Let me explain this to you.
Halo’s kill times are too long to work in conjunction with sprint. Essentially when you add the ability to move very quickly to a game where it takes a while to kill someone, you need to make your maps have big, open areas. If you don’t, people will just be able to run behind cover every time they get shot at and player spacing would be all kinds of messed up. Which would make the game very awkward.
This is why since Halo Reach, Halo’s maps have been much larger and spaced out than they were in HCE, H2 and H3. Just look at the H5 version of Midship. The thing is gigantic in comparison to H2’s Midship and H3’s Heretic.
The problem with having big, spaced out maps in a game where every single other element of the game is designed to be a tight, arena shooter is you now have extremely awkward game pacing. The game just doesn’t flow.
If you play a few games of H2 or H3, you’l notice how smooth it is. The flow of the game is tremendous. It’s no coincidence that from the days of quake and unreal, to Halo and COD4 to current games like Titanfall and CODAW the FPS game with the best flow has reigned supreme. Halo has come no where close to touching the top of online population leaderboards since Halo Reach launched. This is also when sprint was added to Halo.
Halo with sprint is a game with very poor game flow. It’s very choppy. It’s disjointed. It’s just isn’t…fun. On a fundamental level.
The only way to fix this is to either remove sprint and bring maps back to the sizes they used to be. Or. Lower kill times to COD/Titanfall/BF type levels. If you do the second option, Halo really wouldn’t be halo at all any more.
bangs head against a wall
I’ll be honest, I didn’t read your post. I don’t need to. As much as a lot of the community doesn’t like sprint 343 isn’t getting rid of it by the looks of it.
The kill times are bent because your shields don’t recharge while sprinting and still take a few seconds after not sprinting for it to start recharging.
Granted this new mechanic doesn’t solve the map design issues. But it puts (at least on paper) a big bandaid over the combat part of sprint’s issues.
> Halo’s kill times are too long to work in conjunction with sprint.
Unlike in like Reach and Halo 4, in Halo 5 Shields no longer regenerate while you are sprinting, so that should help balance sprinting.
I think take sprint away and shorten up maps. Like H2, H3. No need for sprint.
> 2533274912984822;2:
> bangs head against a wall
>
> I’ll be honest, I didn’t read your post. I don’t need to. As much as a lot of the community doesn’t like sprint 343 isn’t getting rid of it by the looks of it.
That’s what people said about loudouts.
Once halo 5 bombs like Halo 4 did we’ll see. maybe by Halo 6 we’ll have a decent game on our hands.
> 2535422112705145;3:
> The kill times are bent because your shields don’t recharge while sprinting and still take a few seconds after not sprinting for it to start recharging.
>
> Granted this new mechanic doesn’t solve the map design issues. But it puts (at least on paper) a big bandaid over the combat part of sprint’s issues.
It doesn’t fix the problem at all. Literally at all. Like 0%.
Ok maybe .000001%
> 2535422112705145;3:
> The kill times are bent because your shields don’t recharge while sprinting and still take a few seconds after not sprinting for it to start recharging.
>
> Granted this new mechanic doesn’t solve the map design issues. But it puts (at least on paper) a big bandaid over the combat part of sprint’s issues.
How does your shield not recharging fix the problem? It doesn’t.
It worries me that 343 has such a low understanding of Halo gameplay that their fixes aren’t even aimed at the problem.