Funny how wrong many early complaints were

> 2600292642016732;1:
> A common complaint was how clamber would make crouch jumping obsolete, and how trick jumping in Halo 5 would be dead. Well anyone who has tried to master the trick jumps on maps like Truth, Fathom, or Regret will tell you those are clearly false. There are crouch jumps all over the place, and trick jumping has never been deeper than it is in Halo 5.

And no thanks to Clamber. It was a matter of chance that jumping in Halo 5 was saved by a couple of quirks with the physics of thrusting and stabilizing. All jumps in Halo 5 that don’t require you to thrust towards an object or crouch stabilize are as easy as they were predicted to be due to Clamber. Clamber still is an unwanted crutch in an otherwise interesting system of mechanics. The situation reminds me a bit of Halo 2, actually. An otherwise shallow aspect of the game is unintentionally saved by a set of button combinations requiring precise timing. Nonetheless, Clamber is as much of a crutch as it was before release.

With that said, I can admit the potential of Thruster Pack and Stabilizer came totally out of the blue to me, as it came to everyone. Well, the same launch method that can be used with Thruster Pack was also possible with Evade in Reach already, which is why I have been advocate of these boost mechanics ever since. I’m interested to see whether this was a one time thing, or whether 343i actually realizes to capitalize on these aspects of the game’s physics and develop something interesting. For example, the way Stabilizer works is definitely not the right way of doing things as it should be independent of aiming. And as already mentioned, Clamber is only detrimental to gameplay, and should be removed.

Moreover, even if some of these Spartan Abilities have something meaningful to add to gameplay, the fact still remains that jumping in Halo 5 is far too useful. Most of the easy trick jumps are well enough to take almost any route. There’s barely any control over how players move when various combinations of Spartan Abilities allow them to jump over twice as far and twice as high as without abilities. Players have too many routes available to them, which makes map control less meaningful. Removing Sprint and Clamber should significantly cut this down, as those turn out to be the main offenders, and neither of them really has anything to offer to gameplay anyway.

> 2600292642016732;1:
> Another one was how easy it was to aim in Halo 5, and how it takes no skill to shoot. I saw this all the time, the main scapegoat was the sniper, but most people, even pro’s like Frosty, have about a 50% accuracy rate with the sniper. 40-60% accuracy with any wep is considered normal in Halo 5, so clearly its not that easy if even the best players in the world are missing around half their shots.

None of these numbers really mean anything unless you can compare them to numbers from previous games. In every Halo where the sniper has bullet magnetism sniping, especially no-scoping, has been very easy to those where it has none (which are Halo CE and 3). We don’t really know whether the sensation is true without actual data to compare, but many players, myself included, certainly feel that aiming in Halo 5 is easier than it was in some previous games. Without proper data, this certainly isn’t something you can claim people were “wrong” about.

> 2533274825830455;36:
> > 2600292642016732;1:
> > A common complaint was how clamber would make crouch jumping obsolete, and how trick jumping in Halo 5 would be dead. Well anyone who has tried to master the trick jumps on maps like Truth, Fathom, or Regret will tell you those are clearly false. There are crouch jumps all over the place, and trick jumping has never been deeper than it is in Halo 5.
>
> And no thanks to Clamber. It was a matter of chance that jumping in Halo 5 was saved by a couple of quirks with the physics of thrusting and stabilizing. All jumps in Halo 5 that don’t require you to thrust towards an object or crouch stabilize are as easy as they were predicted to be due to Clamber. Clamber still is an unwanted crutch in an otherwise interesting system of mechanics. The situation reminds me a bit of Halo 2, actually. An otherwise shallow aspect of the game is unintentionally saved by a set of button combinations requiring precise timing. Nonetheless, Clamber is as much of a crutch as it was before release.
>
> With that said, I can admit the potential of Thruster Pack and Stabilizer came totally out of the blue to me, as it came to everyone. Well, the same launch method that can be used with Thruster Pack was also possible with Evade in Reach already, which is why I have been advocate of these boost mechanics ever since. I’m interested to see whether this was a one time thing, or whether 343i actually realizes to capitalize on these aspects of the game’s physics and develop something interesting. For example, the way Stabilizer works is definitely not the right way of doing things as it should be independent of aiming. And as already mentioned, Clamber is only detrimental to gameplay, and should be removed.
>
> Moreover, even if some of these Spartan Abilities have something meaningful to add to gameplay, the fact still remains that jumping in Halo 5 is far too useful. Most of the easy trick jumps are well enough to take almost any route. There’s barely any control over how players move when various combinations of Spartan Abilities allow them to jump over twice as far and twice as high as without abilities. Players have too many routes available to them, which makes map control less meaningful. Removing Sprint and Clamber should significantly cut this down, as those turn out to be the main offenders, and neither of them really has anything to offer to gameplay anyway.
>
>
>
>
> > 2600292642016732;1:
> > Another one was how easy it was to aim in Halo 5, and how it takes no skill to shoot. I saw this all the time, the main scapegoat was the sniper, but most people, even pro’s like Frosty, have about a 50% accuracy rate with the sniper. 40-60% accuracy with any wep is considered normal in Halo 5, so clearly its not that easy if even the best players in the world are missing around half their shots.
>
> None of these numbers really mean anything unless you can compare them to numbers from previous games. In every Halo where the sniper has bullet magnetism sniping, especially no-scoping, has been very easy to those where it has none (which are Halo CE and 3). We don’t really know whether the sensation is true without actual data to compare, but many players, myself included, certainly feel that aiming in Halo 5 is easier than it was in some previous games. Without proper data, this certainly isn’t something you can claim people were “wrong” about.

