I mean, you were able to traverse from cover to cover pretty fast, meaning that was the speed of the map they had in mind.
The necessity to sprint is in h5 way more prevalent in the map design imo, find myself having to spam movement tech a lot more there to just not get caught out in the open where in H4 you’ll take a few hits with slight snare then maybe get chased.
Pros apparently helped make H5, which surprises me, because it means they want to catch people out in the open and have them die for trying to make movement development/progress. Lots of H5’s engagments compared to older halos is just really fast cheese peeking.
Which to be fair also describes Halo 1-3. You movement was so slow and options so limited that once your opponents had established map control (high ground, power weapons, and spawn lines) then it was suicide to venture into the open.
Naw, I feel like it was way easier to juke shots out, so long as you aren’t expecting spamming jumps to save you.
This is way worse in h5. Personally when I play H3, I don’t really feel snowballing this hard.
Grab equipment, only push in with team.
Equipment and not being the enemies only target makes all the difference in the world in terms of how a gunfight will play out.
In 5 equipment doesn’t exist, just movement abilities but they still hit you after the 0.5 seconds you activated thrust, and power weapons are like 10 times stronger in 5.
I wouldn’t say any particular game… But a couple maps that come to mind would be Truth from H5 and Colossus from H2. With enhanced mobility maps really do need to be the larger maps. Waterworks from H2 BTB would be cool as well.
Maps are too big? the majority of the maps in infinite are small and compact. That is probably why they introduced that horrible 'phase through"… Majority of the maps all favor CQC style play where camping pays off big time. I know players today need constant action, gotta be entertaining for twitch I suppose. Can’t have any time for shields to recharge or anything since every one is in such small areas. Maps like truth were way more fun to play on. Plenty of room to actually maneuver and use actual tactics instead of the basic hectic button mashers cramp maps.
I feel like Halo 4 maps get underrated a lot, particularly the BTB maps: Exile, Wreckage, Shatter, Outcast. Would like to see them and a number of others make a return as I think they’d translate rather well to Infinite.
I mean they just have a lot of really open, nearly flat spaces, halo has always had open spaces, no man land areas, which aren’t really my cup of tea, but they always had hills or something to mostly break it into sections, think Blood Gulch.
CQC ≠ Close Quarters Camping.
It has more to do with shape of rooms than anything, and how many flank routes exist.
Battle Royale is the most popular genre on twitch besides just chatting, it has nothing to do with twitch.
Not at High SBMM, if youre good with spawns and moving, you just catch people in the worst spots for kills as they spawn in, it’s not super skillful and it’s why i got tired of playing social slayer.
Plenty of room to try to move to mid and catch up with your team just to get caught out in the open by an enemy thats doing nothing for his, since snare exists.
Idk which ones you mean, a lot of the maps in h5 that arent forge dont require you to push a million buttons to traverse.
Plaza sets out to do what truth does, but way better. Lots of areas to facilitate gunfights that arent completely barren and arent the easiest to camp in because they can get flanked easily.