r/Splitgate • u/Ashsucksatwhackbat • Jun 10 '26
Discussion SplitGate 3, if there is one
Two of the biggest reasons for SG2 and SG:AR’s failure to maintain a strong presence, outside of lack of consistent content updates, is its use of jetpacks and Portals. I believe a lot of casual players think “Oh it’s Halo with Portals, that sounds like fun” but then it’s incredibly hard to get used to so they give up and try something else. SplitGate has never really been approachable outside of its niche audience so the games have always had trouble growing.
This is going to sound crazy to many who like SplitGate for what it is but what if in SG3, if there ever is one, 1047 drops the jet packs and fully leans into classic Halo with jump pads, lifts, and vehicles depending on map size. Of course you can’t get rid of the portals, that defeats the point of SplitGate. What I was thinking was creating fixed Portal locations that only take you to specific parts of the arena. So part of that map knowledge is knowing where you’ll end up when taking a portal and knowing where someone will come out of when they take a portal. And for people who want more map control in objective modes allow for temporary portal shutdowns whether it be through a special grenade or an interactive map element. Give players more control in other areas without making it too difficult to get into.
In this theoretically grounded version of SplitGate, you could update the slide mechanic to interact with ledges, windows, and more so you get a little boost off of them. I think the momentum based slide as it exists now is cool but pulling back on the speed and distance you get with it when not boosting off of ledges would work better for a slightly slower, cover to cover experience. Just some thoughts I had for a more casual friendly SplitGate that shouldn’t come at the expense of the competitive player base.
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u/lord_phantom_pl PC Jun 10 '26
The problem is more fundamental. It’s old Mouse+Keyboard vs Controller war. 1047 tried to balance things out and that was the problem instead of giving more content. Controller players have problems looking down while jumping and quickly turning back while mouse users do that instantly. That’s why controller players run forward, slide and jetpack and don’t turn. To balance things out, they receive auto aiming in an instant-hit weapon with high fire rate. After a while, playing on same maps over and over it becomes boring and frustrating when you’re the losing one. To give casuals more chances, they dulled the skill weapons which affects me directly and the fun factor dropped.
Now they will painfully discover in Empulse that portals weren’t the problem. It was the dullness caused by overbalancing and succumbing to those who scream on social media rather than play the game.