Now we all love the fast paced chaotic battlefield of Halo: Combat Evolved & Halo 2 Multiplayer. But Halo 3 & Halo: Reach just seem a bit more slow in Multiplayer IMO. Now I loved the multiplayer of both Halo: Reach & Halo 3 & the way you play the match out, but I think Halo 4 should be a bit more fast paced then the previous 2 titles, action packed like Halo: CE & Halo 2, what do you think?
I completely agree that it needs to be faster. Halo 2 had it perfect in my opinion.
Just, please. Make it faster than that snail-race known as Reach.
Halo 3 and Reach were fast-paced. You don’t need CoD speed kill times to be classified as “fast-paced”. Fast pace is the overall speed, flow and changes a single match can have in a single match that can easily make something at 2:47 in a match be completely different from the time stamp of 3:15.
I agree. We need a crisp Halo 2 like movement speed and acceleration along with guns that can all kill in a reasonable amount of time like in Halo CE.
sprint sprint sprint sprint sprint…
and for all of you numbnuts that are going to say sprint doesn’t belong in Halo derp,
you are vulnerable when in sprint and the killtimes are shorter so you can’t complain that they ran away…
Plus, Masterchief is suppose to be fast and agile…Halo has always played like if you were some fat -Yoink-.
> Halo 3 and Reach were fast-paced. You don’t need CoD speed kill times to be classified as “fast-paced”. Fast pace is the overall speed, flow and changes a single match can have in a single match that can easily make something at 2:47 in a match be completely different from the time stamp of 3:15.
What does CoD’s killtimes have to do with Halo: CE and Halo 2? And if you really think Halo 3 and Reach is as fast as CE and Halo 2, well… You must of not played enough CE and Halo 2.
> sprint sprint sprint sprint sprint…
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> and for all of you numbnuts that are going to say sprint doesn’t belong in Halo derp,
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> you are vulnerable when in sprint and the killtimes are shorter so you can’t complain that they ran away…
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> Plus, Masterchief is suppose to be fast and agile…Halo has always played like if you were some fat -Yoink!-.
Sprint doesn’t belong in Halo derp.
There are those who can explain better than me about why sprint shouldn’t be in Halo 4, so I’ll delve into my thanks and find you a quote.
> I’ve seen no argument for sprint being a good addition in Halo other than the obvious “it makes you faster”, but is that really a good thing? From my experience this argument mainly comes from BTB players, which is understandable to a degree. BTB maps are large and players often just want to be amongst the fighting, which is hard to do if you spawn a mile away from your opponents. Sprint supposedly allows players to spend more time fighting and less time “jogging” and it very well may do this, but Halo’s multiplayer isn’t just about BTB. Sure for you it may be, but it’s not like that for others. So we must look at the effects sprint may have on the game as a whole.
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> For starters let’s look at Team Slayer, a 4v4 game. In past Halos 4v4 slayer has worked best on smallish maps such as Lockout, Guardian, Midship, Battle Creek, Damnation, etc… What these maps have in common are “twisty” spaces; spaces that require you to turn numerous corners of sorts in a relatively short space. Sprint doesn’t work in such spaces because it promotes linear travel. You don’t sprint around corners because the limited turning angle the mechanic gives you prevents just that from happening. So what you end up doing is walking around the twisty spaces and sprinting on the straights. The maps I’ve previously stated have such straights to be sprinted on, but they shouldn’t because these straights were designed to be hazardous.
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> Let’s use Lockout as an example. Top mid (that central square platform) is a “straight” space. It offers a quick, direct route to either of the three surrounding towers. Since it’s the quickest route players naturally want to traverse it, but because it’s the quickest route there has to be a deterrent. Otherwise that would be the only route players would use and as a map designer you wouldn’t want that. So the path needs to become hazardous, this is done by allowing great lines of sight to top mid from each of the three towers. If you’re not in control of the map traversing top mid becomes a very dangerous prospect, but if you’re in control it becomes slightly less dangerous and more favourable. Give a player sprint though and traversing top mid becomes favourable even when your team isn’t in control because that player knows he won’t be on top mid for as long as usual, which means he has a higher chance of survival; sprint encourages rushing the most direct route and discourages smart play. Ala, flanking by taking the slightly longer route.
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> What’s a map designer to do? Simple. Make everything bigger to accommodate for the speed boost sprint brings. We can see this practice in Reach’s maps. Maps have to be designed around the game’s mechanics and with sprint in play we just get less intricate and larger maps. What good has the mechanic done? It’s merely given us maps that make us dependant on sprint for when we don’t have it the maps become too large to adequately manoeuvre through. If you ask me, players are worse off with sprint than without. I’m much happier playing small maps without sprint than I am playing larger ones that require sprint, but perhaps that’s just me.
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> Though that does kinda burst the idea that sprint allows players to get into the action quicker. Gameplay on Lockout, Midship, Beaver Creek, etc. is much faster not because you were able to kill players faster in the older games but because you could find and engage a fight with your opponent much, much quicker because the play space was relatively small compared to maps designed with sprint in mind, which are enlarged by nature. This is just talking about 4v4 slayer, though. What about BTB? Basically the same thing. It was no accident Reach’s BTB maps had a spike in growth. Besides larger maps sprint induces other problems, some of which you’ve suggested remedies for, but the big questions still remain: why do we need sprint? How does sprint benefit Halo? I don’t believe it does, it only creates problems with how Halo is currently played and unless you’re willing to change the gameplay dramatically it’ll never fit in. I’m not looking for a new game in Halo 4, I’m looking for a refined Halo experience.
Besides, with a faster base movement speed akin to CE or Halo 2 you wouldn’t need Sprint.
^ Still too slow
I want halo to play like this
now that game takes skill. You actually move like a super soldier.
btw, im kidding about halo playing like tribes even though that’s what the gameplay is based on.
Agreed, but with a little extra. Not only should players be able to move faster (and strafe more fluidly) but minimum kill times need to be faster. While the original Halo pistol and the 3sk may appear overpowered (even though it wasn’t intended), it made for competitive gameplay since not everyone could pull it off, the shooter had to lead long-distance shots, and players would have to fight an opponent before securing a weapon/power-up, not just take it and run. Halo 4’s utility shouldn’t work at extreme long distance, but for most competitive maps, it should be viable.
Halo combat needs to be fast, but also skillful. Players need to be able to integrate aiming, movement, awareness, etc. and win because of being a solid player, not relying on gimmicks.