I don’t follow your logic about clamber, the point is that crouch jumping is still very common in Halo 5. Any jump that didn’t require a crouch jump in previous Halo’s was “easy” as well. Tsassi did we have a discussion about this last year? Where you said that jumping in Halo 5 isn’t as “deep” or something than past Halo’s? It doesn’t look like you’ve changed your mind, which is strange, because jumping around Truth or Regret is a whole different ball game than anything from previous titles. Its an objective fact that jumping around in Halo 5 is not only harder, but has way more depth than any previous game. Just because clambering is easy doesn’t mean that skill can’t be added in other ways, which is the case in Halo 5.

About the statistics, you’re right; you can go look up old Halo MLG VODs though. In Halo 2 if you didn’t have a 4-5 shot BR you just weren’t competitive, which is a far cry from Halo 5 for example. Its not perfect, but even just watching a tournament for an hour its possible to spot the difference between games. Even guys on Team Beyond would agree that the magnum in Halo 5 is way harder to use than any BR/DMR in previous Halo games. I just saw Kell of scotts talk about this on reddit.

> 2535441613963097;21:
> > 2533274964465607;4:
> > > 2533274880402739;2:
> > > One that has been around since 4…
> > > That sprint is game breaking. Halo has moved on and we’re not going back. You can either try to contribute positively to the community or you can continue to complain fruitlessly.
> > > (“you” does not refer to OP but general people)
> >
> > Just a quick question. What exactly are the benefits of sprint? I see people constantly talking about how ridiculous it is for people to dislike sprint so I’m curious as to what the irrefutable benefits are.
>
> It helps speed up game play, making it fast paced and not slow and boring. It also lets way for higher jumps and the ability to slide, which can be utilized in many different ways.

You can have faster game play without sprint. You just need to increase the base speed, or adjust the field of view, or both. Look at Doom, it’s faster than Halo 5 and it has no sprint. There are many other problems with Halo 5 that still exist, they are definitely not myths. Most have been mentioned.

