I much prefer the Halo 3 style of movement without sprint. No AA either.
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> I much prefer the Halo 3 style of movement without sprint. No AA either.
I actually would like AAs over equipment and SA, just not implemented like Reach did. If they work like power ups that you to fight for on the map, why not? In that case you should be able to tell what AA the other players are using though by making them somehow visible on the armour. I think I also would cut sprint and replace it with a speed boost. Same - obviously - goes for armor lock. Loudouts in any case should be limited to Invasion and Forge!
What about this idea?
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> > 2535434853201329;3362:
> > I much prefer the Halo 3 style of movement without sprint. No AA either.
>
> I actually would like AAs over equipment and SA, just not implemented like Reach did. If they work like power ups that you to fight for on the map, why not? In that case you should be able to tell what AA the other players are using though by making them somehow visible on the armour. I think I also would cut sprint and replace it with a speed boost. Same - obviously - goes for armor lock. Loudouts in any case should be limited to Invasion and Forge!
>
> What about this idea?
I think thatâs a fair balance between classic and the more modern approach of Halo 4/5. It also gives Custom Games and Action Sack a whole boatload of options, which have been pretty much lacking since Reach, especially if the AAs have some button combos like with Halo 5âs Spartan Abilities.
no keep running
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> Frossst Bite - Please donât post multiple time in a row. If you need to add more information or quote other users, you can edit your last post. Thanks
And If I am replying to multiple different people on different topics you canât let it slide?
<mark>This post has been edited by a moderator. Please do not bump.</mark>
*Original post. Click at your own discretion.
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> > > > Iâve seen it argued H5 is slower paced than the older games? but never felt it that way
> > >
> > > In Halo 5, you are probably performing more actions per minute, because of constatly having to use Spartan Abilities and whatnot. However, people often mean pace as the rate at which the game progresses, which in Halo 5 isnât demonstrably faster than in classic games. It comes down to what you mean by pace.
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> > > > Another thing (and this might just been a thing only I feel) is that H5 gameplay seems to, in some of the dev made maps, cause level architecture, especially in human environments, to be quite bizarre looking. Just like big weird objects and shapes put there for the sake of clambering over that make it hard to imagine humans walking around in these locations. Whereas with classic movement the levels could look more build for purpose.
> > >
> > > This is an interesting observation. Iâm not sure which comes first, 343iâs architecture or Spartan Abilities, but itâs certainly true that having such a generous array of movement mechanics will significantly constrain the level design, and hence the architecture. But I find it hard to believe that this wouldnât be completely avoidable with more creative level design.
> >
> > But when it comes to map creation why make ot harder than it has to be when clearly population wise people enjoyed sprintless Halo more.
>
> Is this fact? Not taking a position, just wondering what informed your statement.
This is a fact Halo 3 had the largest ongoing population year after and 5 years after to date. Most start strong and reduce to 50k after a year because 343 in general doesnt stick with a formula that works. My opinion anyways.
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> > > 2533274825726490;3246:
> > > > 2533274825830455;3234:
> > > > > 2535466098043799;3233:
> > > > > Iâve seen it argued H5 is slower paced than the older games? but never felt it that way
> > > >
> > > > In Halo 5, you are probably performing more actions per minute, because of constatly having to use Spartan Abilities and whatnot. However, people often mean pace as the rate at which the game progresses, which in Halo 5 isnât demonstrably faster than in classic games. It comes down to what you mean by pace.
> > > >
> > > >
> > > >
> > > >
> > > > > 2535466098043799;3233:
> > > > > Another thing (and this might just been a thing only I feel) is that H5 gameplay seems to, in some of the dev made maps, cause level architecture, especially in human environments, to be quite bizarre looking. Just like big weird objects and shapes put there for the sake of clambering over that make it hard to imagine humans walking around in these locations. Whereas with classic movement the levels could look more build for purpose.
> > > >
> > > > This is an interesting observation. Iâm not sure which comes first, 343iâs architecture or Spartan Abilities, but itâs certainly true that having such a generous array of movement mechanics will significantly constrain the level design, and hence the architecture. But I find it hard to believe that this wouldnât be completely avoidable with more creative level design.
> > >
> > > But when it comes to map creation why make ot harder than it has to be when clearly population wise people enjoyed sprintless Halo more.
> >
> > Is this fact? Not taking a position, just wondering what informed your statement.
>
> This is a fact Halo 3 had the largest ongoing population year after and 5 years after to date. Most start strong and reduce to 50k after a year because 343 in general doesnt stick with a formula that works. My opinion anyways.
Please donât post multiple time in a row. If you need to add more information or quote other users, you can edit your last post. Thanks
I think ADE Macbamboo01âs idea to turn Armor Abilities into Map Pickup/Powerups is good. It removes the inconsistencies of loadouts/spawn jank but gives the player more interesting/dynamic things to fight for on the map. Worst case scenario, the abilities could just be removed from the individual maps.
