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> > > > So, you say that H5g was good in competitive sense that you can get into vantage points faster, but you also mention that older games “were too easy” because positioning allowed people to kill the person they shot first because of positioning?
> > > > And I disagree with the latter one, you could have evaded death by utilizing the map & covers in older games too & not running around in the open to be easy target for others.
> > > > And difficulty in multiplayer is subjective as everyone has the same abilities & it’s just a matter of who utilizes those skillsets the best in given map environment & has knowledge of the map.
> > > > And map design has big difference in how people can gain good vantage points in games, some have flat surfaces & cla0mber while others have sweetspots for crouchjumping & risky but sometimes rewarding grenade jumps.
> > > >
> > > > And do you imply giving players more inaccurate weapons creates more competitive & skill rewarding environment? That pretty much rewards players for having the same firing rhythm when firing, always. it’s not situational, it’s simple timing that is always the same while more accurate weapons in games reward the situational & faster shooter.
> > > >
> > > > And tell me about it being hard to hit your shots with H5g bullet magnetism & huge hitboxes, especially around the head.
> >
> > So how exactly that would prove the whole bullet magnetism thing wrong? If Halo 3 has casual bullet magnetism then that doesn’t remove H5g having casual bullet magnetism, it just shows that some other Halo games have had bullet magnetism too which doesn’t suddenly turn it into nonexistent thing in H5g.
> >
> >
> > And if you compare Halo 3 to H5g & their pacing in maps, they are around the same speed, H5g might be even a bit slower given remade maps have been upscaled & you cant exactly sprint all the time in H5g, I would say both are rather slow in sense of map traversal, I think that simply the base speed should be faster.
> >
> > And claiming that strafing adds much to the competitive aspect is pretty much grasping on straws, it depends highly on the balance of strafe distance & the blast radius of explosive weapons, sure it can be made right but it really wasn’t such in H5g.
> > And to made strafing an important part of the gameplay to work as a competitive aspect, the map needs to be adjusted accordingly, So for movement it can easily be replaced by some tricks that Halo already had like crouch jumping which could be used to reach said vantage points, like mentioned depends on map design, it could also be used to avoid the worst of blast radius & to avoid being splattered.
> > And it also takes away from riskier tactics that can be mastered, like grenade jumping, by influencing the map design where both can’t really coexist, either the strafing replaces the grenade jumps or the knockback radius from grenades would be required to be far too huge, and in my mind, mastering the risky tactics, such as grenade jumping, requires more competitive skills in form of strategic resource utilizing, thinking of whether the desired position is worth the chip damage in addition to mastering the timing & radiuses of different grenades.
> >
> > Strifing is not a bad mechanic in itself but it eats away from so many various aspects, including competitive ones, that I don’t really see it as an worthy addition to Halo.
> >
> > And don’t worry, it’s no confusing at all, these replies simply are about competitive aspects of Halo, writing about ideals of every aspects at once would be pretty much too expansive for a single post.
> >
> > What seems to confuse you is that you only seem to take on account of the competitive aspects of core gameplay mechanics & not taking on account their relation to sandbox elements & what they can offer to the competitive elements.
> > every core mechanic has it’s effect on the competitive aspects outside of it, like mentioned map design & limited resources.
> > I simply would prefer the constant fast gameplay accompanied with various strategic limited resources & smart map design as a way of making a competitive future for Halo without dilluting the value of strategic resource management or even sacrificing something like value of vehicles for casual matches.
> >
> > Im simply thinking outside of the armor, so to speak. when discussing about the competitive side of Halo.
>
> - So for the bullet magnetism a common argument I hear against Halo 5 is that It has an Increased amount of bullet magnetism so hitting shots is easier than in other halo’s hence making Halo 5 for noobs the reason this was, was because It was the 1st time the devs admitted this tbh
> - And when I meant strafing there is more like to it now and you can with the thrusts, stabilizers, ducking quicker to avoid getting shot and you can combine these to have your own style of strafing and it gives you more individuality in then in previous halo’s and I think it is enough to add a whole new aspect because if you can aim and have good map awareness but can’t strafe you will likely not even make the it far in comp
> - about the maps a lot of them have been upscaled but Ur also not taking into account the way you combine sprinting+thrusting+gliding to move around the map along with downhill gliding
> - both H3 and H5 have timed jumps but H5’s are more fun to do in my opinion because you have to press more buttons at the right time for the combo to work which I think takes more skill
> - And at higher levels you do have to be smart with your grenades and resources especially in game types like doubles that’s universal for all halo’s (except for CE) and know when to push and play conservative what I like is how much the tempo of the games can play out.
It definitely is common but it’s not my point, I mentioned it as it was used in topic as example of competitive gameplay & it being harder to hit shots, I fdon’t really tend to list every other game that does the same, the point itself simply was that H5g too has these casual mechanics which doesn’t belong in competitive gameplay.
And only aspect out of that list that really differs from other Halo games is thrusters which I addressed having negative impact on other competitive aspects in Halo, along with some casual variation bringing aspects but the latter is irrelevant in this topic, stabilizer is also, in a way, new, but that is basically prolonged mid air crouch & is in most scenarios more casual version of it.
And multi-level movement in maps? that also has it’s part when designing the cale of maps, jump distances matter & the best map skips should be reserved to some that have mastered some harder mechanics, mastering pressing LB while airborne seems easier to me than mastering grenade jumps, which can be utilized to reach far away lower mid platforms too, if true skill gap is desired.
And whether pressing more buttons is fun is subjective, also irrelevant as you made it clear in the topic that this is about competitive Halo, & whether it takes more skill, which is still marginal, in this particular type of situation doesn’t seem to be worth the sacrifice it requires from other possible competitive aspects.
And you definitely have to be smart with grenades, even when it’s simply to be utilized offensively or even as distraction, but grenades being utilized as part of the movement adds a competitive element with only good players being able to utilize them in proper manner without sacrificing too much of their offensive capabilities or leaving themselves vulnerable.