Halo 5's defensive movement options

Beta’s over, time for feedback…

Disclaimer: some of the things I say here have most likely been brought up already.

The primary reason that modern Halo games aren’t as fun as the first or second is because they are so slow. Nobody thought it was fun in Halo 2 to put 5-6 shots into the flag carrier’s back when he had no shields only for him to get away and still score the flag. Nobody thought it was fun in Halo 3 when you would always lose a 2v1 due to the long period of time players had to react to being shot at. You could be much better than two opponents but would still always die because of how long it took the Halo 3 BR to kill people and how ineffective the gun operated over distance.

It would seem that 343 recognizes this and wants to speed up the pace of the game in Halo 5. They do this by making the kill times faster and giving players movement options such as sprint and thruster pack to get around quicker. The problem with this is that since you are unable to shoot your gun while executing these movement options, they can not be used offensively. When you remove the offensiveness from these movement options, all that is left is defensiveness. Thus, the movement options that everyone spawns with in Halo 5 are really defensive options, and when players have defensive options gun fights are prolonged. In other words, these movement options make the game slower.

While the kill times are faster in Halo 5 relative to Halo 4 and Reach, they are not fast enough to offset the impact that the defensive movement options have on gameplay. If we wanted to do that, kill times would need to be COD-style instant where 1-2 shots from an automatic gun would be enough to take out an opponent.

The most obvious solution to Halo 5’s slow gameplay problem is to remove the defensive movement options from the game. Because sprint’s inclusion in the game requires that non-sprinting speed be slow, I suggest making the base movement speed to be equal to sprinting speed since this would be speed everyone would be traveling at. There would be no need to make any modifications to map sizes this way since they have been tailored to suit sprinting speed.

Removing Halo 5’s defensive movement options may be a problem since they are what the developers had planned on innovating the Halo series with. I would argue that a console FPS in which everyone travels at a classic arena FPS’s player speed (sprinting speed in this case) is an innovation for Halo alone since that has never been done in the franchise before. However, perhaps replacing Halo 5’s current movement options with arena shooter mechanics such as wall jumping or dodge jumping would suffice for a gameplay innovation since these have never been done in Halo before. As long as players are able to shoot their guns while performing movement options, they have offensive potential and will not be strictly defensive options.

Honestly though, while there is a need to innovate Halo, there is no reason why these innovations need to involve gameplay changes. For example, forge and theater were fantastic innovations to Halo, yet neither of these tampered with gameplay. Perhaps there could be an innovation with forge in which players could build maps on PC and then export them to their Xbox’s. Perhaps Halo could be innovated with a custom game search lobby instead of traditional matchmaking. Perhaps there could be a system in which players randomly unlock helmets and other armor pieces, similar to the system in Advanced Warfare, but have to option to trade their more rare unlocks with other players or cash them in for credits which can be used to buy more random armor unlocks. The sky is the limit regarding innovating Halo without tampering with the gameplay.

If the defensive movement options in Halo 5 MUST stay, the best way to balance them is to only allow players to use them if they have 100% shields. Let’s say I’m sprinting and get shot at; I should be forced to stop sprinting and not allowed to sprint again until my shields are fully recharged. The current balancing mechanic does not go far enough. Again though, removing the defensive movement options entirely is the best way to fix Halo 5’s slow gameplay issues.

Halo 5 has potential, but serious changes first need to occur. Without them, Halo 5 will suffer the same fate as the last three Halo games of being nothing more than mediocre.

A few more things I would like to add…

Moving on, it takes too long for players to change directions. The time it takes to accelerate from idle movement to full speed in one direction, decelerate to a stop, and accelerate to full speed again in another direction should be nearly instantaneous. Long acceleration/deceleration periods is a problem because it limits a player’s ability to dodge an opponents bullets. An individual should not be limited in this way, but only by their ability to make use of the options given to them.

Aim acceleration is a similar problem. Ever since Halo 3, players are forced to begin moving their crosshairs around at a look sensitivity of 1 which then accelerates up to their preferred sensitivity settings. Some players enjoy this option because it gives them a steadier aim when making small adjustments to where their crosshairs are placed, but it makes aiming feel choppy and inconsistent for others. There should be an option to toggle aim acceleration alongside a player’s sensitivity option.

Looking at the weapon sandbox, the balancing has been done wrong. The kill times are faster, and that’s a good thing for increasing the game pace, however the automatic guns outclass the precision weapons. The assault rifle and SMG do not demand precise aiming like the DMR and magnum. Given that they have such a fast kill time, it makes no sense for a player to acquire a precision weapon in favor of an automatic gun.

I do not think that balancing these issues is making the automatics weaker, but rather making the precision weapons stronger. For example, the BR should have an increased rate of fire so that the kill time is faster along with a longer effective range. The magnum should be able to kill in 4 shots instead of 5 with a range buff. The DMR should be a 4 shot kill instead of 5. Precision weapons have lower aim assist in Halo 5 than Halo 4 which is a great thing. The higher difficultly of use attached to these weapons will balance out the fact that they have faster kill times and range advantages over the automatic weapons.

regarding power weapon indicators, when a power weapon indicator disappears when picked up, it gives away the position of the player that just picked up the power weapon to the enemy team. In this way, players are punished for doing something right when their position is given away. Power weapon indicators should disappear as soon as the weapon spawns, not when it’s picked up.

