> > Those of us “railing on the 5sk BR” are providing overwhelming evidence showing how it’s detrimental.
>
> To what? A certain playing style?
To the sandbox balance and teamwork.
> > Also, it HAS been demonstrated by MLG players.
>
> I find it interesting that so many use this appeal to authority fallacy.
Reading comprehension is a wonderful thing. No appeal to authority. 5sk with the BR has been demonstrated by MLG players at E3.
@DigitalArtard on this one, I never said MLG players complained about the BR. Therefore no link.
> > The Armor Abilities are an extension of what was done in Reach.
>
> Sans armor lock and who knows what else.
Did I say they were bringing back everything exactly as it was? No, so I’m not entirely certain what point it is you’re trying to make.
> Most AAs in Reach were poorly implemented and did nothing to improve the overall gameplay. The demonstration of PromVision during E3 painted a picture that AAs in H4 are going down the same line.
> is baffled by some name I haven’t heard of
Oh my goodness. I’m someone with an opinion and with a train of thought behind those opinions. Shock. Awe. I must be famous!
> Rather than augmenting gameplay, they become gameplay with actual gunplay taking a backseat.
> Yes, they are strategic and not tactical. One has to consider the map in order to pick an appropriate AA. I don’t know what Swordbase is usually voted for in Reach, but that usually means I’m going with the jetpack. If it’s a tight quarters map like Countdown I’m usually about the hologram. When it’s a horizontal friendly map like Powerhouse I’m confident with sprint. After that I’m picking AA’s to adapt to enemy play styles. I’m just confused as to why that gameplay is considered bunk.
Sigh.
You’re acting as if I’m the ignorant lout spouting things “because I say them and therefore I’m right.”
AAs can be strategic and tactical. The problem isn’t that they’re useful, the problem is that they alter Halo gameplay at such a fundamental level. Just consider Sanctuary/Asylum. In Halo 2, holding ring 2 was the best tactical position. In Reach, this is thrown out the window with the addition of Jetpack and the ability to fly over the top of the stronghold.
Now, one can argue whether or not that’s beneficial, but there’s no arguing that it fundamentally changes the way the game is played.