> 2600292642016732;37:
> > 2533274825830455;36:
> > > 2600292642016732;1:
> > > A common complaint was how clamber would make crouch jumping obsolete, and how trick jumping in Halo 5 would be dead. Well anyone who has tried to master the trick jumps on maps like Truth, Fathom, or Regret will tell you those are clearly false. There are crouch jumps all over the place, and trick jumping has never been deeper than it is in Halo 5.
> >
> > And no thanks to Clamber. It was a matter of chance that jumping in Halo 5 was saved by a couple of quirks with the physics of thrusting and stabilizing. All jumps in Halo 5 that don’t require you to thrust towards an object or crouch stabilize are as easy as they were predicted to be due to Clamber. Clamber still is an unwanted crutch in an otherwise interesting system of mechanics. The situation reminds me a bit of Halo 2, actually. An otherwise shallow aspect of the game is unintentionally saved by a set of button combinations requiring precise timing. Nonetheless, Clamber is as much of a crutch as it was before release.
> >
> > With that said, I can admit the potential of Thruster Pack and Stabilizer came totally out of the blue to me, as it came to everyone. Well, the same launch method that can be used with Thruster Pack was also possible with Evade in Reach already, which is why I have been advocate of these boost mechanics ever since. I’m interested to see whether this was a one time thing, or whether 343i actually realizes to capitalize on these aspects of the game’s physics and develop something interesting. For example, the way Stabilizer works is definitely not the right way of doing things as it should be independent of aiming. And as already mentioned, Clamber is only detrimental to gameplay, and should be removed.
> >
> > Moreover, even if some of these Spartan Abilities have something meaningful to add to gameplay, the fact still remains that jumping in Halo 5 is far too useful. Most of the easy trick jumps are well enough to take almost any route. There’s barely any control over how players move when various combinations of Spartan Abilities allow them to jump over twice as far and twice as high as without abilities. Players have too many routes available to them, which makes map control less meaningful. Removing Sprint and Clamber should significantly cut this down, as those turn out to be the main offenders, and neither of them really has anything to offer to gameplay anyway.
> >
> >
> >
> >
> > > 2600292642016732;1:
> > > Another one was how easy it was to aim in Halo 5, and how it takes no skill to shoot. I saw this all the time, the main scapegoat was the sniper, but most people, even pro’s like Frosty, have about a 50% accuracy rate with the sniper. 40-60% accuracy with any wep is considered normal in Halo 5, so clearly its not that easy if even the best players in the world are missing around half their shots.
> >
> > None of these numbers really mean anything unless you can compare them to numbers from previous games. In every Halo where the sniper has bullet magnetism sniping, especially no-scoping, has been very easy to those where it has none (which are Halo CE and 3). We don’t really know whether the sensation is true without actual data to compare, but many players, myself included, certainly feel that aiming in Halo 5 is easier than it was in some previous games. Without proper data, this certainly isn’t something you can claim people were “wrong” about.
>
> I don’t follow your logic about clamber, the point is that crouch jumping is still very common in Halo 5. Any jump that didn’t require a crouch jump in previous Halo’s was “easy” as well. Tsassi did we have a discussion about this last year? Where you said that jumping in Halo 5 isn’t as “deep” or something than past Halo’s? It doesn’t look like you’ve changed your mind, which is strange, because jumping around Truth or Regret is a whole different ball game than anything from previous titles. Its an objective fact that jumping around in Halo 5 is not only harder, but has way more depth than any previous game. Just because clambering is easy doesn’t mean that skill can’t be added in other ways, which is the case in Halo 5.
>
> About the statistics, you’re right; you can go look up old Halo MLG VODs though. In Halo 2 if you didn’t have a 4-5 shot BR you just weren’t competitive, which is a far cry from Halo 5 for example. Its not perfect, but even just watching a tournament for an hour its possible to spot the difference between games. Even guys on Team Beyond would agree that the magnum in Halo 5 is way harder to use than any BR/DMR in previous Halo games. I just saw Kell of scotts talk about this on reddit.

There is no objective facts when it comes to what’s harder, if you want to play that way I can easily do the same on why it isn’t harder. In previous games you weren’t forced to watch what direction you crouched jumped to, in h5 you have to in order for clambor to come into play, that’s also not including that fact that clambor lets you get away with near misses since you can just pull yourself up when past games you tell when you nicked the edges on your jumps. It’s funny you referenced beyond later on in your post, why not mention what they think on these skill jumps mixed with clambor? Why not elaborate on how/why it’s harder in h5? So far all you’ve done is say it’s harder without examples. How is it a “different ball game on truth”?

just note I do know just about every if not all jumps in the game, I still don’t see them harder than anything pre h5 as they weren’t being hand held with multiple abilities.

