H4's Use of CoD Elements: Deep Six Analysis

Halo 4’s Use of Call of Duty Elements:
Deep Six Analysis (Sounds Like an Awesome Techno Album!)

It’s well known that Halo 4 ported over many features from Call of Duty (sprint, loadouts, instant respawns, ordnance to some extent). Some of these ports have been blamed for breaking Halo gameplay; however, to date, I have yet to come across any in-depth analysis as to why. In oh-so-many words, I want to get to the chewy, tootsie center of the following questions:

  • What elements define Halo gameplay?
  • What imbalances will break the core mechanics of Halo gameplay?
  • How do CoD and Halo’s gameplay compare?
  • How can concepts move between the unique sandboxes safely?

Finding the answers should show if the blame placed on ports is deserved. While I started scratching the surface of these questions with this post, I wanted to dive a little deeper. OK, a lot deeper. Feel free to join me (or tl;dr, you’ve been warned :D).

The Halo Sandbox:
What Makes It Unique?

Halo has been the definitive console FPS of basements and tournaments alike since the release of CE. The seamless addition of shields and vehicles, coupled with power weapons and simple yet smart map designs, set the Halo series on track to become the most celebrated console FPSs to date. I’d like to take a deeper look at the sandbox elements to find the core of Halo’s gameplay experience.

-Shields and Headshots
While health is present in may competitive FPS games, it’s almost always simply an escape mechanism to deal with weapons’ range capabilities. Health is represented in Halo as shields, and it takes on a much deeper role. In fact, shields may be the most important element in the Halo sandbox. Shields permit variance in an encounter by extending its duration, much more than in any other FPS, allowing skilled players to compensate for shooting second, etc. Players who get the jump on others don’t always come out alive, and rarely can one player kill another without suffering some damage themselves (in the absence of power weapons). Landing the first shot and every subsequent shot will almost always win in an encounter, but missing a shot after getting the first shot will turn the tables. The same can be said of the headshot mechanic. If missed, an opponent has the opportunity to run, catch up, or win a battle. Both are a complication on gameplay that rewards skill (or rabbits, IDK yet). Regardless, the shield/headshot system extends encounters and forces players to land multiple shots. Compared to any other FPS, Halo’s implementation of this system is the most extravagant.

-LoS, Cover, Radar, and Visuals
To make kills from a distance possible yet enable CQC, Halo maps generally have CQC/cover connected with open zones. They also have important lines of sight incorporated on multiple levels. Again, while not unique to Halo, the proper use of LoS and cover in a shield environment makes map control complex. Halo maps are also less cluttered than any other FPS I’ve played, emphasizing a focus on shooting over movement. Radar helps players orient themselves in relation to the enemy (although I do agree with MLG’s removal; at that level of team gameplay, no radar quickens the pace and rewards callouts). Players in Halo are also forced primary colors, making it even easier to identify friends/enemies. All these visibility enhancements increase the chances that both ranged and CQC encounters will be two sided.

-Vehicles
I have to mention vehicles because they were largely responsible for making CE successful and have been a core element of the Halo sandbox since. However, CoD lacks manned vehicles, so I don’t feel like I need to make a detailed point about them. I will say their presence on the map should be significant. They use to counter map control by overriding the basics of LoS killzones (moving anywhere on the map faster than player aim yet still dealing high damage with a turret) and generally required teamwork to defeat. Vehicles use to be the ultimate teamwork check. Offensively, a vehicle usually took a team shoot to push back or destroy. Defensively, a vehicle takes 2 players out of the game, requires extraordinary coordination to be used effectively, and can result in a double kill if countered with almost any power weapon or the PP; they should be very powerful…

-Weapon Balance
While weapon balance is present in other FPSs, in no other FPS is it as important as Halo. Weapon variety is the perfect compliment to the shield mechanic, making players pick a style that suits them best. Should they use an automatic up close or take a precision weapon to engage from range?

A precision weapon is capable of high accuracy, yet this accuracy makes a steady aim all the more difficult and important. Since precision weapons have a longer wait time between shots, every shot counts; missing is devastating in an encounter. The precision weapon mechanic amplifies skill by forcing pacing and placement under pressure.

In close quarters situations, the ability to move/jump/crouch coupled with the limited FPS field of vision makes aiming with precision weapons very difficult. This is where automatic weapons shine brightest. Those playing on 4 sensitivity to line up cross maps will suffer close up to those with 10 sensitivity and bumper jumper/claw. Automatic weapons also amplify skill, requiring players to fight between melee range and a weapon’s effective range at a frantic pace.

