Let's Talk Competitive Setting for Halo 5...

Alright, so we all know that the Halo 5: Guardians multiplayer is designed for competitive gameplay, in the Arena at least. So, if 343 wants this to be the most competitive game they can make and make it a top eSports title, then what do you think they will do with things such as Spartan Abilities and all that? It was confirmed a while back sometime after the beta that all Spartan Abilities would be toggleable, so do you think that they will disable all or some of the abilities in the competitive play? The thing is, though, is that all the maps were designed specifically around Spartan Abilities, so I’m a little confused as to what they are going to do. Also, Quinn DelHoyo said in a post that they will be making the Assault Rifle/Magnum loadout as the main loadout throughout the whole multiplayer, including the competitive loadout. I honestly have no problem with this since the AR seems like a much more viable primary weapon and can hold it’s own against weapons such as the BR. And, the Magnum so far looks and seems like the best pistol since the CE pistol. So, what are your guys’s thoughts and opinions, and what do you think the settings should be?

I could see the tournament settings being BR starts but there’s no way that they’re turning off Spartan Abilities for it. The whole game is designed around them and they are available to all players at all times. Everyone has access to the same things so it’s all up to the player to make better use of the tools at his disposal than his opposition.

My question is, why would they need to toggle the Spartan Abilities when everybody has them? The problem with the Armor Abilities was the fact that there were so many. At some point people confused “competitive play” with dated gameplay.

Who knows how it will pan out we will see once the game is out and if it actually has a big impact on the competitive scene. We also have no idea yet how good forge will be in Halo so perhaps a lot of maps for competitive will be using forge maps, maybe we can even scale the size of maps etc accordingly using forge, so they would work with out spartan abilities who knows yet to be honest.

I am really interested what pros will be able to do with SA like thruster or ground pound.
Give them a chance, they are fair at least, and I really dont want to see more than 1 or 2 forge maps.

But I hope they go for BR starts as soon as possible.

> 2535416383459646;4:
> Who knows how it will pan out we will see once the game is out and if it actually has a big impact on the competitive scene. We also have no idea yet how good forge will be in Halo so perhaps a lot of maps for competitive will be using forge maps, maybe we can even scale the size of maps etc accordingly using forge, so they would work with out spartan abilities who knows yet to be honest.

It’ll be nice to have Forge maps but I think that the Arena maps are being designed with high level play in mind. Just look at Truth and Empire.

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> > 2535416383459646;4:
> > Who knows how it will pan out we will see once the game is out and if it actually has a big impact on the competitive scene. We also have no idea yet how good forge will be in Halo so perhaps a lot of maps for competitive will be using forge maps, maybe we can even scale the size of maps etc accordingly using forge, so they would work with out spartan abilities who knows yet to be honest.
>
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> It’ll be nice to have Forge maps but I think that the Arena maps are being designed with high level play in mind. Just look at Truth and Empire.

Yes I like the current maps and I feel they play well personally. I would class myself as an ex semi pro player I never went to tourney so I can’t say I was ever pro. Now days I am just a competitive casual as I don’t have the time to put in like I used to. I have no idea how the competitive crowd will take things however, so it will be interesting to see if the keep spartan abilities etc or not.

I mention forge because we have no idea it will work for Halo 5 perhaps we could edit the maps that already exist and shrink them say, so that jumps could be reached without clamber or sprint etc so the maps would remain the same just fit around not having SAs’. I personally hope the new abilities etc stay however for competitive as I enjoy them personally but we shall see.

> 2533274833600810;2:
> I could see the tournament settings being BR starts but there’s no way that they’re turning off Spartan Abilities for it. The whole game is designed around them and they are available to all players at all times. Everyone has access to the same things so it’s all up to the player to make better use of the tools at his disposal than his opposition.