What was wrong with halo 3’s BR killtimes?

Who said they had too much time to react?

> 2533274792680667;1:
> Nobody thought it was fun in Halo 2 to put 5-6 shots into the flag carrier’s back when he had no shields only for him to get away and still score the flag.

That’s literally impossible. You have 30 points for health and the BR does 18 damage per burst.

> 2533274822537587;3:
> What was wrong with halo 3’s BR killtimes?
>
> Who said they had too much time to react?

In a game like Ce, the weapon is strong enough that you can potentially turn around and quickly kill any attackers, but weak enough so that the enemy can’t kill you before you even get turned around. Sure both of them shooting you will kill you slightly faster, but the difference isn’t gigantic.

In Halo 3, yeah, you can turn around and shoot your attackers. But their combined fire going to put you down in half a second while it would take you like two seconds to kill just one of them (which is plenty of time for them to react).

Halo 2 is where the game shifted from being a game that empowers the individual to a game that relies on teamshot, and Halo 3 only made things worse in that aspect.

> 2533274822537587;3:
> What was wrong with halo 3’s BR killtimes?
>
> Who said they had too much time to react?

The problem with the Halo 3 BR’s kill time is that they’re too slow, and the minimum kill time is equal to the average kill time.

Lot’s of people share this opinion. Check this out…

https://www.youtube.com/watch?v=YNo-WyMbGHs

I think the fact that you can’t shoot while sprinting and you can’t recharge shields while sprinting suggests that it’s neither an offensive or defensive ability - it’s simply a movement ability. (Or, at least it was meant to be)

> 2533274851609386;7:
> I think the fact that you can’t shoot while sprinting and you can’t recharge shields while sprinting suggests that it’s neither an offensive or defensive ability - it’s simply a movement ability. (Or, at least it was meant to be)

But it can be used to escape from death. Even if you’re shields don’t recharge, you can still use it defensively. Check this out: - YouTube

Sprint has no potential to be used offensively. Only defensively.

> 2533274792680667;8:
> > 2533274851609386;7:
> > I think the fact that you can’t shoot while sprinting and you can’t recharge shields while sprinting suggests that it’s neither an offensive or defensive ability - it’s simply a movement ability. (Or, at least it was meant to be)
>
>
> But it can be used to escape from death. Even if you’re shields don’t recharge, you can still use it defensively. Check this out: - YouTube
>
> Sprint has no potential to be used offensively. Only defensively.

But it can be used offensively. I’ve used it with the sword (for one example). Or to rush over to help teammates. Or to reach a power weapon first.

It’s the same as jump - it can be used defensively (putting off the enemy players aim - even to escape death), and offensively (to reach higher ground) - but in the end it’s a neutral ability.

> 2533274851609386;9:
> > 2533274792680667;8:
> > > 2533274851609386;7:
> > > I think the fact that you can’t shoot while sprinting and you can’t recharge shields while sprinting suggests that it’s neither an offensive or defensive ability - it’s simply a movement ability. (Or, at least it was meant to be)
> >
> >
> >
> > But it can be used to escape from death. Even if you’re shields don’t recharge, you can still use it defensively. Check this out: - YouTube
> >
> > Sprint has no potential to be used offensively. Only defensively.
>
>
> But it can be used offensively. I’ve used it with the sword (for one example). Or to rush over to help teammates. Or to reach a power weapon first.

There’s never an instance where sprint will speed up gun fight encounters because it discourages using your gun. Just because you can get from point A to point B in a shorter amount of time does not mean the game is speeding up. As long as it still takes as long as it does for a player to die in a gun fight from the first shot fired to the last, sprint does not speed the game up but rather slows it down.

> 2533274792680667;10:
> > 2533274851609386;9:
> > > 2533274792680667;8:
> > > > 2533274851609386;7:
> > > > I think the fact that you can’t shoot while sprinting and you can’t recharge shields while sprinting suggests that it’s neither an offensive or defensive ability - it’s simply a movement ability. (Or, at least it was meant to be)
> > >
> > >
> > >
> > >
> > > But it can be used to escape from death. Even if you’re shields don’t recharge, you can still use it defensively. Check this out: - YouTube
> > >
> > > Sprint has no potential to be used offensively. Only defensively.
> >
> >
> >
> > But it can be used offensively. I’ve used it with the sword (for one example). Or to rush over to help teammates. Or to reach a power weapon first.
>
>
> There’s never an instance where sprint will speed up gun fight encounters because it discourages using your gun. Just because you can get from point A to point B in a shorter amount of time does not mean the game is speeding up. As long as it still takes as long as it does for a player to die in a gun fight from the first shot fired to the last, sprint does not speed the game up but rather slows it down.

