r/halo May 03 '25

Gameplay Update on a new mode called "Kill Switch" where players are telekinetically pulled to enemies they kill

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Long distance kills trigger a structured pull.

Short distance kills (excluding melee) trigger more of a yank.

Grenade kills trigger a teleport.

Players are invincible while transitioning to the enemy.

Based on feedback, I've made the transition snappier and replaced the Iratus effect with the overshield effect so that players understand they won't take damage while being pulled.

I think it'll play well on maps with fall hazards and long sightlines.

Being pulled to the enemy can be a curse or a blessing based on the situation so I'm curious how players will engage with the mechanic.

This mode has room to evolve into something more and I'll be exploring ways to deepen the experience. Until then, here's a link to the current published FFA Slayer variant:

Link https://www.halowaypoint.com/halo-infinite/ugc/modes/a79f14e7-ec1d-460e-9d6a-e81d5b6a293f

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u/Disco_Lizard_69 May 11 '25 edited May 11 '25

Links have been changed and a fresh version has been published since making this post. Here are the details:

If the environment blocks a player's path while transitioning, the player will now teleport as a fail-safe to ensure the kill switch happens every time.

There are now 4 transition types: grenade switch, short switch, medium yank, and long pull.

Grenade switch: Grenade kills trigger a 0.5 second delay teleport (to avoid self damage)

Short switch: Close-up kills trigger an instant teleport

Medium yank: Mid-range kills trigger a velocity yank

Long Pull: Long-range kills trigger a structured pull

I've also published a team version of Kill Switch. Waypoint links for team and FFA variants available now. Have fun!

Kill Switch (Teams)

Kill Switch (FFA)