> 2533274923562209;39:
> > 2600292642016732;37:
> > > 2533274825830455;36:
> > > > 2600292642016732;1:
> > > > A common complaint was how clamber would make crouch jumping obsolete, and how trick jumping in Halo 5 would be dead. Well anyone who has tried to master the trick jumps on maps like Truth, Fathom, or Regret will tell you those are clearly false. There are crouch jumps all over the place, and trick jumping has never been deeper than it is in Halo 5.
> > >
> > > And no thanks to Clamber. It was a matter of chance that jumping in Halo 5 was saved by a couple of quirks with the physics of thrusting and stabilizing. All jumps in Halo 5 that don’t require you to thrust towards an object or crouch stabilize are as easy as they were predicted to be due to Clamber. Clamber still is an unwanted crutch in an otherwise interesting system of mechanics. The situation reminds me a bit of Halo 2, actually. An otherwise shallow aspect of the game is unintentionally saved by a set of button combinations requiring precise timing. Nonetheless, Clamber is as much of a crutch as it was before release.
> > >
> > > With that said, I can admit the potential of Thruster Pack and Stabilizer came totally out of the blue to me, as it came to everyone. Well, the same launch method that can be used with Thruster Pack was also possible with Evade in Reach already, which is why I have been advocate of these boost mechanics ever since. I’m interested to see whether this was a one time thing, or whether 343i actually realizes to capitalize on these aspects of the game’s physics and develop something interesting. For example, the way Stabilizer works is definitely not the right way of doing things as it should be independent of aiming. And as already mentioned, Clamber is only detrimental to gameplay, and should be removed.
> > >
> > > Moreover, even if some of these Spartan Abilities have something meaningful to add to gameplay, the fact still remains that jumping in Halo 5 is far too useful. Most of the easy trick jumps are well enough to take almost any route. There’s barely any control over how players move when various combinations of Spartan Abilities allow them to jump over twice as far and twice as high as without abilities. Players have too many routes available to them, which makes map control less meaningful. Removing Sprint and Clamber should significantly cut this down, as those turn out to be the main offenders, and neither of them really has anything to offer to gameplay anyway.
> > >
> > >
> > >
> > >
> > > > 2600292642016732;1:
> > > > Another one was how easy it was to aim in Halo 5, and how it takes no skill to shoot. I saw this all the time, the main scapegoat was the sniper, but most people, even pro’s like Frosty, have about a 50% accuracy rate with the sniper. 40-60% accuracy with any wep is considered normal in Halo 5, so clearly its not that easy if even the best players in the world are missing around half their shots.
> > >
> > > None of these numbers really mean anything unless you can compare them to numbers from previous games. In every Halo where the sniper has bullet magnetism sniping, especially no-scoping, has been very easy to those where it has none (which are Halo CE and 3). We don’t really know whether the sensation is true without actual data to compare, but many players, myself included, certainly feel that aiming in Halo 5 is easier than it was in some previous games. Without proper data, this certainly isn’t something you can claim people were “wrong” about.
> >
> > I don’t follow your logic about clamber, the point is that crouch jumping is still very common in Halo 5. Any jump that didn’t require a crouch jump in previous Halo’s was “easy” as well. Tsassi did we have a discussion about this last year? Where you said that jumping in Halo 5 isn’t as “deep” or something than past Halo’s? It doesn’t look like you’ve changed your mind, which is strange, because jumping around Truth or Regret is a whole different ball game than anything from previous titles. Its an objective fact that jumping around in Halo 5 is not only harder, but has way more depth than any previous game. Just because clambering is easy doesn’t mean that skill can’t be added in other ways, which is the case in Halo 5.
> >
> > About the statistics, you’re right; you can go look up old Halo MLG VODs though. In Halo 2 if you didn’t have a 4-5 shot BR you just weren’t competitive, which is a far cry from Halo 5 for example. Its not perfect, but even just watching a tournament for an hour its possible to spot the difference between games. Even guys on Team Beyond would agree that the magnum in Halo 5 is way harder to use than any BR/DMR in previous Halo games. I just saw Kell of scotts talk about this on reddit.
>
> There is no objective facts when it comes to what’s harder, if you want to play that way I can easily do the same on why it isn’t harder. In previous games you weren’t forced to watch what direction you crouched jumped to, in h5 you have to in order for clambor to come into play, that’s also not including that fact that clambor lets you get away with near misses since you can just pull yourself up when past games you tell when you nicked the edges on your jumps. It’s funny you referenced beyond later on in your post, why not mention what they think on these skill jumps mixed with clambor? Why not elaborate on how/why it’s harder in h5? So far all you’ve done is say it’s harder without examples. How is it a “different ball game on truth”?
>
> just note I do know just about every if not all jumps in the game, I still don’t see them harder than anything pre h5 as they weren’t being hand held with multiple abilities.

There is an objectivity to it if you let people try and see how often they fail/succeed. Try it. Go jump around the hardest practical jumps in Halo 2 or 3, and then do the same in Halo 5. Getting from bottom mid to Car 2 in Truth is harder than anything from past games. Or getting from dip to treehouse in Fathom.

