A Critical Review of the H5 Hate Train

Let me take a moment to confess, I am a forum lurker. Everyday I take around an hour so to brush up on what people are saying on the popular Halo forums about the Halo 5 Beta, and every day I’m finding myself a little stunned by the ignorant opinions formed. There’s a tendency for Halo fans to be blinded by the past, and in this case they seem to be blinded by a mix of nostalgia for the classics and a hatred for Reach and Halo 4. It’s disappointing seeing the countless strawman fallacies used to try and justify the opinion that Halo 5 is “garbage”, when in reality it’s far from it. Allow me to walk you through some of this arguments, and my criticism of them.

  • Call of Halofall (or any similar title combinations) - Claims that 343i is ripping game mechanics from other franchises to compete. This is a simple case of correlation does not equal causation. Yes, sprint is in other franchises. Yes, thruster pack is too. And yes, so is clamber. So what? The developers aren’t trying to shoehorn other mechanics into their game simply because they’re in popular games, they’re implementing them because they believe the mechanics to be a natural evolution to the existing game. These mechanics aren’t even entirely out of place, and I’ll touch more on that with following criticisms.- Sprint is Killing Halo! - The beaten horse, that sprint is the ultimate evil to have ever touched the Halo franchise. Sprint robs players of their “earned” kills by allowing players to escape from bad situations. This is the ultimate strawman argument as sprint is not the great evil that people are trying to make it out to be. Is sprint a good mechanic for Halo? No. Is it as bad as players are making it out to be? Absolutely not. It’s the combination of sprint with map geometry that makes it abuse able, and let’s be frank, the maps in Halo 5 aren’t as rife with abuse as those in Reach and Halo 4. We don’t have Skyline or Countdown with their countless walls and obstacles that players can dash around all day. Players are pretty exposed as they try to get away. Additionally, the maps in Halo 5 place an emphasis on Macro-Positioning, meaning a team needs to hold down multiple points simultaneously for optimal control of the map, and in doing so one player should be able to react to and finish off a kill fleeing from a team mate. Sprint simply isn’t as big of a deal as it was in other Halo titles, especially with the faster kill times, better maps, and improved sprint mechanics of having shield delay and being able to be shot out when not at full velocity.- Halo is an Arena Shooter - The belief that Halo is an Arena Shooter as it has qualities similar to the genre. I’m guilty of this one as well, but Halo was never actually a straight Arena Shooter. It was designed as a blend between Arena Shooter and Squad Based Shooter. Yes Run and Gun gameplay and fast kill times are fundamental parts of Halo’s core mechanics, but Halo is not bound so strictly to those as it is not a pure play Arena Shooter. Many would prefer that it was tied more to the Arena genre, but that is nothing more than preferential bias.- Thruster Doesn’t Belong! - Thrusterpack ruins confrontations. It’s a lazy man’s “strafe”. It was stolen from CoD:AW. Yeah, no. Thrust is nothing more than an age old FPS mechanic, and just because it was featured in AW doesn’t mean it was taken from AW. More likely than not, it was implemented because it is essentially a “Dodge-Jump”, a mainstay mechanic from several popular Arena Shooters. The developers have gone on the record multiple times saying they want to make Halo more like an Arena Shooter, so why are people claiming they’re stealing mechanics from other games when it is also featured in Arena Shooters like Unreal Tournament and Quake so prominently?- Grappling from Titanfall! - Similar to the Thruster argument, but this time claims that the developers have stolen a different mechanic from a different popular game. Again, not the case. Grappling is essentially a double jump. A more “realistic-looking” double jump. And once again, a mechanic found in many other games long before Titanfall launched, especially Arena Shooters such as Quake and Unreal Tournament.- Halo 5 is Similar to Reach and Halo 4 - As the game has similarities to what are indisputably the weakest two titles of the franchise, it too will be bad. Again a straw-man fallacy and a case of correlation does not equal causation. The fundamental differences between Halo 5 and these two previous titles lies in the difference in gun game (faster Optimal TTK with low Aim Assist) and better map pool. These two differences set Halo 5 far apart from its two predecessor titles.
    This by all means is not meant to defend Halo 5 as being a perfect game, but only meant to show how irrational many of its criticisms are. The game is far from perfect, and it might not even be great, but it most certainly isn’t a bad game in its current form. There’s a lot that could be improved upon, especially considering the complications that sprint does bring to the game. It simply is that the issues people are raising to hate the game aren’t the deal breakers they’re trying to make them out to be. Personally, I would love to see the following tweaks made to improve the game:

  • BR/DMR: Lower Aim Assist & Bullet Magnetism, Faster Rate of Fire (Bigger difference between optimal and average kill times empowers individual players and the faster killtimes will help balance the passive traits of sprint and thruster).- BR: Tighten Spread (makes weapon more consistent)- AR: Make spread same scoped and unscoped (Makes headshots more consistent when unscoped)- Thruster: Keep Weapon Up When Thrusting (Imitates Dodge Jumping in other Arena FPS Games)- Base Movement Speed: Increase by 10%, keep Sprint as is (No more than 15% difference between the two, helps balance the passive ability of sprint and speeds up gameplay).- Grenades: Remove ability to be shot from players hands, or at least shrink the hitboxes significantly.- Groundpound: Remap button so it is no longer on crouch.- Rockets: Bring back the old model. Please. It’s iconic, this new AT4 looking one is an unnecessary change.- Slide Mechanic: Tie it to Thruster & allow players to use it sooner from sprint- Weapon Ready Up Time: Make it quicker to bring weapon back up after sprinting or thrusting- Smart Scope: Make it faster (not with Sniper though)- Power Ups: Bring back Camo, Custom, and OS! Also, bring back “quick camo” (like in CE) for certain weapons.- Covenant Weapons: Bring back “plasma stun”, but have stun only affect sprinters and thrusters- Maps & Player Models: Make it easier to see players. Especially Blue Team on Eden.
    Thanks for reading. As always, feel free to discuss below or on Twitter @SecretSchnitzel.

