> > I agree with the sentiment, disagree with the exact details. I’ve cut it down to the parts I disagree with so that I may respond to them individually.
> > > However:
> > > -SPRINT STAYS
> > > -who cares if the BS can 1sk? If you get killed by it it is your fault
> > > -AAs stay as they CURRENTLY are
> > > -ordinance is fine, just needs to be tuned down
> > > -Flagnum is great
> > Sprint… where do I start with sprint? No thank you. It just has far too large an effect on the game.
> > Even if Ranked didn’t have Sprint and Social did, the maps would still then have to be designed with sprint in mind, or 343i would have to make twice the number of maps to ship with the game.
> > Turn corner - Shot by boltshot camper.
> > Go up lift - Shot by boltshot camper.
> > Grab flag - shot by bolthsot camper.
> > Grab powerweapon - Shot by boltshot camper.
> > How is that my fault?
> > There are much better weapons that can be implemented into the Boltshots place.
> > As for Armor Abilities, I’d really rather not see Jetpack and Active camo return. Active Camo directly encourages camping (who’s idea was it that if you stood still you got good camo, but if you moved it went off?) and Jetpack destroys map design.
> > In jetpacks place, I argue we have more tactical jumps on map. Accomplishes the same thing without the breaking of maps, and also requires a small bit of skill/learning.
> > Eh, I’m not sure I’d say ordinance is fine… If it’s static ordinance I don’t have a huge problem with it. Personal ordinance just seems broken IMO. It could work, but it’d take a pretty big overhaul.
> > And I actually do like the flagnum, I just don’t like the inability to drop the flag. Even if there was no speed up when flag dropping (so that flag juggling wasn’t a needed tactic) it’d be nice to have the option to take that rocket launcher out after my dead teamate launched the flag into my hands with auto-pickup.
> When the Boltshot starts charging, the user comes up on radar. That gives you just enough time to sprint away
Fair enough I suppose. But like I said, if you’re going up a lift or grabbing a flag, good luck sprinting away.
> Jet Pack is a great armour ability, and it doesn’t break maps, it makes them less defensible.
Bypassing of normal map boundaries isn’t what I’d call great. It’s also pretty much single handedly butchered the need for map and jump knowledge.
Let me ask you, how many jumps do you know on Haven, abandon or complex?
> Settler or Abandon anyone? And sprint speeds up the gameplay to a level that keeps some players (myself included) in the game. Previous halo games feel too slow in comparison, especially Reach (im a jet packer, so i end up moving REALLY slowly). I got really bored trying to move around the larger maps, and on some maps (haemorrhage) all the vehicles always seem to be destroyed.
That doesn’t negate the map breaking or the slowing down of gameplay via running away. I understand it feels “slow” but in that case why not just increase the base speed and not upsize maps to account for sprint?
Halo CE Wizard felt exactly the same speed (okay, within reason) if not faster than Halo 4’s Abandon, and it didn’t have sprint or instant spawns.
Damnation was on the same level of speed as Adrift, again if not faster, and the same can be said for a lot of things.
Sprint gives the illusion of speeding things up, but in reality all the maps are upsized to account for it, and it ends up taking the same time to cross an upsized map with sprint as it would on a normal map without sprint.
The catch is that now those upsized maps are impossible to traverse without sprint and pretty much everything from grenades to cover placement and weapon placement is thrown off.
> And the thing with the flag, that was explained prior to release. It’s to keep the carriers focus on capturing the flag, while forcing their teammates to help the carrier.
That doesn’t make it any less of a bad mechanic
> Splitting up the Community is bad. You shouldn´t do that. I say just keep it Classic because infinity doesn´t work.
Worked fine in Halo 3.