Ideally, 343 would design more interesting Abilities than those in Reach/4, as most of those were just filler or gimmicks. Jetpack and Sprint are the only ones that added new gameplay, and most of us agree those shouldnât be base mechanics. Pickups are a great compromise, IMO.
Iâd kind of like to see them experiment with a faster base movement speed than we got in previous games. Not radically higher, but noticeably.
Bit yeah, Sprint doesnât play well with Halo, never has and never will. Thrust could be tooled to work though, gotta find the right speed for it to balance though so its not useless, but also doesnât let you escape around corners as easily as it does in 5. And some other features like sliding after a thrust, clambering but it uses your thrusters and consumes the charge, or stabilize but it also consumes your thrust charge could still fit in well (a very small double jump could replace stabilize too, something thatâs more about getting a little more air time/distance than a significant height boost).
I donât really care what movement mechanics they implement, as long as it is a good game
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> Iâd kind of like to see them experiment with a faster base movement speed than we got in previous games. Not radically higher, but noticeably.
>
> Bit yeah, Sprint doesnât play well with Halo, never has and never will. Thrust could be tooled to work though, gotta find the right speed for it to balance though so its not useless, but also doesnât let you escape around corners as easily as it does in 5. And some other features like sliding after a thrust, clambering but it uses your thrusters and consumes the charge, or stabilize but it also consumes your thrust charge could still fit in well (a very small double jump could replace stabilize too, something thatâs more about getting a little more air time/distance than a significant height boost).
Iâm fine with everything you just said, as long as theyâre all pickups placed around the map to be fought over.
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> > 2533274810177460;3370:
> > Iâd kind of like to see them experiment with a faster base movement speed than we got in previous games. Not radically higher, but noticeably.
> >
> > Bit yeah, Sprint doesnât play well with Halo, never has and never will. Thrust could be tooled to work though, gotta find the right speed for it to balance though so its not useless, but also doesnât let you escape around corners as easily as it does in 5. And some other features like sliding after a thrust, clambering but it uses your thrusters and consumes the charge, or stabilize but it also consumes your thrust charge could still fit in well (a very small double jump could replace stabilize too, something thatâs more about getting a little more air time/distance than a significant height boost).
>
> Iâm fine with everything you just said, as long as theyâre all pickups placed around the map to be fought over.
Nah, these would all need to be baseline abilities. Thrust tooled correctly, slide, clamber, and stabilizers really fit into Halo. But instead of making them mobility options, they should be balanced so that theyâre more useful for mixing up your strafes. Making them all consume your Thruster charge is a great way to limit how theyâre used, since you might not want to give up your thrust just to clamber a ledge for instance. Other nerfs could be things like you can only clamber after youâve descended from your jump a certain amount, so it no longer lets you reach places you canât crouch jump to, or reducing Thrustâs acceleration so that it doesnât offer a speed boost, so much as an instant directional change for faster strafing, or air control. Slide in tandem wouldnât speed you up, just give you normal speed while crouching for the duration. And Stabilizers can either last a significantly shorter time, or as I said be a very small double jump to give you a bit more distance or air time.
What SHOULD be pickups are Armor Abilities. And I think giving them multiple functions and limited uses so they feel more like powerups is the way to go. It would be a great way to re-incorporate favorite Armor Abilities, Spartan Abilities, and Equipment, by mixing similar ones together in a way that makes sense. A prime example is the Jetpack, not only would you be able to fly, but your Jetpack fuel could temporarily replace your thruster charge. Letting you thrust, clamber, and stabilize without a cooldown until the fuel runs out. Ground Pound could even be a function specific to the Jetpack, but it would completely drain your fuel when you use it. Having all of these chipping away at your fuel as you use them so that using it a moderate amount may last you 30 seconds. While spamming away youâd only get 10-15 out of it.
Other combinations I could see happen is a Shield Modulator letting you either deploy a Bubble Shield, or a Hardlight Shield depending on whether you tap, or hold the abilitiy button. A Bubble Shield completely drains the charge of the powerup, but the Hardlight drains it over time so you can re-use it if you use it sparingly. The Overshield could be updated so that if you want, you can enter Armor Lock, but it will consume your entire Overshield to do it. And I HATE Armor Lock, but canât deny that it made for some truly fun moments in Reach and wouldnât have ruined the game if it wasnât a spawn item. Camo could come with the ability to activate Promethean Vision while youâre invisible, but doing so makes the charge drain twice as fast as normal. Stuff like that.
Personally, I would like to see all of the spartan abilities from halo 5 gone with the exception of the hover function and just increase base movement speed.
