The return of classic movement mechanics?

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> > > > > > > > > In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
> > > > > > > >
> > > > > > > > please not… if that’s the case then I’ll skip this one.
> > > > > > >
> > > > > > > You people are so confusing to me. How can you say you liked Halo? Please go put some actual time into Halo 2 and Halo 3 and you will realize not EVERY MODERN SHOOTER NEEDS TO HAVE SPRINT. Why is that hard to understand. COD does it and suddenly its a norm? There are other ways to innovate gameplay. Look at DOOM. It is such a unique FPS gameplay and Halo used to have that. This is frightening.
> > > > > >
> > > > > > Yet DOOM is so different from the original game, they did it right, Halo also did it right, the thing is this bunch of people wallowing in nostalgia cause Halo 2 and Halo 3 were the most successful games at the moment. H5 was a success, it has maintained player population for many years. These complainers comparing it to H2-3 levels just don’t understand how much of a different era it is.
> > > > > >
> > > > > > The community complains, yet they’re a small percentage of the players. Their opinion and input is really important, but it’s not be-all, specially if they can’t get over a 15 year old game.
> > > > >
> > > > > DOOM maintains the core of what made DOOM 1 and 2 good though. Just get in there, shoot all the stuff, and leave. Halo 5 is nearly unrecognizable when put next to Halo 3 or Halo 2. I don’t think anyone is wallowing in nostalgia. Halo 2 and Halo 3 kept their player-base very well. Also, Halo 5 is probably a success because it was the only new Halo game released on the Xbox One and was the only one that actually worked on launch.
> > > > >
> > > > > Also, Citation Needed for your last paragraph.
> > > >
> > > > Campaign wise there isn’t much difference in the Halo core. As for the Arena shooter core in MP, it has changed, when it did the most on H4 it wasn’t well taken and a failure, yet it came back in H5 and it keeps core gameplay with new mechanics, which is what Doom does. I have rarely seen complains on Halo’s campaign gameplay, the story is a different thing. In the end, let’s see how much population Doom Eternal has in 4 years and how it compares to today’s H5… I don’t think Doom’s MP is even a deal.
> > > >
> > > > As I say, 2 and 3 kept their base cause the era was so much different, Live was new, H2 was the first of it’s kind, there weren’t many other competitors, there were less games, etc… times change.
> > > >
> > > > I don’t have the citation and I won’t do the numbers, but I’m pretty sure that maybe even less than 1% of the halo players have participated in this topic. You’re free to do the math if you want to.
> > >
> > > While correlation does not equal causation, there is a clear correlation between Bungie/343i screwing with the core gameplay to become more like CoD/Titanfall and the decline of the series. A lot of people left after Halo 4 and never came back. Which is why I assume 343i doesn’t want to give sales numbers for Halo 5. If your sales are great, you’ll scream it from the rooftops. Hell, the only reason I came back was because of the Master Chief Collection coming to PC.
> > >
> > > As for Doom, multi-player hasn’t really been a big emphasis for the Doom series like Halo has been. That being said, its core gameplay is still praised by its audience. Halo 5’s (and 4’s, and Reach’s) has been divisive since day one. The difference between Doom Eternal’s changes is that the audience feels the changes are natural evolutions that build from the core. The ones who defend 343i’s Halo games don’t argue from this perspective. They know the core was thrown out, but don’t care. That’s where the fundamental breakdown is.
> >
> > I agree mostly. If Halo was campaign only I think the result would be the same as in Doom, praised by audience.
> > I think change is good, I also believe 343i hasn’t made the best decisions. I would say the arena shooter core wasn’t thrown out, mostly only in Halo 4 but they then corrected and the game was enjoyable in 4v4 games. If by core you mean the movement, then yes, but Halo MP is far from being movement only.
>
> But movement for any game is a big, fundamental thing. One of the things that made Halo so popular was that it was easy to learn but difficult to master. That’s why it expanded its audience and each Halo with the culmination of Halo 3. One of the common complaints with Halo 5 is that all of the advanced movement makes it complicated to get into. Then of course they ruin the flow of the map.
>
> That’s why a lot of people say that Halo 5 is “too competitive/sweaty”. The movement is too complicated compared to the old, so it’s not as easy for people to pick up and play. There’s a reason why CoD made a reversal on the advanced movement trend and went back to its roots.

