This is NOT another thread about Sprint – so please keep that trench warfare out of this thread, thank you!
H5 is (re-)introducing a lot of abilities that more or less directly tie into the mobility/movement system. With these abilities comes a new challenge: After many many years of basically the same dance in combat we have to rethink how to approach certain situations.
My impression from the Beta was that I was still thinking and operating like I did in the past. I took a whole while until I started to integrate the new mechanics into my game.
At the end of the Beta I started to realize that I only scratched the surface.
This thread is about your experiences, your tips and tricks and your cool media.
I’ll start with this excellent montage that shows some pretty neat usages of the new abilities:
Link Beta montage
You can also check these two GIFs that show how a thrust at the right time can drive a swordsman crazy:
GIF 1
GIF 2
My general tips:
Sprint: DO NOT OVERUSE! The biggest mistake with Sprint is that you spam it without thinking which more than often doesn’t end well. That short delay until you can use your weapon again is a disadvantage versus a player that sees you at the same time but isn’t sprinting. Keep in mind that in that transition phase it’s also a little harder to aim as your cross-hair isn’t the same while in Sprint. That blur while running also reduces your situational awareness.
But it’s also dangerous to blindly run into enemy’s territory (which doesn’t happen so easily if you’re moving at a lower speed) to get yourself killed. If you take fire think about sprinting away twice – often a good thrust does the job better and you’re not risking that three second shield recharge delay.
Remember: According to 343i base speed will be higher and top Sprint speed will be reduced – which will make good use of Sprint even more important.
Thrust: As you’ve seen in the above video there a lot of creative possibilities with Thrust. Sudden changes of direction, throwing of your enemy’s aim, feints and of course the ability to get out of trouble – the best players in H5 will master the art of the thrust.
Play with people’s expectations: Thrusting in the opposite direction or jump and thrust when someone goes around a corner to suddenly ‘disappear’.
Of course there is that combination of Sprint + Thrust + Clamber / crouch jump – which should open up the maps for unexpected jumps in the future.
Slide: Probably the most underused ability in the Beta. It’s still up in the air whether or not a good use will be of real advantage however reducing your size and making it harder to anticipate where to aim sounds really good. I think we’ll see much more of slide as time passes – as this mechanic is still very unfamiliar but that could change in the future.
Shoulder dash: The above video shows a group of players using this ability in tandem which looked pretty nasty. Aside from that it needs good timing and probably lots of training to make good use of the ability. As there is a big trade-off (if you miss you’re completely open to damage) we have to learn in which situations shoulder dash is a worthwhile option. I had a feeling that lots of people played it too safe in the Beta.
Ground pound: As most of you experienced yourself Ground pound is quite hard to use and only makes sense in certain situations. However in the right hands it can be a powerful ability. I’m really curious if there will be other uses for it (e.g. quick descent).