That makes no sense - what about when you fire across the map, and they duck into cover and you don’t see them again? With sprint, you have the chance to find them and kill them if you want.

> 2533274792680667;6:
> > 2533274822537587;3:
> > What was wrong with halo 3’s BR killtimes?
> >
> > Who said they had too much time to react?
>
>
> The problem with the Halo 3 BR’s kill time is that they’re too slow, and the minimum kill time is equal to the average kill time.
>
> Lot’s of people share this opinion. Check this out…
>
> https://www.youtube.com/watch?v=YNo-WyMbGHs

Try another link, that one does not work for me. While I would agree the gap in minimum and average kill times is small in Halo 2/3/4/5 I thought it had the best enjoyable experience in Halo Reach.

In my experience I have had the most lopsided victories with major health remaining in halo Reach(not counting ce)

> 2533274819302824;5:
> > 2533274822537587;3:
> > What was wrong with halo 3’s BR killtimes?
> >
> > Who said they had too much time to react?
>
>
> In a game like Ce, the weapon is strong enough that you can potentially turn around and quickly kill any attackers, but weak enough so that the enemy can’t kill you before you even get turned around. Sure both of them shooting you will kill you slightly faster, but the difference isn’t gigantic.
>
> In Halo 3, yeah, you can turn around and shoot your attackers. But their combined fire going to put you down in half a second while it would take you like two seconds to kill just one of them (which is plenty of time for them to react).
>
> Halo 2 is where the game shifted from being a game that empowers the individual to a game that relies on teamshot, and Halo 3 only made things worse in that aspect.

So you are saying since its a 3 shot kill(yet hard to place shots), team shot is not as game breaking as a BR?

Sorry I just couldn’t grasp what you guys meant. Are in favor of faster or slower average kill times?

> 2533274792680667;8:
> > 2533274851609386;7:
> > I think the fact that you can’t shoot while sprinting and you can’t recharge shields while sprinting suggests that it’s neither an offensive or defensive ability - it’s simply a movement ability. (Or, at least it was meant to be)
>
>
> But it can be used to escape from death. Even if you’re shields don’t recharge, you can still use it defensively. Check this out: - YouTube
>
> Sprint has no potential to be used offensively. Only defensively.

what about charge?? and slide?? when my teamate loses to an enemy and he has half his shields and im sprint towards him i can charge and get the kill. or i can slide and jump and go in for the kill and then thruster when he fires at me and finish him off while he is trying to aim for me. and you might escape with sprint but you normally get finished off.

Where you @ tho?

> 2533274851609386;11:
> That makes no sense - what about when you fire across the map, and they duck into cover and you don’t see them again? With sprint, you have the chance to find them and kill them if you want.

That wouldn’t be a very logical decision because by the time you traverse the map your opponent will have his shields back and likely have retreated to his teammates, in which case you are engaging in a 1v2 (best case scenario) and are therefore punished for using sprint in this way. Unless the opponent does not retreat to his teammates in which case they will most likely be putting shots into you, you are running across the map after all. In this scenario you are engaging in a fight where your opponent has a shield advantage over you, and again, you are punished for using sprint in a non defensive manner. There are no situations in which you are rewarded for using sprint in a non defensive manner.

> 2533274915983628;13:
> what about charge?? and slide?? when my teamate loses to an enemy and he has half his shields and im sprint towards him i can charge and get the kill. or i can slide and jump and go in for the kill and then thruster when he fires at me and finish him off while he is trying to aim for me. and you might escape with sprint but you normally get finished off.

When would it be more logical to sprint/slide/charge to get a kill when you are in a 1v1 scenario as opposed to just shooting the opponent? You are vulnerable to receiving damage without giving any when using these options because they only reward defensive play.

Thrusting out of your opponent’s crosshairs is an example of using thruster defensively.

Getting finished off after sprinting away from a fight doesn’t occur as frequently as you may think. Check this out: Halo 5 Beta - Sprint in a nutshell - YouTube

> 2533274822537587;12:
> So you are saying since its a 3 shot kill(yet hard to place shots), team shot is not as game breaking as a BR?
>
> Sorry I just couldn’t grasp what you guys meant. Are in favor of faster or slower average kill times?

It’s not that it’s a 3 shot kill that is important, but rather the fact that the average human reaction time is equal to about .5 seconds, and the minnimum kill time in CE is about .6 seconds. If used perfectly, you can kill with the H1 pistol before your opponent’s brain can react to being shot at. It’s balanced by being difficult to land a perfect 3 shot kill, and you really notice this when comparing the average kill time to the minimum kill time. CE is the only Halo game which has had a noticeable gap between perfect and average kill times. The gap makes team shot less of a requirement and allows for more creative forms of teamwork since it isn’t absolutely necessary to be clustering with your team to win a 2v1.

Overall I would like average kill times to be faster because that would mean the pace of the game is speeding up. However, I want there to be a noticeable gap maintained between average and perfect kill times.

Try this link:

www.youtube.com/watch?v=YNo-WyMbGHs