It is, I agree. Halo Reach was more complicated with pickup abilities IMO and loadouts, yet many put it over H5.
I do not believe H5’s advanced movement is complicated, is just another thin layer, there is no “this movement counter this” or things like that. OTOH Loadouts are complicated in that way and yet loadout based games have had a lot of success.

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> > > > > > > > > > In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
> > > > > > > > >
> > > > > > > > > please not… if that’s the case then I’ll skip this one.
> > > > > > > >
> > > > > > > > You people are so confusing to me. How can you say you liked Halo? Please go put some actual time into Halo 2 and Halo 3 and you will realize not EVERY MODERN SHOOTER NEEDS TO HAVE SPRINT. Why is that hard to understand. COD does it and suddenly its a norm? There are other ways to innovate gameplay. Look at DOOM. It is such a unique FPS gameplay and Halo used to have that. This is frightening.
> > > > > > >
> > > > > > > Yet DOOM is so different from the original game, they did it right, Halo also did it right, the thing is this bunch of people wallowing in nostalgia cause Halo 2 and Halo 3 were the most successful games at the moment. H5 was a success, it has maintained player population for many years. These complainers comparing it to H2-3 levels just don’t understand how much of a different era it is.
> > > > > > >
> > > > > > > The community complains, yet they’re a small percentage of the players. Their opinion and input is really important, but it’s not be-all, specially if they can’t get over a 15 year old game.
> > > > > >
> > > > > > DOOM maintains the core of what made DOOM 1 and 2 good though. Just get in there, shoot all the stuff, and leave. Halo 5 is nearly unrecognizable when put next to Halo 3 or Halo 2. I don’t think anyone is wallowing in nostalgia. Halo 2 and Halo 3 kept their player-base very well. Also, Halo 5 is probably a success because it was the only new Halo game released on the Xbox One and was the only one that actually worked on launch.
> > > > > >
> > > > > > Also, Citation Needed for your last paragraph.
> > > > >
> > > > > Campaign wise there isn’t much difference in the Halo core. As for the Arena shooter core in MP, it has changed, when it did the most on H4 it wasn’t well taken and a failure, yet it came back in H5 and it keeps core gameplay with new mechanics, which is what Doom does. I have rarely seen complains on Halo’s campaign gameplay, the story is a different thing. In the end, let’s see how much population Doom Eternal has in 4 years and how it compares to today’s H5… I don’t think Doom’s MP is even a deal.
> > > > >
> > > > > As I say, 2 and 3 kept their base cause the era was so much different, Live was new, H2 was the first of it’s kind, there weren’t many other competitors, there were less games, etc… times change.
> > > > >
> > > > > I don’t have the citation and I won’t do the numbers, but I’m pretty sure that maybe even less than 1% of the halo players have participated in this topic. You’re free to do the math if you want to.
> > > >
> > > > While correlation does not equal causation, there is a clear correlation between Bungie/343i screwing with the core gameplay to become more like CoD/Titanfall and the decline of the series. A lot of people left after Halo 4 and never came back. Which is why I assume 343i doesn’t want to give sales numbers for Halo 5. If your sales are great, you’ll scream it from the rooftops. Hell, the only reason I came back was because of the Master Chief Collection coming to PC.
> > > >
> > > > As for Doom, multi-player hasn’t really been a big emphasis for the Doom series like Halo has been. That being said, its core gameplay is still praised by its audience. Halo 5’s (and 4’s, and Reach’s) has been divisive since day one. The difference between Doom Eternal’s changes is that the audience feels the changes are natural evolutions that build from the core. The ones who defend 343i’s Halo games don’t argue from this perspective. They know the core was thrown out, but don’t care. That’s where the fundamental breakdown is.
> > >
> > > I agree mostly. If Halo was campaign only I think the result would be the same as in Doom, praised by audience.
> > > I think change is good, I also believe 343i hasn’t made the best decisions. I would say the arena shooter core wasn’t thrown out, mostly only in Halo 4 but they then corrected and the game was enjoyable in 4v4 games. If by core you mean the movement, then yes, but Halo MP is far from being movement only.
> >
> > But movement for any game is a big, fundamental thing. One of the things that made Halo so popular was that it was easy to learn but difficult to master. That’s why it expanded its audience and each Halo with the culmination of Halo 3. One of the common complaints with Halo 5 is that all of the advanced movement makes it complicated to get into. Then of course they ruin the flow of the map.
> >
> > That’s why a lot of people say that Halo 5 is “too competitive/sweaty”. The movement is too complicated compared to the old, so it’s not as easy for people to pick up and play. There’s a reason why CoD made a reversal on the advanced movement trend and went back to its roots.
>
> It is, I agree. Halo Reach was more complicated with pickup abilities IMO and loadouts, yet many put it over H5.
> I do not believe H5’s advanced movement is complicated, is just another thin layer, there is no “this movement counter this” or things like that. OTOH Loadouts are complicated in that way and yet loadout based games have had a lot of success.