Also, there are still lots of crafty crouch jumps in Halo 5. Getting from snipe spawn to S3 in Coli is faster if you crouch jump on the small ledges instead of clamber for example. Don’t get me started on nerdy spots. Halo 5 has it all basically. It hasn’t taken anything away, only added to it. The only constraint is level design. Jumps can be designed for either in Halo 5, its all up to the decisions of the creator.

> 2533274863544717;25:
> > 2535449665894532;24:
> > > 2533274863544717;12:
> > > > 2533274964465607;6:
> > > > > 2533274880402739;5:
> > > > > Increases the pace of the game. Makes it possible to escape power weapons. You can get back into the game faster after you die.
> > > >
> > > > So why is a faster game inherently good?
> > >
> > > How about not hijacking this thread to talk about sprint? Any thoughts on the OP?
> > >
> > > I originally said I would never buy a Req pack. I gave in and bought voices of war pack. I thought Req packs would be a serious detriment to the game. I have since accepted them, and have enjoyed the free DLC that has come with them.
> >
> > That “free dlc” was the base game for the older main Halos. Halo 5s DLC is what you call finishing your game a year later.
>
> All I know is all the maps are there for everyone to enjoy. I bought all the DLC for Reach and Halo 4, and very, very rarely played in the maps that I bought for. This system is better for that reason. We all have access to the same maps.

Yeah, DLC ruins games IMO.

The myth that they perpetrated all through marketing Warzone, that we would be able to play the largest gametype ever with 11 other friends…

…unless your team is too good, then never mind.

> 2600292642016732;37:
> I don’t follow your logic about clamber, the point is that crouch jumping is still very common in Halo 5. Any jump that didn’t require a crouch jump in previous Halo’s was “easy” as well.

The problem in Halo 5 is that there’s such a range of failures where Clamber still saves you. With Clamber, you don’t need to be precise, you just need to get close enough to the ledge to clamber up. An example of this in Halo 5 are some of the curved walls on Truth and Regret. To abuse an older term, they have ghost edges which allow you to clamber up the wall without any visible ledge. But you don’t really have to know where exactly the ledge is, because as long as you get close enough, holding down the jump button will make you snap onto the ledge and clamber up. This is in contrast to the classic ghost edges which were challenging because they required precise position to jump at. And I clarify that this is not a point about invisible ledges in particular, but an example of the way in which Clamber leaves more room for error than classic jumps.

> 2600292642016732;37:
> Tsassi did we have a discussion about this last year? Where you said that jumping in Halo 5 isn’t as “deep” or something than past Halo’s? It doesn’t look like you’ve changed your mind, which is strange, because jumping around Truth or Regret is a whole different ball game than anything from previous titles. Its an objective fact that jumping around in Halo 5 is not only harder, but has way more depth than any previous game. Just because clambering is easy doesn’t mean that skill can’t be added in other ways, which is the case in Halo 5.

I don’t know whether we did, maybe. But if it was over a year ago, I wouldn’t have known about some of these tricks. I thought I made it clear in the second paragraph that the tricks I’ve learned with Thruster Pack and Stabilizer have made me readjust my opinion on depth of movement in Halo 5. And you’d be surprised to know that I agree that some levels in Halo 5 have more interesting movement paths than levels in previous Halo games. If you were to beat it out of me, you could even get me to agree that those levels in Halo 5 also have more difficult jumps than most old Halo levels.

However, you should also be aware, that I choose my words carefully for a very good reason. Some levels in Halo 5 have more interesting movement than levels in previous Halo games, and some levels in Halo 5 have more difficult jumps than most old Halo levels. Because when it comes to movement, level design matters more than anything else. First of all, not nearly all maps in Halo 5 are deeper than maps in previous games. For example, Empire is a map that has no really challenging routes to my knowledge, and is about as interesting as any old Halo map. Then there are maps like Fathom and Coliseum, which have a few interesting jumps, and a few challenging jumps. These maps I perhaps find more interesting (in terms of jumps) than old Halo maps.