This. 100%. With everyone having them. It is no longer random like reach and 4. It now comes down to skill. And that makes it 100% usable for MLG

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> > 2533274833600810;6:
> > > 2535416383459646;4:
> > > Who knows how it will pan out we will see once the game is out and if it actually has a big impact on the competitive scene. We also have no idea yet how good forge will be in Halo so perhaps a lot of maps for competitive will be using forge maps, maybe we can even scale the size of maps etc accordingly using forge, so they would work with out spartan abilities who knows yet to be honest.
> >
> >
> > It’ll be nice to have Forge maps but I think that the Arena maps are being designed with high level play in mind. Just look at Truth and Empire.
>
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> Yes I like the current maps and I feel they play well personally. I would class myself as an ex semi pro player I never went to tourney so I can’t say I was ever pro. Now days I am just a competitive casual as I don’t have the time to put in like I used to. I have no idea how the competitive crowd will take things however, so it will be interesting to see if the keep spartan abilities etc or not.
>
> I mention forge because we have no idea it will work for Halo 5 perhaps we could edit the maps that already exist and shrink them say, so that jumps could be reached without clamber or sprint etc so the maps would remain the same just fit around not having SAs’. I personally hope the new abilities etc stay however for competitive as I enjoy them personally but we shall see.

2 to 3 of the maps in the beta were created by forge.

This topic should be way more popular. It just shows how the main casual community knows nothing about real Halo. It also reflects on 343 not knowing anything about real Halo. All I want, Is BR starts and actual good maps with high map control like The Pit.

I’m old school halo and personally think sprint and abilities were the main reason halo 4 was a flop competitively. I think they’ll have the same negative effect on the pro scene in halo 5. Top pros like Roy, Snipedown, Heinz, Ogre2 are all saying in their Twitch streams that they’re against the sprint and abilities and fear the pro scene will fall apart because of it. They should make multiple playlist settings for all of it. Playlists that are old school with no sprint and abilities, and then the playlists for the new school that enjoy that CoD AW style of gameplay.

I feel like armor abilities make it… unbalanced. In Reach, it was hard to pick anything other than Armor Lock because it was the best. Flat out. No AA would make the competitive area more balanced since it relies on actual skill of aiming, as opposed to as much bull -Yoink- you can pull.

I love AA, don’t get me wrong, but in this instance, it’d make competitive unbalanced.

> 2535416383459646;7:
> > 2533274833600810;6:
> > > 2535416383459646;4:
> > > Who knows how it will pan out we will see once the game is out and if it actually has a big impact on the competitive scene. We also have no idea yet how good forge will be in Halo so perhaps a lot of maps for competitive will be using forge maps, maybe we can even scale the size of maps etc accordingly using forge, so they would work with out spartan abilities who knows yet to be honest.
> >
> >
> > It’ll be nice to have Forge maps but I think that the Arena maps are being designed with high level play in mind. Just look at Truth and Empire.
>
>
> Yes I like the current maps and I feel they play well personally. I would class myself as an ex semi pro player I never went to tourney so I can’t say I was ever pro. Now days I am just a competitive casual as I don’t have the time to put in like I used to. I have no idea how the competitive crowd will take things however, so it will be interesting to see if the keep spartan abilities etc or not.
>
> I mention forge because we have no idea it will work for Halo 5 perhaps we could edit the maps that already exist and shrink them say, so that jumps could be reached without clamber or sprint etc so the maps would remain the same just fit around not having SAs’. I personally hope the new abilities etc stay however for competitive as I enjoy them personally but we shall see.

I do remember from one video I was watching that came out after the beta, and it was basically a huge hour and a half long discussion between Ninja, Heinz, Saucey, and another pro I can’t remember. At one point in the video, Ninja said that during the first 2 days of the beta or something that he just played without using any Spartan Abilities, and he said that it was perfectly playable and you could make pretty much 90% of the jumps without them. So this could mean that they wouldn’t even have to downscale the size of any of the maps.