Because Halo 4 doubled-down on what Reach did (which was already controversial). And with Armor Abilities, it was a one-button press to activate, and you only had one at a time, not multiple.

Now, I never played Halo 5, but from watching videos and listening to people who do like it, they admit that they like it because “what move do I use to counter this one” and that it is more complicated than the old style, but they still like it.

Just because one game is successful with loadouts doesn’t mean they all need them. Halo 4 tried that, and universally panned for it. Halo did just fine without loadouts before, and it would have done fine without them today. Again, Halo 5 reversed on the loadouts of Halo 4 because of how despised it was.

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> > > > As I say, 2 and 3 kept their base cause the era was so much different, Live was new, H2 was the first of it’s kind, there weren’t many other competitors, there were less games, etc… times change.
> > >
> > > Most games that Halo 5 had to compete against are from the same series Halo 3 had to compete against.
> > >
> > >
> > > - Call of Duty 3, 4, WaW, etc. - Rainbow Six Vegas 1 and 2 - Gears of War - Battlefield: Bad CompanyAnd then games that weren’t directly a first person shooter but were still extremely popular:
> > >
> > >
> > > - Fallout 3 - GTA IV - Crackdown - OblivionEven games that don’t really have a franchise right now to compare to the new IPs that didn’t have a franchise back then:
> > > - Lost Planet - Left 4 Dead - Fable 2I don’t know where this idea that there just “wasn’t many games” out there came from, it’s not like gaming exploded in 2011 or anything. The only reason people can’t remember those games back then was because Halo was…better than its competitors.
> >
> > Many people migrated from Halo to CoD throughtout the years, Reach wasn’t as successful as H3, H5 had to overcome H4’s failure, H3 rode in H2’s success, the XBO didn’t sell well, there are so many factors.
> >
> > Gaming didn’t explode in 2011, but I’m sure there were more gamers and games in 2015 than in 2007, those new games include free to play ones which are what’s hot right now. FPS’s are no longer that much of a hit, I think only CSGO and PUBG have stayed relevant.
> >
> > Halo indeed was better than it’s competitors, then the competitors stepped their game up and Halo stalled, tried to catch up and didn’t do very well until Halo 5 when Halo and FPS’s were no longet that relevant. CoD also failed, BF also failed.
>
> All you’re really telling me is that Halo isn’t keeping up with being good and is falling behind, which means it should ring true for Halo 5.
>
> You’re able to tell me that the Halo series made bad changes in Reach and Halo 4 and is a “failure” (which Halo 4 was not), but pointing out what people believe are bad changes in Halo 5 are just “wallowing in nostalgia”?
>
> Shouldn’t I be able to hold you to the same standard, and that your current feelings on Halo 5 are comparable to what people want out of some next game?

