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> I don’t really see the conflict there. I’ve only made two claims. The first is that if there’s no easy way to counter someone mindlessly running at you with a sword, then there is no reason for the sword user to seek more advanced tactics. Is that not shallow?
The player has no mind… How is their sword a problem?
And the one Halo game that allowed mindless sprinting with a sword to a few degrees… Well a TU removed the counter-melee move that required smarter tactics on the sword user’s part. How is that forgotten?
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> The second claim I made was that combat with close range weapons (Shotgun, Energy Sword, melee)–by which I mean the literal shooting at each other, not the tactics of ambushing someone–has always been shallow. If there are two players trying to hit each other with melee, there’s little either of them can do to affect the outcome, aside from who gets the best timing. Is that not shallow? The depth at using close range weapons has always come from the tactics you have to employ to get near enough to another player, not from the actual act of combat.
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> I don’t see how either of these claims relate to map design.
Without map design allowing it, how is a player suppose to get close enough to another to melee them or use any other CQB weapon?
How do you not see that what’s good for 70% Midship isn’t good for 98% of Coagulation?
How is all of Halo not shallow if actions are so simple as just aim and hit? I find it much easier with a precision weapon than my fists to do that at the majority of ranges… How can you claim short ranged is shallow when any range is just as equally shallow without any context of cover or other map design?
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> I’m arguing that mindlessly running around shouldn’t be a viable tactic. Do you disagree with that?
I agree it’s what you’re agruing but I don’t believe you understand what “mindless” means or how much of the meta-game of H5 is not like previous Halos (as far as Sprint and Dodge/Thrust go, remove them and it’s nearly indistinguishable beyond the scoping animations).
I’m a brawler on Empire and hatrick prince on Regret… Thanks to mindless runners and sprinters.
I’ve tried to mindlessly run into enemies in H5 to see how much forgiveness is available… It didn’t work out too well.
How can you be arguing for or against something that isn’t an issue?
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> The effective range is independent of map design. Roughly speaking, there’s some range which is at the tipping point between DMR beating an Energy Sword, and Energy Sword beating a DMR on flat ground, which we can consider as some effective range. The point here isn’t to argue the exact value or how different weapons affect the range. The point is that the range is independent of map design. It’s glaringly obvious that sprint increases the effective range here.
If sprint elongates maps due to increasing the distance between cover one must traverse then the weapons are built to feel sweet within those purposely built distances… Just as with sprint removed and gaps shortened, weapons are build to feel sweet within those purspoely build distances, then yes, yes range and map designs are part of the mix.
As well, maps like Last Resort compared to Zanzibar without sprint and the Pit to Pitfall with sprint really throws a monkey wrench in stating that sprint specifically does things to maps as whole.
And as always, with sprint, maps like Wizard and Lockout are a bit small, maps like Desolation and Tombstone are much tighter… Then again Wizard plays much better as a 2vs2 and 1vs1 than a 4v4 as it has a 3-shot 600ms pistol with an unscoped RRR that covered 7/10th’s the maps.
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> > How the heck does an H3AR-rusher become more effective by lowering their weapon to get at me faster? Especially when I have Thruster to avoid a Shoulder Dash/Sword lunge?
> > If the H5M6 kills quicker than the H5SMG or H5AR with perfect shooting AND can land headshots on targets at a very decently far range… How does a skilled player with a quicker killing headshot registering weapon loose to the easily used but range limited unscoped AR?
> > Better yet, if the player is using their Smart Scope on the H5AR, how are they not properly aiming their weapon because the spread and bullet magnetism are reduced to a smaller cone (magnetism is reduced much greater than the spread) AND at the same time are mindlessly sprinting toward their opponent without shooting?
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> I don’t know why you bring up AR and Magnum when I was only talking about Shotgun and Energy Sword.
Because that is purposely making the pool shallow on your part. We spawn with AR’s and M6’s in H5’s default slayer. They have to be used against each other and the swords and shotguns… And the BR’s, DMR’s, etc. We also have the Thruster (dodge) ability.
What’s a sword or shotgun going to do against an H5 M6, AR or SMG WITH Thruster if they shred so easily in short range and one is mindlessly sprinting at them ?
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> Close range combat in Halo has never been very deep to begin with. Sprint only makes it shallower by allowing a basic tactic like rushing towards someone to be more effective.
AR-rushing is what we make fun of in H3 for those going for melee kill but combat is at least 2-way AND we have to consider the spawning options. You speak of players being forced to learn how to “fight” but leave out the spawning weapons and their abilities meant for short ranged combat.