Currently all the footage that I’ve seen from Halo 5 Guardians openly displays the abuse of the new mechanics. While on one hand I do want to accept them for the sake of variety and progressing the formula to prevent Halo from becoming yet another copy/paste FPS, I don’t want to play another Halo where abilities can be easily exploited to get out of near-death situations and unfairly deny a kill that the other player should have rightfully earned.
A good player knows when to not throw himself into a dangerous situation. I fear that the abilities provide far too much leniency in its current stage, and act as training wheels to help bad players escape from bad situations that they put themselves in.
Thus, I suggest the following changes to both even out the game’s pace as well as remove the cheapness of the abilities:
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You should not be able to boost while taking damage (1 second cooldown). This prevents players from boosting/ducking back behind a wall if they over-extend from their cover. This puts the focus on positioning - not how quickly you can tap the boost button.
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Sprinting should be disabled when not at maximum shields instead of disabling shield recharge. Currently a player who has no shields can still run back to the safety of their teammates instead of paying for their actions. Being shot at once while in sprint would force you out of sprint. By disabling sprint if you don’t have full shields, it prevents sprint from being used as a “get out of jail free” card - this was Halo 4’s biggest problem (even if sprint was marginally slowed down if you were shot at).
With the proposed changes to the mechanics, it enforces teamwork by preventing a single player from being able to over-extend and then dash back to the safety of their cover. Currently the gameplay is far too hectic, and to be frank, messy.