Old Halo games didn’t make full use of the movement system in level design. Many interesting jumps in old Halo games seem accidental, and intentionally designed interesting jumps are few and far between, but that doesn’t in any way mean that it’s not possible to have maps littered with interesting jumps in classic Halo. Height variation, slopes, and all sorts of small protrusions could be used to create maps with lots of interesting jumps with just the basic abilities of move, jump, and crouch, but that requires active effort to design these paths into the map in such a way that they’re not entirely obvious to the player and seem accidental.

So, what’s different with Halo 5? Is 343i simply better at map design than Bungie? Possibly, we never know, though when you consider the jumps that require precise thrusting onto an edge, and a quick jump followed by stabilization and repeated crouching to gain extra height, I find it unlikely they ever thought of that. No, it is far more likely that Halo 5 has so many interesting jumps by accident. 343i thought they knew how players could move, and designed maps according to that. But if you just look at the basic ways of movement compared to the more exotic combinations, the basic methods only get a bit over half the distance and the height of what’s possible. And now that players can use these not easy to execute methods on maps that weren’t designed with those methods in mind, the maps suddenly become smaller, and all the gaps that weren’t meant to be jumps suddenly are.

Now, I don’t want you to misunderstand my point: accidental depth is still depth. In Halo 5 it just happens to be easily realized by accident because the player can fly literally a hundred feet through the air. The classic movement system is more capable than you give it credit for, but because the range of movement is much more limited, design decisions on jumps need to be more deliberate. It might still be the case that movement in Halo 5 is inherently slightly deeper than in classic Halo, but the fact that Bungie didn’t really see jumping as such an integral part of Halo to properly design maps around it means that you’re greatly overestimating how much these new abilities actually contribute to the depth.

> 2600292642016732;37:
> About the statistics, you’re right; you can go look up old Halo MLG VODs though. In Halo 2 if you didn’t have a 4-5 shot BR you just weren’t competitive, which is a far cry from Halo 5 for example. Its not perfect, but even just watching a tournament for an hour its possible to spot the difference between games. Even guys on Team Beyond would agree that the magnum in Halo 5 is way harder to use than any BR/DMR in previous Halo games. I just saw Kell of scotts talk about this on reddit.

Sure, I could agree that the Magnum is reasonably difficult. It’s only a shame that Halo 5 has so many weapons that are easy to use. It also doesn’t help that automatics are more powerful than ever. Not to mention, if you’re really comparing Halo 5 to Halo 2, you’re just comparing one game where aiming is easy to another game where aiming is easy. Halo CE and 3 are would be better games to compare to. For example, the CE Magnum in Halo 5 just isn’t the same as the original, and feels really easy to get three shot kills with.

But as I alluded to, I always feel like discussions about difficulty of aiming don’t really get anywhere, because you have one person’s sensation and subjective experience against another. Truth be told, I don’t really know for sure that Halo 5 isn’t the most difficult Halo to aim in. I just feel like I’m having much easier time, especially with the sniper, than I should have.

> 2535449665894532;23:
> > 2535441613963097;22:
> > > 2533274881560701;9:
> > > > 2533274880402739;5:
> > > > Increases the pace of the game. Makes it possible to escape power weapons. You can get back into the game faster after you die.
> > >
> > > Or they could remove sprint and increase the base running speed up to near sprint levels?
> >
> > That would be too fast, and removing it is too slow.
>
> The pacing was perfect before. It’s been proven it’s not needed.

proven? how?

All those problems got replaced with even worse ones imo

> 2535449665894532;23:
> > 2535441613963097;22:
> > > 2533274881560701;9:
> > > > 2533274880402739;5:
> > > > Increases the pace of the game. Makes it possible to escape power weapons. You can get back into the game faster after you die.
> > >
> > > Or they could remove sprint and increase the base running speed up to near sprint levels?
> >
> > That would be too fast, and removing it is too slow.
>
> The pacing was perfect before. It’s been proven it’s not needed.

True, but considering all the changes from then to H5, for example the aiming system, change to pace is as welcome as those changes. For a game with a clamber ability, a dash ability, spartan abilities and etcetera, I believe that sprint is beneficial to keep up with the fast pace of the game.

> 2535441613963097;46:
> > 2535449665894532;23:
> > > 2535441613963097;22:
> > > > 2533274881560701;9:
> > > > > 2533274880402739;5:
> > > > > Increases the pace of the game. Makes it possible to escape power weapons. You can get back into the game faster after you die.
> > > >
> > > > Or they could remove sprint and increase the base running speed up to near sprint levels?
> > >
> > > That would be too fast, and removing it is too slow.
> >
> > The pacing was perfect before. It’s been proven it’s not needed.
>
> True, but considering all the changes from then to H5, for example the aiming system, change to pace is as welcome as those changes. For a game with a clamber ability, a dash ability, spartan abilities and etcetera, I believe that sprint is beneficial to keep up with the fast pace of the game.

