the game Predictable, how is that a Plus other than in Ranking Up is the goal, NOT playing the game. Remember why everyone is screaming for new DLC for Campaign. Emphasis NEW. Note NOT Predictable DLC, but NEW.
Not a 100% sold on the sight lines of spawns. See plenty of enemy spawn in sight. Cafe/caution, whirlpool/attic end of long hall, tower/nest side of b. Spring to mind.
Part of the issue is and always will be "how fast can players move" and "how effective are the weapons at with range". Halo Infinite has spiriting/curb slides and a pseudo hit-scan semi-automatic rifle. In order for the spawns to be more fair, the maps need to get larger.
Infinite's algorithm decides you need to lose, the other side is a team of four onyx and your teammates are golds. Infinite decides you've lost enough games in a row, now you're with the onyxes and the golds are on the other side, free win
Few things I would add.
1. Be aware of the space you are giving up when you move to another area.
2. When the enemy goes 4 dead, you should be trying to block certain spots to gain an advantage.
3. Calling out where you spawn helps your teammates determine where the other team will spawn if they are busy in a fight and are unable to tell just based on the HUD.
Many people don't consider their movement between kills, this is where much of the unpredictability comes from.
If possible, stay in position unless being pushed.
Amazing breakdown and nice exercises to learn from. Thank you bro
I am dummy, this is for me
He changed the name of the video bro you're fine now
I’ve been waiting for this video forever! Thank you!
This is what I would've love to know during season 1-2 when I went full out ranking. Awesome content my dude, love your videos, the knowledge, walking the talk, not just talking.
I wasn't even aware of the fact that spawns rotate to help players take up more space on the map. That was new to me. Thanks so much for this video!
Hearing you predict the spawns then watching them happen as predicted 2 seconds later in real time was very satisfying. The GOAT
Been this standard since 2
Na it's like counting cards but easier....
Thanks for this guide! I asked for it a while back. I don't know if this is coincidence or not. Anyway, it's appreciated. 😁
This is an amazing video! You should do an in depth guide and analysis type of if you think Halo is one of the most high skilled fps game out there and why?
Love your breakdown of this Shy! I've started thinking about spawns a lot more in my gameplay and it's been helping a lot. Cheers!
@shyway you are dropping knowledge everyone should learn or know it will make for much better competition and gaming in general thank you again from an old mlg gamer you keep the dream hope alive
been waiting for a vid like this!!
Thank you for this. How about an updated ranked map callouts video?
Argyle, Solitude, Forbidden, Empryean are not on your original one.
Yeah forbidden would be good , I have a bit of knowledge but not all IE hut ( snipe house ) snipe street , main ramp , sewer , plasmas , mohawk, back base....but some clarification and more areas would be great .
I found if you prescope a location with the bandit it will force them not to spawn there majority of the time.
A couple of things
1 - You didnt cover Emperyan. I will say that is probably the easiest spawn trap map in Infinite. This is in part because whether it is slayer or flag, spawns do not flip to the other side (ie blue to red base). Instead, the spawns will generally be Needler corner or sniper/lift. If you kill people from a distance, then back flag is possible. For this reason, you should not push top sniper AND needler at the same time, as doing so will often split their spawns.
2 - As for the PD spawn on Streets from the Snakebite video: I think to the point of sightlines that there may be a heavier influence for PD because there is a heavy reduction of sightlines available there. I think this theory is further supported by the market and Loop spawns on Solitude (market more so then loop).
All in all, a fantastic breakdown. Good to know that grenades etc dont influence as much
Great content, thank you! One comment/question:
The newly introduced Ranked Tactical slayer mode (April 2, 2024) is using new/forged maps which are imo not exactly the best in terms of layout, balance, spawn points, etc. Halo Infinite ranked playlists already seem like a grind, and these new maps just add more complexity when they could have just used the typical proven playlist maps instead.
What are your thoughts?
Great vid! When I’m struggling, it’s typically because I’m playing too slow and not influencing spawns enough. I tend to be too concerned with not taking damage. Now how about a vid highlighting concerns with the new network model 😅. My loss of aim assist has me questioning my sanity sometimes.
