Let me first begin by saying none of us (or at least, most of us) haven’t play H5 yet. Because of this, we can’t make super definitive statements, however, these are my opinions based on what I’ve seen so far, how specific elements have played out in other Halos, and what people have been complaining about. As a background, I played Halo 3 almost religiously and had 50s in quite a few playlists (Including MLG). I am a very competitive player but I realized not everyone is so I would love to see Halo 5 appeal to both the competitive player and the casual player in order to have a fan base that is as alive as it was back before Reach and 4.
ADS:
Aiming down the sights is something that has never been a part of Halo, but the way it’s been implemented is not as bad as everyone is making it seem. It’s pretty much a glorified scope and I don’t think it will impact the game in a negative way.
Thruster Packs:
To be honest, I think this is a kind of cool idea. I like how it doesn’t go to third person mode when you activate it and I think it can add an interesting dynamic to BR fights/map movement.
Sprint:
Here’s where the rubber meets the road for me. I hate sprint. I can’t stand it, and here’s why: Sprinting makes the maps too big, defeats map placement, and allows players who make mistakes to not be punished for it. Let me explain my gripes. A) Sprinting makes the maps too big: Did anyone notice the size of the new Midship that they were playing on? It was just like Halo 4. Did anyone notice how big Halo 4’s The Pit was? Same thing. Sprinting makes all maps bigger because you can get around faster. If you played classic Guardian or Lockout with sprint, you could get from one side to the other in no time. By having these big maps, all BR fights are now long range. What made Halo 3 so great was you had long, medium, and close range BR fights because the maps were laid out in a way that allowed for these types of fights. With the huge maps (see Haven, this new Midship, or any other popular Halo 4 map), Halo’s fighting style has become one-dimensional. B) Springing defeats map placement: Setting up was such an important part of Halo 2/3. Capture the flag and most other objective based gametypes (even slayer for that matter) revolved around where you were and where your teammates were. With sprint, however, where you are in relation to your team can be completely negated because the other team can immediately be behind you. This becomes particularly important in capture the flag because if you pull the flag, the enemy team can be on top of you before you can blink. That’s why you got that Pistol in Halo 4 when you picked up the flag, because 343i knew that you had to have some way to defend yourself against the entire enemy team. Sprint really ruins objective gametypes because all you have to do is all out rush the person with the flag/oddball/hill control. C) Lastly, sprint allows players who make mistakes to not be punished for it: This goes without saying I think. If you get caught out or are in a bad spot, simply sprint away to safety. I like how your shields no longer recharge when you’re sprinting, but I think that is a bandaid for the larger problems. You can still survive if you don’t recharge shields, even though, yes, it will be harder.
Other abilities:
I think the ground pound idea is really just foolish to be honest. There was no need for it. Never have I heard someone say “I wish I could slam the ground below me and kill the person I’m shooting instead of simply beating them down.” This ability seems superfluous and non-engaging.
The falling slowly thing makes no sense either. I guess it’s alright. I’ll have to see how it plays in game to have a more definitive opinion but I think that can be lumped under the same category as ground and pound. 343i is trying too hard to think of ways to change the combat system and I don’t think this adds anything special.
Auto climbing on terrain is super lame in my opinion. Halo used to be about 4 things. Beatdowns, grenades, jumping and shooting. Jumping was a HUGE aspect of every halo game and honestly what separated skill gaps. If you could land clutch jumps or get from one place to the other faster than the opponent, it would give you advantages. The way I’ve read the auto climbing thing is that if you’re close to making a jump, it will kind of crawl over the surface for you so that you actually make the jump. Correct me if I am wrong but if this is how this ability actually works then it should be removed immediately as the only reason it is there is to shrink the skill gap.
So… That’s pretty much it. If you actually read the whole thing then thank you, I would love to hear what you have to say. If you didn’t read it, then read the section on sprinting because that is what I have the biggest problem with. Lastly, I am not asking for all of these to be removed from the game, I just think that there are issues with adding all of these elements. With that being said, what I think needs to happen is introduce a way to remove these from the game for people who don’t want them, and keep them for those who do. Make a “Classic” game mode where you can’t sprint/use armor abilities, and make a “Guardians” playlist where you can. This is what I have been saying for quite some time and I think Halo 4 had the potential to be a great game, it was just executed very poorly because you couldn’t disable things like that.
TL;DR
ADS – No big deal.
Thrusters – Good addition, interesting dynamics.
Sprint – Has to go.
Ground and Pound – Pointless and lame.
Slow Fall – Potentially pointless and lame.
Auto Climbing – If I understand it correctly, it has to go too.
Regardless of my opinions, make both parties happy by allowing players to enable and disable armor abilities.