Clamber takes away the skill of timing your jumps and crouching at the right time mid jump to reach certain platforms. Sprint is what caused Halo maps to become overly large compared to old Halo maps. Sliding would also go without sprint. Spartan bash is just something Iâm personally not a fan of with the way it pushes the enemy back and pretty much guarantees you an easy headshot unless you wiff it. The ground pound made it too easy to kill enemies in one hit from above. Thrusters made it too easy for players to avoid being punished for their misakes when they peak out too much or push too far.
Instead of seeing more advanced movement, I would prefer to see more interactive maps to evolve gameplay similar to Halo 2 Anniversary. Maybe Iâm just old fashioned, but honestly I think Halo 2 and 3 play far better than any of the Halo games that follow them and even in 2020 are more enjoyable to play.
Donât get me wrong, iâll be buying Infinite no matter what. But I would like to see a return to more classic gameplay.
HI is going to have sprint according to one of the most reliable leakers of recent history
> Sprint is part of Halo for 3 games straight now. Itâs not going anywhere and will be important for the overall gameplay workflow given both the campaign and various multiplayer modes will see a bigger scale. As always in a Halo game though, customize modes/lobbies to your needs.
Pack it up boys, maybe next time, or neverâŚ
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> HI is going to have sprint according to one of the most reliable leakers of recent history
>
> > Sprint is part of Halo for 3 games straight now. Itâs not going anywhere and will be important for the overall gameplay workflow given both the campaign and various multiplayer modes will see a bigger scale. As always in a Halo game though, customize modes/lobbies to your needs.
>
> Pack it up boys, maybe next time, or neverâŚ
I just read that, and he replied hidden and to the guy that said "Wait for the huge disappointment when its revealed it has sprint and plays like h5 lol" I can only pray that person is wrong. I kinda already faced the facts that weâll unfortunately never have another Halo game without sprint but Iâm more scared about the reply to the guy who said it plays like Halo 5. I donât know any leaks this person has done in recent history but weâll have to continue to wait and see till we see it first hand.
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> Clamber takes away the skill of timing your jumps and crouching at the right time mid jump to reach certain platforms.
Yes and no.
Jumps could be set so that well timed / crouched jumps are rewarded with a clean landing and instant battle readiness.
Poorly timed / missed jumps are penalised with a clamber (slow / delay to shoot).
Iâm much happier with that then completely missing the jump.
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> > 2533274826349616;3374:
> > Clamber takes away the skill of timing your jumps and crouching at the right time mid jump to reach certain platforms.
>
> Yes and no.
>
> Jumps could be set so that well timed / crouched jumps are rewarded with a clean landing and instant battle readiness.
>
> Poorly timed / missed jumps are penalised with a clamber (slow / delay to shoot).
>
> Iâm much happier with that then completely missing the jump.
Iâm sure there are a lot of players whoâd be happy with a short timed auto-target feature which always will land a hit, because hitting while being unable to aim for a short duration of time is more favourable than missing a crucial shot.
Also, whatâs the risk / reward with clamber?
Youâve significantly reduced the risk of traversing the map when you get a second chance on even the most simplest of jumps, which do not require clamber at all. Hazards regarding jumps are reduced, and penalisation is on a whole lighter level.
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> Yes and no.
>
> Jumps could be set so that well timed / crouched jumps are rewarded with a clean landing and instant battle readiness.
>
> Poorly timed / missed jumps are penalised with a clamber (slow / delay to shoot).
>
> Iâm much happier with that then completely missing the jump.
You would need to make clamber reasonably punishable. In the case of H5, the animation of clamber is much too quick and your hitbox is not exposed enough.
My (subjective) feeling is that it penalises you about the right amount.
If you feel the need to increase the skill gap it could be slowed a bit.
Just donât go back to the clunky mechanism of completely missing the jump.
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> My (subjective) feeling is that it penalises you about the right amount.
>
> If you feel the need to increase the skill gap it could be slowed a bit.
>
> Just donât go back to the clunky mechanism of completely missing the jump.
If you make it slower, youâll only make the mechanic worse. Mechanics that take away control from the player are about the worst you can do in a game that pretends to be about movement, because good movement is all about control. As far as Iâm concerned, the animation is the more clunky outcome.
Thereâs also a more practical issue here. See, when there is no Clamber, there are only two possibilities, you either fail completely, or make it completely. This means that in terms of map design, the designers can only make jumps that are possible to execute perfectly, or jumps that are impossible. But if you have a ledge climb ability, there will always be jumps that can only be climbed. It becomes actually a very awkward process to try to make a map where the flow feels natural, and all reasonable jumps can be done without climbing. Anyone who paints Clamber as nothing but an alternative to failing a jump is living in a fantasy world. In reality, even the best players will regularly have to resort to it.