Cheers!

Just going to butt in to say that at least Sprint has been said by Josh Holmes, I think it was, to be in Halo as a default feature because “gamers expect it”, another word for saying “Other games got it and gamers are used to it, so we need it.”

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> Just going to butt in to say that at least Sprint has been said by Josh Holmes, I think it was, to be in Halo as a default feature because “gamers expect it”, another word for saying “Other games got it and gamers are used to it, so we need it.”

Yeah… It’s a sad paradigm we live in, but that’s just what the AAA Industry believes. I’d like Halo more without Sprint, but I’m not so torn up with it being in Halo 5. It hasn’t even touched on the level of frustration it gave me in H4 and Reach. shudders Skyline + Sprint, soooooooooooo bad.

Hell, even Epic was experimenting with adding Sprint in earlier builds of UT4. Pretty sure they took it out, but that just further shows the extent to this misguided belief that it’s a required mechanic.

Wow actually a good constructive critic, and not bashing people or companies. Also pointing out the fallacies of other arguments. Well, overall agree with the OP, pretty spot on with most of it IMo.

> Yes Run and Gun gameplay and fast kill times are fundamental parts of Halo’s core mechanics

???

> Players are pretty exposed as they try to get away. Additionally, the maps in Halo 5 place an emphasis on Macro-Positioning, meaning a team needs to hold down multiple points simultaneously for optimal control of the map

It’s just a nice way for saying they are too open. I mean it’s like trying to hold a position in the middle of the woods. There are NO strategic positions on any of the beta maps (not counting Pegasus), it’s just a hole with some walls. There is no point in holding a position, if there is no position worth defending, and sprint is in no way a replacement for slightly OP spots on maps.

> Grappling is essentially a double jump. A more “realistic-looking” double jump.

I agree, that it’s wrong to say they stole this mechanic from just one particular game. In my opinion it doesn’t matter from where they took it, I just thing it is a stupid idea. Halo had the crouch jump since start and it’s a well practiced and done mechanic. Why replace it? It’s not hard to learn, and it’s not necessary for the smooth gameplay. Besides, jump height in Halo is relatively high anyway. Why the “double jump?”

With the rest I more or less agree :wink:

> BR: Tighten Spread

Once again, already OP.

> BR/DMR: Lower Aim Assist & Bullet Magnetism, Faster Rate of Fire

You’re kidding right? The BR is already soooo overpowered as it is, and you would like to INCREASE the rate of fire and so the TKK? Lower aim assist? No. Shooters on consoles need some kind of assist and Aim Assist is the way to go. It just adds a touch of missing accuracy. Not like Bullet Magnetism, which indeed needs to be gone, it helps you steady your aim and doesn’t help you after you fired the bullet. With bullet magnetism you just hope you were lucky enough, that your Bullet was “caught” by the magnet. With it you can also shoot around corners, which is stupid and stupid again.

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> > BR: Tighten Spread
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> Once again, already OP.
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> > BR/DMR: Lower Aim Assist & Bullet Magnetism, Faster Rate of Fire
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> You’re kidding right? The BR is already soooo overpowered as it is, and you would like to INCREASE the rate of fire and so the TKK? Lower aim assist? No. Shooters on consoles need some kind of assist and Aim Assist is the way to go. It just adds a touch of missing accuracy. Not like Bullet Magnetism, which indeed needs to be gone, it helps you steady your aim and doesn’t help you after you fired the bullet. With bullet magnetism you just hope you were lucky enough, that your Bullet was “caught” by the magnet. With it you can also shoot around corners, which is stupid and stupid again.

I’m not saying to remove Aim Assist, as it is a required mechanic intended to help offset the lack of precision control inherent to a thumbstick configuration over that of a mouse and keyboard. What I’m advocating is that a slightly lower variable of aim assist be implemented (something along CE’s lines), which would offset the faster rate of fire and maintain the current average kill time while allowing for a quicker optimal kill time. Having a sizeable difference between Optimal TTK and Average TTK is good for the game as it empowers individual players to challenge more effectively if their aim is good enough. This difference is where the aim skill gap exists, and I advocate a larger gap.

Regarding bullet magnetism, it exists to both supplement aim assist as well as make weapons more consistent. Funny enough, removal of spread would do just fine instead. The individual player, who’s aim is already less than precise due to the lack of precision control given by a thumbstick, shouldn’t have to also fight against the game making their weapons even less accurate.

So long as these did not quicken the Average TTK of the BR, it wouldn’t affect the current balance of the sandbox. The BR isn’t OP, but it is more powerful. The reason why it isn’t OP is because the rest of the sandbox is also powerful, especially the AR and SMG which now have the ability to challenge at Mid-Range, something that never existed in the sandbox before, and something I welcome with open arms.

Quick Optimal TTKs are not a bad thing, quick Average TTKs are. I’m pushing for the former, not the latter.

That aside, thanks for posting.