Minimum Kill Times (MKT), Average Kill Times (AKT) and Sprint
Just something I would like to point out
While strafe seems something that isn’t to big of a deal, it actually is a very big thing.
Halo 1 MKT, AKT and Strafe:
The reason why CE’s pistol took so much skill was the fact that the strafe in that game had fast negative acceleration(deceleration in laymen terms) and fast positive acceleration allowing for fast changes in direction. Coupled with no bullet magnetism, it made the gun extremely difficult to consistently get 3sk’s with.
Halo 3/Reach MKT, AKT and Strafe:
Getting the highest speed for a kill time in h3/Reach was a lot easier. Harder in H3 because of the BR spread, but lets look at the strafe in those games compared to CE.
The strafe in H3/Reach was a lot slower, it took way to long to turn to the other direction and this makes it so dodging shots become a lot more irrelevant and therefore make the game more of a “first to shoot wins”. Now obviously H3/Reach really don’t play like that, but they are much closer then CE, and if we have a great strafe we can then achieve fast kill times without breaking the game.
Sprint and how kill times can work together:
In Reach it was something I really disliked and in my opinion I don’t think sprint is a good addition to Halo, but something Reach did wrong made sprint terrible when it could have been a lot better.
In Reach the killtimes are 1.5 seconds (which is a decent killtime) with the DMR. But with sprint the game becomes a lot slower because players are able to run away a lot more.
Now if we were to increase kill times then we can make it so players cant just turn around and run away, this makes the game a lot faster.
But how can we increase the kill times without making the game a “First to shoot wins” sort of mentality? Well we make it so turning left when you were turning right is instantaneous.
Lets look at this scenario, the BR in H4 now kills in 1.0 seconds, now what some people here might say is “Now the killtimes are to fast, the game will feel like CoD!”. Now this could be possibly true if the straf is something like H3/Reach, but lets say H4 has a strafe acceleration similar to CE.
Now that the kill time is 1.0 seconds, it feels like a very fast kill time. But the strafe is now similar to CE, and this in turn increases the average kill time. Because it is so difficult to land…lets say 4 shots to the head, the average kill time is increased since it is so difficult.
Now lets say the average kill time is about 1.5 seconds, well guess what? That is around Reach’s highest possible kill time.
Guess what we just did? We increased the highest possible kill time with a BR to 1 second, and also made it so that the gun is difficult enough where it is around Reach’s DMR’s killtime or H2’s BR.
Now you might ask, but if the gun is to difficult to use to where it is around Reach’s kill time wont we be stuck to where we previously were? No because killing a player sprinting is a lot easier to get headshots with rather then someone who is strafing.
Since now that sprinting away when you are one shot is a lot less effective, we have made it so “Standing your ground” in a way becomes more effective. Because of the fact that the strafe is effective, we have made it so players will less likely use Sprint to run away since they will notice that strafing is a lot harder to get a kill with and trying to run away is a lot less effective.
And even if they do try sprinting away rather than standing your ground, they will most likely die since the killtimes are fast and a lot easier to achieve.