Bad changes in Reach were armor abilities and how Jetpack dominated, when that was solved the game turned much better. IIRC Halo 4’s player population is the one that dropped faster in all the franchise’s history, so yeah, it was a failure, maybe not sales wise.

I am open to see what 343 bring to the table, I stated my opinion on what I think about classic movement, I am not saying it should be one or the other, if you read a few of my posts back I say both can be done -new and classic movement, keep the one that is played the most, as simple as that-.

Since doom seems to be a big comparison i would argue that with 4 and 5 they were wanting to make Doom 3 level changes but got cold feet and added them to the base game, creating a hybrid. I could not compare 4 or 5 to eternal, it really does feel like what they were going for was a different philosophy, a different game.

I think the beauty of Halo is you start simple and the tools you need are on the map. It is simple, but not basic. map rotation and positioning, awareness, control and denial are much more important when the power is on the map and not off spawn. The open-endedness allows for gameplay variety and creativity.

In 4 the ordnance introduced a randomness that made most of the strategy moot, loadouts lead to players just choosing the most powerful and flexible option possible and played more samey than classic Halo.

With 5 they heralded that map pick-ups would return as they introduced a movement system that was so powerful and integral to playing well that the classic changes were dampened. In 5 you see 1 player play you’ve seen it all. Efficiency of advanced movement mechanics is the requirement to be good and it plays samey. Take Chillout in CE, Sanctuary in 2, The Pit in 3 or Countdown in Reach (no bloom, no sprint). I would argue these were the staple all-round maps of each respective game. The pace could be a dead stop or lightning fast, performance and input made it possible. The changes made in 4 and 5, both differently, make it play more monotonous.

