> > That is the entire argument<mark>simpified</mark>to show your side of the argument,it cuts out relevant statements that you made that validate what I have said,all AA delay the game and help each player kill and gain advantage over his opponent,not just AL.Each AA can be used with a high degree of skill,not just sprint.To kill your opponent and not be killed is the point of this game and almost all FPS,manipulation of the parameters of the game is a certinty by good players who wish to have advantage over their opponent,the strange phenomenon is the hate for a game parameter that has been in play for a year now and continues to be beat into everbodies head by a vocal minority.
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> The only statements that you claim to “validate” what you have said are the statements that you cannot figure out the meaning of. All of what I have summarized is shown in the posts beforehand, yet you still separate my argument into multiple sections and label some of them as random, spam, irrelevant, etc… and use them as key parts to proving yourself right.
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> Ex: when you ask about why I think Sprint doesn’t slow down gameplay, I respond with “I didn’t say that it didn’t” and proceed to answer that question with “all armor abilities provide sluggish gameplay.” You treat that entire second half as a completely new message and ignore its significance and application to the first part of the response, which answers your question, yet you ignore the fact that your question was answered and argue that I persist in steering away from the main discussion via spamming.
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> Now:
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> Skill-Gap: A term used to describe the difference of results yielded by a highly skilled player as opposed to a non-skilled player. Ex: the BR had the highest skill gap because if you give it to a new player instead of a more knowledgable, skilled player, there is a significant difference between how deadly it is. Every manipulatable object in the game takes skill to operate, however, the skill-gaps are different. A rocket launcher doesn’t require as much of an expert to utilize as a Battle Rifle does.
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> Why is this relevant? Well basically, a BR doesn’t beat something like an AR at close range (ie: the distance where both guns are perfectly applicable) because it is noticeably more powerful in all cases. It is only better when a skilled player operates it. Games are centered around skill and strategy: in a competitive game, the player that is better should win. Armor Lock, or really any ability, has such a small skill-gap that there is no meaning within the statement “I am better at using insert ability here than you.”
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> Once again, why is this relevant? Giving everyone a selection of abilities that require little skill to yield success upon startup just elongates skill-scenarios and makes the game sluggish and makes the idea of skill something that is truly questionable. When the less-skilled player is inches away from death and miles away from success, pressing LB to get another chance isn’t an example of solid and smooth gameplay; the more skilled player’s only counter to such a scenario is “you’ll get them the next time” or “just wait it out.” Armor Lock is labeled “OP” because players that use something like Sprint to get away are still completely vulnerable and are still subject to possible failure. Armor Lock can only be countered with time, thus elongating the game more drastically than any other ability; this is why Armor Lock is seen as a negative influence on gameplay.
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> “Why don’t good players just take advantage of it then?” isn’t a justification for something’s place in gameplay. Like said before, if I had a frag that kills everything on an entire half of Hemorrhage, its place in this game isn’t justified by “good players should take advantage of it then.” It doesn’t matter if it works well, it doesn’t make the game enjoyable or about being the better player. I’m not, and have not, been arguing the reasoning behind why all players don’t use it, I’ve been arguing its contribution to gameplay, and how the game is more fluent without it because AL is the only ability that can be countered only by time.
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> > _“what I have said,all AA delay the game and help each player kill and gain advantage over his opponent,not just AL. each AA can be used with a high degree of skill,not just sprint”
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> > You go on about how all abilities, not only AL make the game less fluent. Despite the fact that AL is main contributor to this slow and clunky gameplay (due to it ONLY being countered by time, as aforementioned), your point is true and I have been agreeing to it at some degree the entire time, hence why I was talking about Armor Abilities being pickups on maps only. The main reason why the game is so slow due to AAs is because players are no longer treated with equality like they are used to from the start (in previous games); the game is instead subject to prolonged periods of waiting around or players getting away due to the opponent simply pressing LB.
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> > Also, once again, you completely ignored everything that I had said beforehand and assumed that I believe that ONLY AL is bad.
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> How bout this Losco,lets try a differant approach,what do you think the average game time from halo 3 is versus reach?I found a thread on a halo 3 forum where the question was posed “How long does a MM game take?” the answer was around 7-12 minutes depending on playlist and the teams.Now I did not research the game times in reach,because with well over 4 thousand I have enough experience of my own,and came to this conclusion,7-12 minutes depending on playlist.In your experience what was the leangth of time of MM games you played in 3?Im gonna take a wild guess and say it falls somewhere within that time frame.You made other points in your thread but lets work through this one at a time and we may get somewhere.