I picked up on a consistency I see mainly with matches my team and I loses badly; there is 1 player with very little damage taken with less damage given. The lack of offense with the rest of the team really destroys map control and momentum. Damage is the stat I think is most important on detailing performance. My advice would be not to worry about taken damage when the situation shows potential for a teammate to help and also to learn awareness for areas to best recover shields.
17:30 "halo is an information game"
No wonder I - even after alot of no go's - love the ip. I hate when information/knowledge is not such a deciding factor for ingame outcomes
Good video!
Good stuff brother
Great spawn video man! Thanks!
Love this
Great content.
Thanks, Shyway for this.
Thank you
Awesome video. Much needed.
From my own time playing Infinite, I've noticed that (I believe) shield damage can also affect spawns, since I've had times before, using Live Fire as an example, where, based on where I teammates are, I should be spawning near dummies or something, (e.g. if there's a fight on A with enemies near scoreboard, but I spawn back B instead, even if teammate on A has died, and when I go to finish off the fight, or check it anyway, I'll see they have no shields from the previous fight.
And I will say, that exact scenario hasn't happened before, but similar ones have, even with the bot FFA challenge, I notice I'll tend to spawn closer to enemies with no shields, as well as behind cover, depending on the situation
Other than that (again idk if shields do even effect spawns though), great vid as always!
Love Shyway videos
I didn’t realize nades and gunfire influence were tuned down compared to H5. That’s great to know. H5 was too good.
Yeah....the timing aspect was interesting for me, often I account for the other teams numbers and positions but I fail to notice the timing was out slightly with a team mates early push, then an enemy spawner sneaks in behind our lines.
I love content like this, especially when you pull up a map to further visualize the info! I enjoy this more than reactions to plays, and i think it'd be a lot more dope if you incorporated your knowledge on play breakdowns
This is my battle with my teammates every OBJ game.
awesome pointers
Some ppl think in Strongholds its controlled by points it ain't it's based where ur players are. Great video, though good insight on spawns 🎉
In doubles. From my experience, they spawn diagonal to you across the map.
If you have good slide movement, it’s easy peasy to catch the enemy off guard 2 seconds after they spawn
I need this lol
The amount of people in even high diamond that don't understand spawns is astounding.
the fact that it spawns you in a perimeter rather than right next to the team means when you spawn you have to look for your teammates more than other halos
whats the setting to be able to see the enemy bots? I can't find it
@@MikeAlright need to be playing in academy training mode - it’s called “reveal enemy location” in your training mode settings
They need to add a window to PD to affect line of sight spawns inside PD.
Always assume they're spawning PD lol
My last ranked Swat match... We were 48-48, I died and respawned with an enemy looking directly at me and killed me instantly for the win. It was complete bullshit after actually coming back from being down 10 points.
There should be an option like Death Cam, where you can choose where you spawn based on where other team members are, or just make spawns truly Random where you can even spawn inside the enemies flag area. WarFare is Randomness, games based on War should be too. Predictable spawns just makes the game Predictable, how is that a Plus other than in Ranking Up is the goal, NOT playing the game. Remember why everyone is screaming for new DLC for Campaign. Emphasis NEW. Note NOT Predictable DLC, but NEW.
Not a 100% sold on the sight lines of spawns. See plenty of enemy spawn in sight. Cafe/caution, whirlpool/attic end of long hall, tower/nest side of b. Spring to mind.
Bots are Spartan's too, you murderer.
lol
People with walls just do this in Arena. 😂
rename video
to spawn basics thank you
Part of the issue is and always will be "how fast can players move" and "how effective are the weapons at with range".
Halo Infinite has spiriting/curb slides and a pseudo hit-scan semi-automatic rifle. In order for the spawns to be more fair, the maps need to get larger.
its not about me gettign to car 2 or wehatever its the plyers thjatsthe problem when they just drag u doiwn with them cuz there absolute garbage
last
“30 seconds ago is crazy”
Not a fan of spawn memorizing...its not Pro level..! Also take off aim assist.... then play.. my opinion...
tired of players they cznt shoot or do anyhting
hate matchmaking worst players ever
This whole game is for dummies. Why don’t we talk about the matchmaking system for SBMM
Infinite's algorithm decides you need to lose, the other side is a team of four onyx and your teammates are golds.
Infinite decides you've lost enough games in a row, now you're with the onyxes and the golds are on the other side, free win