Halo has always had some twitch gameplay, and 343i are NOT incompetent at designing twitch gameplay. Halo needs to be more tactical.
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The various “new” Spartan abilities present in the preview [Beta] to Halo 5: Guardians are often considered to be a radical departure from prior Halo games. This is an illusion. None of these Spartan abilities offer anything substantially new to the Halo experience. Unfortunately, the way these old abilities have been implemented has served to create a gameplay experience which is far too twitchy and is heavily reliant on visually spectacular gimmicks
Firstly, some useful definitions to consider:
- Twitch gameplay is “a gameplay scenario which tests the player’s reaction time.” Halo games often exhibit twitch gameplay.- Tactical shooters emphasize tactics and caution over quick reflexes. Halo has historically been known as a tactical shooter.- Tactics are carefully planned actions during combat which are used to achieve a specific, typically short-term goal.- Strategies are plans of action which are designed to achieve a long-term objective, and are typically decided upon before the battle begins. Strategies can incorporate multiple tactics.- Arena gameplay is gameplay which takes place in an enclosed area–an arena. That’s all it means. Technically, any map with boundaries can fit this definition, no matter how large or small.- Sprinting—to move at full speed over a short distance. To move at maximum velocity for a brief period of time. Sprint speed can never be maintained infinitely due to physical limitations. Due to lactic acid build-up and oxygen deprivation, humans can only sprint for ~30 seconds, followed by a recovery period of several days for Olympic athletes. Sprint is completely different from the maximum sustained velocity obtained by a marathon runner—which would typically be considered “base movement speed” for Spartans. Infinite Sprint is physically impossible.- Velocity = distance / time. When travelling, it doesn’t matter what the distance to a destination is, or what their velocity is. The only thing that matters is the time it takes to get to that destination.In the Halo 5 Beta, seven “new” abilities were added: Ground pound, Charge, Slide, Smart-Scope, Thruster Pack, Clamber and “Run Faster”
Smart-Scope–every weapon has a camera which wirelessly displays a reticule or a video of where the weapon is pointing to your HUD [monitor]. If you point your weapon in the wrong direction and zoom in, canonically you would see your own helmet displayed in the HUD. This is why Spartans can fire from the hip with zero loss of accuracy and shouldn’t de-scope when fired upon and should always be capable of firing whilst running. If a Spartan is actually using ADS, then their helmet is busted. Nothing new has been added to gameplay here, just a canon error which previously was not present.
Another thing to note is the pointless automatic de-scope/re-scope ability. In prior Halo games, zooming in always came with drawbacks—whether it was as minor as losing all peripheral vision, to losing radar and shield indicators. Neither flinching nor de-scoping carries any logic canonically. Even if the head is bobbing up and down, as long as the weapon remains stable [due to power armour] and the wireless video link is not jammed, then flinching and de-scoping are canonically incorrect. In gameplay, flinching and de-scoping are supposed to “balance” a specific mechanic—that of zooming in. Whilst a player is moving, it also canonically feasible that a weapon like a sniper rifle could oscillate, making it more difficult to aim whilst moving, as the player is going up and down with each step. The point is, the de-scope/re-scope animation does nothing but distract the player for weapons which don’t have a zoom function, and players who try to manually re-scope will always be at a disadvantage, so this automatic process takes away from player-control.
Clamber–this is an interesting and fun animation which ultimately adds nothing new to the gameplay as it currently exists. Ultimately, it simply serves as an alternative to crouch-jumping for vertical movement, and thruster/jet pack for saving jumps in horizontal movement. In order for this to be a worthwhile addition to the game, map design must accommodate skill jumps which are only possible with a combination of clamber and thruster pack–this may allow for a double, or even triple jump, if implemented correctly.
Having the ability to grab on to edges may be very useful in the future if the Halo series plans on incorporating more platformer elements in gameplay. In particular, the introductory elevator shaft scene in Halo 4 springs to mind—wall-jumping and climbing vertical surfaces springs to mind.
Thruster Pack, Run Faster, Ground Pound, Stabilize/Hover, Spartan Charge–Despite having separate names, all of these abilities come down to one concept–the thruster pack.
Essentially the Halo 5 Thruster pack allows the player to temporarily hover or move at full speed over a short distance in any direction, even allowing the player to rapidly change that direction in mid-air. The HR/H4 jetpack also allowed the player to hover, and the HR Evade/ H4 Thruster Pack allowed for a rapid change in direction. These are not new game mechanics to the Halo series.
Ground pound and Spartan Charge make use of both thruster pack, and the logic that a 1,000 pound Spartan travelling at high velocities deals a substantial amount of impact damage. Previous games may or may not have had fall damage, in which 1,000 pound Spartans travelling at high velocities are also dealt a substantial amount of damage when they are hit by immovable objects–such as the ground.
On that note, these two abilities break Newton’s third law–if crashing into another Spartan damages their shields, it should also damage your shields. The ground also tends to hit back. This is why Spartans typically use their weapons to melee–the weapon takes the brunt of the force, not your shields. Ignoring the breach in Newtonian physics, these two abilities are simply using thruster pack, followed by melee.
These are not new concepts–however the fact that these abilities can provide instant-kills with a direct hit is somewhat interesting, as difficult to accomplish one-hit melee kills were previously known as “assassinations.”
Of far more interest is that ground pound is a melee ability which has an area of effect—akin to taking explosion damage, or the armour-lock’s EMP [which again, did not fry electronics/shields at the epicentre]. The logical extension of ground pound is that punching an object or slamming into a wall could produce explosive damage in a radius.
Another point to consider is that an object impacting a surface typically does NOT deal damage to anything but the surface and the impactor. The ground may crack, but mobile objects on the cracked ground are at worst, tossed around due to the vibrations.
Translated to gameplay, this means that ground pound should stagger enemy Spartans in the impact zone, or knock them to the ground, at the cost of the impactor’s shields, instead of being a damage-dealing ability.