Either of the strategies are completely viable. I’ve seen players dominate using both. Variety is a good thing. However, precision weapons, more often than not, are a player’s weapon of choice.

Analysis of precision weapon kill times and aim-assist:

Watch this video for the definitive answer to precision weapon kill times.

1.5 sec. - LR(S)
1.6 sec. - DMR
1.8 sec. - BR/LR
1.9 sec. - CC

(Note: I’m going to say the DMR’s bloom in H4 is aesthetic unless you’re reaching across Ragnarok, in which case the BR/LR/CC are useless by comparison)

Compare to Reach kill times:

1.6 sec. - DMR (no bloom)
2.7 sec. - DMR (bloom at 20 yds; approx. boarder of medium/close quarters combat).

Compare to Halo 3 (no sprint) kill times:

2.3 sec. - BR
2.0 sec. - CC

Check this post on reddit for aim assist analysis:
(Although I didn’t write it up, I was present for the testing).

Most reticle play: BR
Most bullet magnetism: DMR
Longest range (red reticle): DMR (scoped and unscoped)
Least aim assist: LR

It’s clear that the DMR dominates in precision and kill time, while the BR’s burst and CC’s fire rate both perform slightly better in the headshot category (which only counts if the DMR can be strafed or if there is team shooting; otherwise the DMR will land a headshot first which is more important than anything else). The LR does have the fastest kill time scoped, but the lack of aim assist and hit-scan make it very difficult to use effectively.

-Power Weapons
There are weapons in Halo that significantly outperform others. Possessing these weapons hastens game pace by encouraging unpredictable behavior and breaking map control. If a hallway or base is being held, a certain death trap in a shootout, a power weapon makes the location assultable.

To a certain extent, I do consider grenades to be demi-power weapons because they can flush a player from a control point on the map. They do require a great deal of accuracy, timing, and luck to use properly. While other FPSs do use grenades, in Halo, players should expect grenades in every encounter. They have been a core element to the unique playstyle of Halo since CE.

-Team Play
In every Halo game I have ever played, when I respawn or move, I’m either pushing for an area being held by the enemy (almost always with my own team), or I’m falling back to the area my team currently holds. I rarely walk around the map alone, and I am never without a destination.

If shields ushers in anything, it’s team play. Getting two guns on an enemy player will halve the kill time and keep the other player from scoring on your teammate’s death. Not only does team shooting directly affect kill time, it also completely changes the LoS/cover mechanics of a map. Where most maps are made to allow a player in a 1v1 to disengage, multiple guns make much of the cover or escape routes obsolete. There is no greater justification for map control than the benefit of team shooting, and I feel that no other FPS gives such benefits to well-organized teams.

ENCOUNTERS - CORE BALANCE MECHANIC IN HALO:
When encounters are extended with the shield mechanic, time to kill becomes very important. Getting the first shot against another weapon with a faster kill time may mean nothing (BR/AR fight outcomes depend heavily on range). Therefore, weapon balance requires careful attention. If one weapon can excel in more than one category, e.g. range and kill time, other sandbox elements may be rendered useless by comparison. The game loses complexity, which dampens skill by allowing players to use a weapon that doesn’t require any compensation regardless of the situation surrounding an encounter. Unless you’re playing SWAT, choosing a weapon goes beyond just how it feels, especially with the addition of flinch based on weapon power. In essence, weapon balance matters in Halo more than any other FPS I can think of…

CONTROL - CORE BALANCE MECHANIC IN HALO:
While having map control can reward good teamplay, power weapons let an individual player’s skill shine through. While a good team can shut down movement in a map and pick off stragglers, a good player with a rocket launcher against a bunched group trying to team shoot can get just as many kills. The core control dynamic in the Halo sandbox is team map control vs. individual power weapons. Even MLG playlists retain rockets and sniper for this very reason. If this dynamic, this check on power, ever becomes broken, so does the Halo sandbox.

HALO vs. CoD:
The Playstyle Differences

In Halo terms, CoD plays like SWAT, and SWAT plays significantly different than any other Halo gametype. CoD lacks shielding, meaning encounters are almost always instantaneous. It also lacks power weapons; every gun has a nearly indistinguishable kill time and every gun is available in loadouts. These two factors make map control or holding an area mostly pointless or even detrimental. If a player knows where you’re holding up, they have an advantage in an OSK environment. Having no areas of any long-term strategic value leads to lines of sight and cover in map design being arbitrary at best.