> 2533274827758537;11:
> I’m old school halo and personally think sprint and abilities were the main reason halo 4 was a flop competitively. I think they’ll have the same negative effect on the pro scene in halo 5. Top pros like Roy, Snipedown, Heinz, Ogre2 are all saying in their Twitch streams that they’re against the sprint and abilities and fear the pro scene will fall apart because of it. They should make multiple playlist settings for all of it. Playlists that are old school with no sprint and abilities, and then the playlists for the new school that enjoy that CoD AW style of gameplay.

> 2533274859816633;12:
> I feel like armor abilities make it… unbalanced. In Reach, it was hard to pick anything other than Armor Lock because it was the best. Flat out. No AA would make the competitive area more balanced since it relies on actual skill of aiming, as opposed to as much bull -Yoink- you can pull.
>
> I love AA, don’t get me wrong, but in this instance, it’d make competitive unbalanced.

Except both Reach and 4 suffered from AA’s as abilities weren’t unified to each player, and thus, it was sort of randomized as to what a player could have, especially with the Jetpack pickups in some later MLG maps in Reach, and in general gameplay. When it’s unified, and everyone has it, it boils down to who has more skill in utilizing them to their advantage. It would make the scene much more exciting too, as it isn’t just gunskill in the game, but now, ability skill.

> 2533274886529017;14:
> > 2533274827758537;11:
> > I’m old school halo and personally think sprint and abilities were the main reason halo 4 was a flop competitively. I think they’ll have the same negative effect on the pro scene in halo 5. Top pros like Roy, Snipedown, Heinz, Ogre2 are all saying in their Twitch streams that they’re against the sprint and abilities and fear the pro scene will fall apart because of it. They should make multiple playlist settings for all of it. Playlists that are old school with no sprint and abilities, and then the playlists for the new school that enjoy that CoD AW style of gameplay.
>
>
>
>
> > 2533274859816633;12:
> > I feel like armor abilities make it… unbalanced. In Reach, it was hard to pick anything other than Armor Lock because it was the best. Flat out. No AA would make the competitive area more balanced since it relies on actual skill of aiming, as opposed to as much bull -Yoink- you can pull.
> >
> > I love AA, don’t get me wrong, but in this instance, it’d make competitive unbalanced.
>
>
> Except both Reach and 4 suffered from AA’s as abilities weren’t unified to each player, and thus, it was sort of randomized as to what a player could have, especially with the Jetpack pickups in some later MLG maps in Reach, and in general gameplay. When it’s unified, and everyone has it, it boils down to who has more skill in utilizing them to their advantage. It would make the scene much more exciting too, as it isn’t just gunskill in the game, but now, ability skill.

jetpack and evade pickups in reach mlg were fine because they were pick-ups with a limited amount on the map that spawned at a set location, they were controlled. sprint off spawn on the other hand, that was messy. if an AA is off spawn you give more mobility / defensive options to players off spawn, making the game less intense. it’s further exacerbated when you have choice of these options off spawn, the pick-ups in ZBNS were neither of these things. the halo 4 system where you could choose between hardlight, holo and thruster was also an issue as it was tied to performance, so unlike a pick-up, there was no ability to predict when, where or who would have it.

i already indirectly answered it but i want to drive it home, not everything that is unified is good to work with, when everyone was testing no bloom in reach there was discussions on whether to keep sprint, no sprint was chosen after a few weeks of deciding because most felt like the gameplay was more risky, skillful and intense. it’s a game of getting the off-spawn values right, give players too much offensive power and there will be either too much risk, a shallow metagame or not enough incentive to move, either way it makes the metagame boring. give players too much defensive capabilities and there will be too much reward, the winning team can coax and bait out players, with little risk in their movement and the losing team can’t afford to take risk. halo reach pre-ZBNS and halo 4 both made this very clear.

movement should be slick, weapons, nades and abilities should be skillful, maps should have depth, everything should have a purpose and enough variety / options to allow for a deep metagame.