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Super Fiesta game mode added in Halo Infinite May update

Danyal Arabi
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Super Fiesta game mode added in Halo Infinite May update

Halo Infinite Season 3 is set to run until June and the developers have just added fresh content to the game. One of the most notable changes is the addition of Super Fiesta mode which adds a bunch of modifiers to the game mode. Other additions include an FPS counter for the Xbox, allowing users to track their performance and frames. Players can also buy older bundles from previous season via the Customize tab. Read on for a full list of changes in the update.

Notable new content in Halo Infinite listed

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SUPER FIESTA GAME MODE

Super Fiesta, which first appeared in the BTB Unlimited playlist in March 2023, is now available as an Arena game mode in both Custom Games and the Fiesta matchmaking playlist (the latter of which has now been renamed to Super Fiesta). This version follows the same rules as regular Fiesta, but with some new gameplay elements.

As in the existing Fiesta game mode, players in Super Fiesta receive a random loadout on every respawn. In Super Fiesta, however, all weapons have been replaced by variants originally found in the Halo Infinite Campaign.

The full weapon variant list includes:

  • Rapidfire Pulse Carbine: Precision Pulse Carbine with a rapid burst interval firing mechanism.
  • Arcane Sentinel Beam: Undocumented Sentinel Beam that offers lower capacity but extremely increased damage.
  • Duelist Energy Sword: Lightweight frame allows for increased agility.
  • Elite Bloodblade: Energy Sword variant belonging to Jega.
  • Calcine Disruptor: Modified with delayed detonation rounds.
  • Unbound Plasma Pistol: Bolts detonate when super-combined on target; over-charge increases detonation and tracking.
  • Stalker Rifle Ultra: Covenant-sourced Stalker Rifle with increased rate of fire but reduced and heat and damage output.
  • M41 Tracker: Modified M41 SPNKr with increased lock-on capability.
  • Riven Mangler: Fires a split-shard projectile at a low rate of fire.
  • Rushdown Hammer: Upgraded gravitic core and composite materials increase effective range and user mobility.
  • Diminisher of Hope: Escharum’s custom Gravity Hammer that bestows additional mobility.
  • Volatile Skewer: Skewer refitted to fire an explosive spike that detonates on impact.
  • Ravager Rebound: Modified Ravager that fires bouncing projectiles with multiple secondary detonations.
  • Pinpoint Needler: Modified Needler with advanced target acquisition and lower supercombine requirement.
  • Purging Shock Rifle: High-damage Shock Rifle with improved voltaic chaining but with detonation capability.
  • Backdraft Cindershot: Modified firing core with a three-phase sequential detonation.
  • Scatterbound Heatwave: Fires modified and repurposed Z-180 rounds which seek targets after a ricochet.
  • Striker Sidekick: Precision Mk50 Sidekick modified for improved stopping power.
  • MA40 Longshot: Precision MA40 with improved long-range performance.
  • Convergence Bulldog: High-capacity magazine with tighter projectile spread and improved range.
  • Impact Commando: High-capacity magazine with reduced accuracy but increased damage.
  • BR75 Breacher: Improved stopping power tuned for close-range encounters.
  • S7 Flexfire Sniper: Experimental high-capacity S7 Sniper rifle, designed for a focus on mid-range encounters.
  • Pursuit Hydra: Increased long-range proficiency with faster target lock and improved rocket velocity.

Additionally, player loadouts contain a random piece of fully upgraded Equipment from the Halo Infinite Campaign.

  • Grappleshot: Delivers a shockwave blast when holding down melee while grappling.
  • Threat Sensor: Increased area and uninterrupted enemy visibility.
  • Drop Wall: Increased size and strength. Electrifies projectiles through the Drop Wall.
  • Thruster: Active Camouflage effect is added to the player, lasting 4 seconds after activating the Thruster.

All Weapon Racks, Equipment Pads, and Power Weapon Pads are disabled during Super Fiesta matches. Player loadouts also contain 2 Frag Grenades on every respawn.

FRAMES PER SECOND (FPS) COUNTER SETTING ON XBOX CONSOLES

Players on an Xbox console can now enable an FPS Counter from the Settings menu. When this feature is enabled, a small box will appear at the top right corner of the screen, displaying the current number of frames per second.

This feature may be helpful for Forge creators on Xbox consoles as it illustrates a map’s performance in normal gameplay.

To enable the FPS Counter on Xbox consoles, follow the steps below:

  1. Launch Halo Infinite.
  2. Navigate to Settings. The default binding for which is the Menu button on controller.
  3. Navigate to the Gameplay tab.
  4. Scroll down to the FPS Counter header and set the option to the preferred setting.

MENU IMPROVEMENTS

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  • New Customs Browser Location
  • Purchase Past Shop Bundles using the Customization Menus
  • Increased Matchmaking Playlist Visibility

BALANCE CHANGES

SHROUD SCREEN

In Ranked matches, the number of Equipment charges for the Shroud Screen has decreased from 2 to 1.

DISRUPTOR

The rate of fire and damage for the Disruptor have both increased slightly, while the distance between two players required for shock chain damage to occur has been reduced. In addition, the Disruptor will no longer inflict damage over time.

SPIKE GRENADES

The number of projectiles that explode out of Spike Grenades has doubled, while the distance and damage inflicted has been reduced.

DYNAMO GRENADES

The time it takes for Dynamo Grenades to detonate, as well as the area of effect, shock chain distance, and time between shock damage pulses has been reduced. In addition, the number of shock damage pulses and the damage inflicted by them has increased. Player movement will no longer be stunted due to shock damage.

KING OF THE HILL (KOTH)

During Ranked matches, the initial time it takes for the Hill to appear has been reduced from 15 seconds to 5 seconds, and after entering the Hill, there is no longer a delay that occurs before the player starts capturing it.

The following map-based adjustments are also being made to Ranked KOTH:

  • On the map Recharge, the second Hill location has been moved from the Long Hall area of the map to the Platform area of the map (also known as “C Plat”).
  • The Hill location order on the map Streets has been adjusted:
    • Previous rotation order:
      1. Old Town (also known as “Pillars”)
      2. Subway (also known as “Tram”)
      3. Station Square (also known as “Courtyard”)
      4. Commercial District (also known as “Shotgun”)
      5. Main Street (also known as “Bottom Mid”)
    • New rotation order:
      1. Old Town (also known as “Pillars”)
      2. Subway (also known as “Tram”)
      3. Main Street (also known as “Bottom Mid”)
      4. Station Square (also known as “Courtyard”)
      5. Commercial District (also known as “Shotgun”)

For the full list of bug fixes and changes please visit the official Halo blog linked here.

About the author

Danyal Arabi

Danyal Arabi

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Danyal Arabi is an Esports writer and Editor at The SportsRush. With a vested interest in computers since an early age he has managed to sink more than 4000 hours into CS: GO over the years. As a Deus Ex enjoyer and fan of the earlier Assassin's Creeds, narrative-driven games have taken much of his time. Being a 2D fighter enthusiast across franchises like Injustice, Mortal Kombat, and Street Fighter, a fair few controllers have been sacrificed in his pursuit to win. Apart from all things gaming, Danyal enjoys motorsport, bowling, and spending weekends with his pals over good food and banter.

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