In CoD, firing on an enemy player, even while in the open, almost guarantees a kill. In Halo, however, it’s quite possible for your target’s teammates to see your position after you fire and teamshoot you before you get the kill or for your target to duck behind cover leaving you with wasted ammo. Even shooting in Halo becomes more dangerous because it doesn’t always pay off and announces your position to the world.

On that note, I believe that CoD relies significantly less, maybe even suffers, from team play. Team shooting in CoD is about as effective as team shooting in SWAT; absolutely pointless. More bullets in an OSK environment mean literally nothing. Also, in SWAT as in CoD, no one runs around in a pack because one good BR burst from an enemy could triple kill. CoD plays the same way. One good player can mow down an entire team before they even know where they’re getting shot from. I can see the basic concepts of map control being present in CoD (choke points, flanks), but not nearly as important or rewarding when compared to Halo.

The difference in loadout weapon kill time present in Halo, coupled with map control and power weapons, produces a completely different environment compared to the run-and-gun mechanics of CoD. The major difference between Halo and CoD is the reliance on balance mechanics (Encounters and Control).

CONCLUSION:

  • CoD lacks delicate balance mechanics because of an OSK environment.
  • Halo gameplay is more complex because of a weapon damage/range mechanics, extended encounters, and team dependency.

Why Halo/CoD Hybridization Requires Extreme Care:
Moving Concepts from Simple to Complex Environments

Considering the conclusion reached about CoD and Halo gameplay, it should be obvious that expecting concepts from an environment with few variables to work in one with many can have unexpected effects on gameplay. Porting of concepts from CoD to Halo is not a bad idea; however, copy/pasting from simple to complex environments and expecting the same behavior is similar to claiming a surface is “perfectly smooth” without looking under a microscope. Simple environments have less checks and balances to keep in line; therefore, implementing new gameplay elements requires less theory crafting. I believe this is why CoD implemented loadouts, sprint, and kill streaks; they had no reason not to.

If done properly, I entirely endorse the idea of incorporating popular, progressive elements from other FPSs into the Halo sandbox. More complexity is a welcome addition that fits perfectly with the core Halo experience. However, if those new implementations break the core balances in Halo’s sandbox, the game becomes oversimplified and the Halo experience is lost.

Examining Sandbox Ports from CoD to Halo:
Detriments or Compliments?

Let’s take a look at the ports I notice most from CoD to Halo and determine if they add complexity or oversimplify gameplay. I’ll go over the few I feel are the most noticeable.

-Loadouts and Weapons
As player-customized loadouts have made their way into the Halo sandbox, weapon and AA balance is more important than ever. I’d like to preface by saying I like the addition of loadouts; they allow me to play as a support class in an environment above my skill level (I love regening teammates). I do not want to see them go away. Using the weapon/AA combination that suits my playstyle adds to the complexity of the sandbox, which is a good thing.

But, let’s return for a moment to the power weapon aspect of the Halo sandbox and how it differs from CoD. In Halo, map control is very important. It allows teams to set up kill zones and protect each other. However, because it offers such an advantage, map control needs a counter. That’s where power weapons come into play. A power weapon at the right moment can completely turn the tides of a game. In this way, map control is rewarded, but it doesn’t mean unchallenged victory. In CoD, every weapon is basically a power weapon (OSK), so having advanced map control is of little consequence, as it’s much more important to get the jump on enemy players. Holding an area means they know where you are.

Here’s where loadouts are simple in CoD but complicated in Halo. In an OSK environment like CoD where there are no overpowered weapons or abilities, anything is fair game in loadouts. Now, I know that Halo 4 doesn’t let you spawn with rockets, but weapon/AA balance in loadout options is of paramount importance. If a loadout combination can easily (and I stress easily) break map control, the gameplay strategy degrades. If a loadout combination can easily counter a power weapon, they might as well include s’more fixings in certain map locations.

Yes, I’m talking to you Blotshot/PV campers. Yes, I’m talking to you DMR/AC users. Certain combinations, especially in Halo 4’s accelerated kill time environment, can break or retain map control with ease. Why is this an issue? Why not just use the pro loadout combos you –yoink-ing n00b? Oh, I do from time to time, but even when I do, AND THIS IS THE POINT I CANNOT STESS ENOUGH, the gameplay, the sandbox, the core Halo experience, is broken! The power weapon/map control dynamic is destroyed. One team camps inside with BS/PV or outside with DMR/AC and anything that moves in or out get insta-gibbed. This either slows game pace to a crawl or makes it run-and-gun.

