> > > > The point is that if you feel like you need to run away to your teammates just to kill one man that you couldn’t kill on your own then you’re being a puss. If you get out strafed during a gunfight then you should be punished and die for it.
> > >
> > > God forbid someone seek the support of their team in a team game. Don’t they know that Team Slayer is supposed to be a Free For All?
> >
> > LoL no they seem to think it ruins the team aspect but then say its wrong because it supports the team aspect they are just blaming the game for their lack of skill.
> > The only argument I would even say is reasonable is the one Pharm brought up about map design.
> > But honestly it does not affect maps in a pure negative way like the jetpack does.
>
> Sprint is easy teamwork mode. Oh no I am injured, better run back home for help! God forbid people learn to actually push methodically as a team like in previous Halo games.
> You talk about teamwork and callouts. Obviously I call out weak players on a team. But these arguments you are making are all strawmen.
>
> I want you or any pro sprint fanboy to explain why its better for a player to be able to run away, vs. previous Halo games where a player caught in a bad decision was swiftly punished. It’s inarguably a fact that sprint makes surviving stupid decisions easier. Tell me why that is good for Halo, a competitive FPS with long killtimes.
LOL you call us fan-boys Mr.halo3 avatar Mr.anything that was added after halo3 is bad.
That aside just because you get the first shot does not by any means, mean I was in a bad decision.
Odds are most of the time its I come around a corner and boom (and if you start spurting your tactical position BS ) I am talking about campers not people controlling areas.
And yet AGAIN when people make bad mistakes I still punish them, learn to finish your kills.