Sprint thread for this or not at all.

Thanks!

One complaint about Halo 5 that has not been dispelled, and cannot be counteracted is that the Campaign is believed almost universally to be objectively worse than the other Halo games, and that it is the only Halo game that cannot stand on its own without all of the expanded universe material to understand what is going on, besides Halo 4 to a much lesser degree. Additionally, many complaints are about the random nature of REQ acquisition which is still a large issue.

> 2533274880402739;5:
> Increases the pace of the game. Makes it possible to escape power weapons. You can get back into the game faster after you die.
> Edit: I appreciate your right to an opinion. Although I disagree my main problem is how some people just seem to be complaining pointlessly creating a negative atmosphere in some forums.

Also, in 5 specifically; it allows you, FINALLY, to show just what a Spartan in 1000 pounds of armor running at full tilt is going to do if it rams into something.

I didn’t get online and complain, but when Halo 5 first released I just didn’t enjoy it. I played less than 20 games in the first 4 to 5 months. Looking back, I guess I was still salty over how different the game initially felt. Now its very close to being my most played halo of all time. Funny how that works

> 2533274880402739;2:
> One that has been around since 4…
> That sprint is game breaking. Halo has moved on and we’re not going back. You can either try to contribute positively to the community or you can continue to complain fruitlessly.
> (“you” does not refer to OP but general people)

I like sprint being here, I hate the other armor abilities that thankfully are not in halo 5. I do dislike the spartan charge (makes it more difficult to assassinate people) but other than that, I think it has a place in halo multiplayer, COD multiplayer however is a different story.

I still crouch jump. There’s no animation required and is a lot faster than clambering. Just doesn’t have the same reach. But if I know I can clear it, I’ll crouch jump to save time.

> 2533274825830455;43:
> > 2600292642016732;37:
> > …
>
> …

I disagree with your views on clamber. I think it’s a very welcomed addition to Halo and agree with Looonski in how many jumps still manage to remain quite skill-based even with clamber’s inclusion. I hope clamber is here to stay going forward just like sprint and all the other Halo 5 spartan abilities.

> 2775209234672000;53:
> I disagree with your views on clamber. I think it’s a very welcomed addition to Halo and agree with Looonski in how many jumps still manage to remain quite skill-based even with clamber’s inclusion. I hope clamber is here to stay going forward just like sprint and all the other Halo 5 spartan abilities.

And what redeeming value could Clamber possibly have? Can you actually say anything in its defense, or is just such a hopeless ability that all you can say is “I disagree”? The fact that there exists a few challenging jumps even despite the existence of Clamber doesn’t really inspire confidence.

> 2533274825830455;54:
> > 2775209234672000;53:
> > I disagree with your views on clamber. I think it’s a very welcomed addition to Halo and agree with Looonski in how many jumps still manage to remain quite skill-based even with clamber’s inclusion. I hope clamber is here to stay going forward just like sprint and all the other Halo 5 spartan abilities.
>
> And what redeeming value could Clamber possibly have? Can you actually say anything in its defense, or is just such a hopeless ability that all you can say is “I disagree”? The fact that there exists a few challenging jumps even despite the existence of Clamber doesn’t really inspire confidence.

This takes away from the discovery of jumps from previous Halos using various techniques besides “crouch-jumping”, forgets H3’s grav-lift & MLG putting objects into maps where they couldn’t find spots to scale walls.

I’m going to assume Reach & H4’s jetpacks are so map breaking, we’ll just leave them out the scope of what a skilled jump is.

Either you like how one can jump around a map, as seen here in Plaza, or you like how a player can use grav-lifts as they see fit, or you just won’t like any change from H2.

I say H2 specifically because CE is low jump height and fall damage. H3 is grav-lifts, icicles and MLG Forge objects. H2 is the game we used super-jumps to exploit positions on the map never really considered for combat.

But truly, if Clamber MUST have 1 redeeming feature, it’s that you can avoid splatters with proper timing (and not having a completely bust connection to server.