Now, no, this doesn’t happen every game, but it does happen enough for people to notice. And it does break game flow in a way that only power weapons should. Remember, the boltshot can outperform a shotgun at max range, PV shows the position of every player on the map, the DMR can kill in 1.6 sec. at any range inflicting the most flinch, and AC, a power-up in H3, has no check on range.

Again, I think all the weapons/AAs should remain in the game, but adjustments must be made to preserve Halo-style gameplay. The BS/DMR are demi-power weapons in their current state, and possessing them with the aforementioned AAs only amplifies their control.

This is where I’ll point you to my other threads:

DERf (Designated Everything Rifle): Redesign
BS Redesign: CQC Charge Sniper

In summary, having loadouts in CoD, an OSK environment, didn’t need the attention to weapon and ability balance that the Halo sandbox requires. There are a few combinations that basically allow players to spawn with power weapons, breaking the dynamics of encouters and control, the core to Halo’s gameplay.

CONCLUSION: Loadouts add more to the game than they take away but require rebalancing.

Detriment:

  • Select loadout combinations function as power weapons, breaking the core Halo mechanics of encounter and control.

Compliment:

  • Loadouts conform to players’ individual styles, allowing much more variety in gameplay.

-Ordnance
No, you can’t get “Ordnance” in CoD because it would be pointless. What you do get is rewards for kill streaks. In essence, without adding Saber strikes or MAC blasts (or cyro bombs… maybe incorporating some Halo Wars powers into the game… the more I think about it, the cooler it sounds… a giant indicator of MAC doom moving around the map), the best way to reward kill streaks in Halo is with power weapons.

Remember, though, the power weapon/map control dynamic. Players holding one area of the map neglect other areas by default. When power weapons spawn in those neglected areas, the team on the offensive gets an advantage that can break map control. However, returning to the CoD weapon concept, if everyone has power weapons, the gameplay gravitates towards run-and-gun.

I think weapon drops should include an ammo resupply (including your loadouts choice of grenades) over grenades and weapons/powerups fine-tuned to compliment a map. “Random” ordnance drops should have the most power. I’m not sure if I like that ordnance can’t be predicted yet like previous Halo titles; it keeps a good team from camping drops, but there is no guarantee of a power weapon for an offensive team or prediction of a power weapon for those defending.

CONCLUSION: Ordnance functions well, but I can see potential for abuse.

Those with map control can obtain power weapons without relinquishing their hold; however, in CoD, OSK negated control and gave an advantage to player location awareness. I think ordnance still gives an offensive player the advantage in a battle of power weapons because they have the element of surprise.

Detriment:

  • I’d like to see tweaking of personal ordnance to fit maps/playstyles.
  • I’m concerned that too many power weapons will turn Halo into an OSK environment; however, I have never personally had an issue with oversaturation of power weapons because they disappear after death.

Compliment:

  • Ordnance enhances balance by allowing individuals to obtain power weapons without also having map control.
  • It rewards all playstyles and allows everyone a moment to shine.

-Sprint
Sprint in CoD is simpler because it’s still hard to run when OSK is default, just as sprinting in SWAT is almost suicide. However, I like the addition of sprint. It lived in Reach without bullet stopping and never felt broken to me. I think sprint is well balanced because you cannot shoot while moving and it does take time to re-shoulder your weapon. If you run into another player who isn’t sprinting, it’s bad news. It helps move players to teammates after spawning and makes map control less stale. It complicates the game.

I don’t like the addition of bullet stopping, as it seriously hinders your control; NO ONE likes feeling trapped, and 9/10 times it defies the laws of physics. I also don’t like seeing faster kill times with precision weapons and much more open spaces to compensate the ability to run away. Again, that feeling of being trapped…

“Fixing” sprint results in a positive feedback cycle that will lead to the oversimplifying (guaranteed kills) of a beautifully complex game. Is it annoying to put 4 shots into someone to have them run away? Yeah, definitely. However, I still don’t see sprint destroying a power weapon/map control dynamic. Sprint simply has the ability to reset an encounter. As much as I hate it when someone gets away with no shields, I love it more when I’m the one running.

CONCLUSION: Sprint is a welcome addition.

Compliment:

  • Sprint is a check on two-way encounters much like radar and forced primary colors. Players hate feeling trapped or forced into an engagement. Lockout was such a popular map because it allowed players to engage on their own terms and escape if necessary. Sprint provides player freedom on various map designs.
  • It facilitates team play, quickly reuniting respawned players with teammates.

-Grenade Resupply
That a demi-power weapon is a funeral gift breaks gameplay, especially when grenades have been a MAJOR core mechanic of Halo since day one. Yes, the resupply perk and ordnance drops can replenish grenades, but going back to consider both the encounter and control elements of gameplay, every instance of combat should allow both sides to use grenades. I think having a single grenade slot for each type would fix grenade spamming. If the explosion alone cannot kill, and there is only one explosion, there will be more conservative use. This in combination with default resupply or even more grenade ordnance would help balance encounters.

CONCLUSION: Grenades should be limited, but funeral gifts is not the answer.

Detriment:

  • Grenades are a core mechanic of Halo gameplay and count as demi-power weapons. I believe that every encounter should be a combination of grenades and weapon fire.
    Compliment:
  • I hate grenade spamming. I like that the new design tries to limit the amount of grenade spam in each encounter, but I’m afraid it only makes encounters one sided…

-Instant Respawns
Coupled with the inability to recover grenades, sprint, and the unforgivably slow shield recharge rate, instant respawns do seriously hurt map control. An enemy can challenge a position uninhibited by grenades, throw explosions around wildly, die, instantly respawn, run back, and clean up. I have killed and been killed enough times using instant respawns to say that, when benefiting from the combination of previously mentioned factors, they are the worst addition to the Halo sandbox. Instant respawns serve no purpose aside from catering to emotionally weak/ADD kids. Yes, I went there. I don’t like it when RATED M games are broken by bending to crying children or adults with child-like attitudes. The 5-second respawn exists in a shield environment for a very good reason.

CONCLUSION: Instant respawns must be removed.

Detriment:

  • Instant respawns upset the shield mechanic by allowing players to come back to their previous fights with full shields and grenades before their opponent has recuperated from their last encounter.

The Price of Progress:
Were it so easy…

While I approve of new gameplay elements to the Halo sandbox, there are some aspects that require serious re-evaluation. To say that ports from CoD are responsible for breaking gameplay are partially correct in my eyes; the elements in the Halo sandbox that I see as broken rode on the backs of these ports. However, with some fine, fine tuning, I believe that some of the ports from CoD can not only live in the Halo sandbox but also significantly improve on the core of Halo’s variety and complexity. A game with many facets to master can stay alive well beyond it’s release date, and that’s exactly what everyone on these forums, complainer or complimenter, wishes for both Halo 4, 343i, and the Halo franchise as a whole.

  • Flux

I hope this article reveled new concepts and exposed some of the frustration many players are experiencing. I know I view Halo differently just for writing it. Also, congratulations for reading over 4000 words. Yes, having posted this monster, my life now feels empty. Also, (C) Deep Six Analysis, just in case I ever do release a techno album…

All that blah and you still fail to realize that none of those elements were invented by COD, I wish you people would get it thru your thick skulls.

loadouts - not unique nor invented by COD

sprint - not unique nor invented by COD

kill cams - not unique nor invented by COD

kill streaks - not unique nor invented by COD.

> All that blah and you still fail to realize that none of those elements were invented by COD, I wish you people would get it thru your thick skulls.
>
> loadouts - not unique nor invented by COD
>
> sprint - not unique nor invented by COD
>
> kill cams - not unique nor invented by COD
>
> kill streaks - not unique nor invented by COD.

Blah blah blah means you obviously didn’t read the arguments. It’s not that CoD invented them, it’s that CoD mainsteamed them. It’s because of the success of CoD that Halo decided to implement all of the above in their sandbox. Go back and ready why the CoD sandbox could support each so well…

> > All that blah and you still fail to realize that none of those elements were invented by COD, I wish you people would get it thru your thick skulls.
> >
> > loadouts - not unique nor invented by COD
> >
> > sprint - not unique nor invented by COD
> >
> > kill cams - not unique nor invented by COD
> >
> > kill streaks - not unique nor invented by COD.
>
> Blah blah blah means you obviously didn’t read the arguments. It’s not that CoD invented them, it’s that CoD mainsteamed them, and it’s because of CoD that Halo decided to implement all of the above in their sandbox.

Your right I didnt read all that blah. COD did not mainstream them either. Its just that now that COD is the largest game out there people think they invented all these things.

Like I said for the 100th time. COD did not invent them, COD was not the first to implement them and Halo is not COPYING COD for putting them in the game.

Lets take sprint for example. You really really think sprint was introduced because of COD? You are sorely mistaken. People have been using the argument “I am a super soldier why the hell can’t I sprint” on bungie forums for years.

> All that blah and you still fail to realize that none of those elements were invented by COD, I wish you people would get it thru your thick skulls.
>
> loadouts - not unique nor invented by COD
>
> sprint - not unique nor invented by COD
>
> kill cams - not unique nor invented by COD
>
> kill streaks - not unique nor invented by COD.

Who invented it has absolutely zero relevance, his point still stands. I personally wouldn’t mind these changes, which in my eyes are incredibly stupid, if they would just give us a classic playlist.

> > > All that blah and you still fail to realize that none of those elements were invented by COD, I wish you people would get it thru your thick skulls.
> > >
> > > loadouts - not unique nor invented by COD
> > >
> > > sprint - not unique nor invented by COD
> > >
> > > kill cams - not unique nor invented by COD
> > >
> > > kill streaks - not unique nor invented by COD.
> >
> > Blah blah blah means you obviously didn’t read the arguments. It’s not that CoD invented them, it’s that CoD mainsteamed them, and it’s because of CoD that Halo decided to implement all of the above in their sandbox.
>
> Your right I didnt read all that blah. COD did not mainstream them either. Its just that now that COD is the largest game out there people think they invented all these things.
>
> Like I said for the 100th time. COD did not invent them, COD was not the first to implement them and Halo is not COPYING COD for putting them in the game.
>
> Lets take sprint for example. You really really think sprint was introduced because of COD? You are sorely mistaken. People have been using the argument “I am a super soldier why the hell can’t I sprint” on bungie forums for years.

Why are you trying to contribute to this topic when you haven’t read the OP?

I think this flaws most of your arguements before you even have to read them.

Anyways OP, that was great, but jesus man, you have a lt of spare time on your hands :slight_smile:

Me personally, the biggest problem is instant re-spawn in team slayer, you might kill them more, but lets say you kill their team, and then call in your EARNED ordinance, but because they insta spawned they rained frag grenades on you from their spawn on haven… now they have your beam rifle that you called in… thats not the problem, the problem is that they can spawn and cross map you with dmr/gernades. why call in ordnance if that will happen? just give everyone dmrs and no power weapons then

sooooo, by taking out instant re-spawn it lessens the impact of all other issues present, also increases the importance of team play

> > > All that blah and you still fail to realize that none of those elements were invented by COD, I wish you people would get it thru your thick skulls.
> > >
> > > loadouts - not unique nor invented by COD
> > >
> > > sprint - not unique nor invented by COD
> > >
> > > kill cams - not unique nor invented by COD
> > >
> > > kill streaks - not unique nor invented by COD.
> >
> > Blah blah blah means you obviously didn’t read the arguments. It’s not that CoD invented them, it’s that CoD mainsteamed them, and it’s because of CoD that Halo decided to implement all of the above in their sandbox.
>
> Your right I didnt read all that blah. COD did not mainstream them either. Its just that now that COD is the largest game out there people think they invented all these things.
>
> Like I said for the 100th time. COD did not invent them, COD was not the first to implement them and Halo is not COPYING COD for putting them in the game.
>
> Lets take sprint for example. You really really think sprint was introduced because of COD? You are sorely mistaken. People have been using the argument “I am a super soldier why the hell can’t I sprint” on bungie forums for years.

> CONCLUSION: Sprint is a welcome addition.
>
>
>
> Compliment:
> - Sprint is a check on two-way encounters much like radar and forced primary colors. Players hate feeling trapped or forced into an engagement. Lockout was such a popular map because it allowed players to engage on their own terms and escape if necessary. Sprint provides player freedom on various map designs.
> - It facilitates team play, quickly reuniting respawned players with teammates.
>
>

My opinion on sprint.

Also, I’ll say it again, CoD didn’t invent sprint, but they made it mainstream, which is part of the reason Halo picked it up. Look, it’s obvious you’re not reading any of this…

As admirable and deep your effort is, CoD vs Halo alone topics rarely ever continue constructively and this is currently the case with this one. It’s getting a lockdown before it overloads.