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> > > > > > > > > > > In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
> > > > > > > > > >
> > > > > > > > > > please not… if that’s the case then I’ll skip this one.
> > > > > > > > >
> > > > > > > > > You people are so confusing to me. How can you say you liked Halo? Please go put some actual time into Halo 2 and Halo 3 and you will realize not EVERY MODERN SHOOTER NEEDS TO HAVE SPRINT. Why is that hard to understand. COD does it and suddenly its a norm? There are other ways to innovate gameplay. Look at DOOM. It is such a unique FPS gameplay and Halo used to have that. This is frightening.
> > > > > > > >
> > > > > > > > Yet DOOM is so different from the original game, they did it right, Halo also did it right, the thing is this bunch of people wallowing in nostalgia cause Halo 2 and Halo 3 were the most successful games at the moment. H5 was a success, it has maintained player population for many years. These complainers comparing it to H2-3 levels just don’t understand how much of a different era it is.
> > > > > > > >
> > > > > > > > The community complains, yet they’re a small percentage of the players. Their opinion and input is really important, but it’s not be-all, specially if they can’t get over a 15 year old game.
> > > > > > >
> > > > > > > DOOM maintains the core of what made DOOM 1 and 2 good though. Just get in there, shoot all the stuff, and leave. Halo 5 is nearly unrecognizable when put next to Halo 3 or Halo 2. I don’t think anyone is wallowing in nostalgia. Halo 2 and Halo 3 kept their player-base very well. Also, Halo 5 is probably a success because it was the only new Halo game released on the Xbox One and was the only one that actually worked on launch.
> > > > > > >
> > > > > > > Also, Citation Needed for your last paragraph.
> > > > > >
> > > > > > Campaign wise there isn’t much difference in the Halo core. As for the Arena shooter core in MP, it has changed, when it did the most on H4 it wasn’t well taken and a failure, yet it came back in H5 and it keeps core gameplay with new mechanics, which is what Doom does. I have rarely seen complains on Halo’s campaign gameplay, the story is a different thing. In the end, let’s see how much population Doom Eternal has in 4 years and how it compares to today’s H5… I don’t think Doom’s MP is even a deal.
> > > > > >
> > > > > > As I say, 2 and 3 kept their base cause the era was so much different, Live was new, H2 was the first of it’s kind, there weren’t many other competitors, there were less games, etc… times change.
> > > > > >
> > > > > > I don’t have the citation and I won’t do the numbers, but I’m pretty sure that maybe even less than 1% of the halo players have participated in this topic. You’re free to do the math if you want to.
> > > > >
> > > > > While correlation does not equal causation, there is a clear correlation between Bungie/343i screwing with the core gameplay to become more like CoD/Titanfall and the decline of the series. A lot of people left after Halo 4 and never came back. Which is why I assume 343i doesn’t want to give sales numbers for Halo 5. If your sales are great, you’ll scream it from the rooftops. Hell, the only reason I came back was because of the Master Chief Collection coming to PC.
> > > > >
> > > > > As for Doom, multi-player hasn’t really been a big emphasis for the Doom series like Halo has been. That being said, its core gameplay is still praised by its audience. Halo 5’s (and 4’s, and Reach’s) has been divisive since day one. The difference between Doom Eternal’s changes is that the audience feels the changes are natural evolutions that build from the core. The ones who defend 343i’s Halo games don’t argue from this perspective. They know the core was thrown out, but don’t care. That’s where the fundamental breakdown is.
> > > >
> > > > I agree mostly. If Halo was campaign only I think the result would be the same as in Doom, praised by audience.
> > > > I think change is good, I also believe 343i hasn’t made the best decisions. I would say the arena shooter core wasn’t thrown out, mostly only in Halo 4 but they then corrected and the game was enjoyable in 4v4 games. If by core you mean the movement, then yes, but Halo MP is far from being movement only.
> > >
> > > But movement for any game is a big, fundamental thing. One of the things that made Halo so popular was that it was easy to learn but difficult to master. That’s why it expanded its audience and each Halo with the culmination of Halo 3. One of the common complaints with Halo 5 is that all of the advanced movement makes it complicated to get into. Then of course they ruin the flow of the map.
> > >
> > > That’s why a lot of people say that Halo 5 is “too competitive/sweaty”. The movement is too complicated compared to the old, so it’s not as easy for people to pick up and play. There’s a reason why CoD made a reversal on the advanced movement trend and went back to its roots.
> >
> > It is, I agree. Halo Reach was more complicated with pickup abilities IMO and loadouts, yet many put it over H5.
> > I do not believe H5’s advanced movement is complicated, is just another thin layer, there is no “this movement counter this” or things like that. OTOH Loadouts are complicated in that way and yet loadout based games have had a lot of success.
>
> Because Halo 4 doubled-down on what Reach did (which was already controversial). And with Armor Abilities, it was a one-button press to activate, and you only had one at a time, not multiple.
>
> Now, I never played Halo 5, but from watching videos and listening to people who do like it, they admit that they like it because “what move do I use to counter this one” and that it is more complicated than the old style, but they still like it.
>
> Just because one game is successful with loadouts doesn’t mean they all need them. Halo 4 tried that, and universally panned for it. Halo did just fine without loadouts before, and it would have done fine without them today. Again, Halo 5 reversed on the loadouts of Halo 4 because of how despised it was.

Halo doesn’t work with loadouts, it is an Arena Multiplayer. In this arena all players start the same and fight for control and weapons. Halo 5 does that, with added movement that is just an evolution of the game. If in Infinite there’s a playlist with added movement and one without it, you’ll get to play what you like; and the one with the most players will dictate what is better.

I for one, enjoyed H5 more with abilities.

Would I like a return of classic movement mechanics in campaign? No, I want something new, classic movement is slow and dated for campaign.
Would I like the same thing in multiplayer? No, but I’m open on trying both and see which one I like the most.

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> > It is, I agree. Halo Reach was more complicated with pickup abilities IMO and loadouts, yet many put it over H5.
> > I do not believe H5’s advanced movement is complicated, is just another thin layer, there is no “this movement counter this” or things like that. OTOH Loadouts are complicated in that way and yet loadout based games have had a lot of success.
>
> Because Halo 4 doubled-down on what Reach did (which was already controversial). And with Armor Abilities, it was a one-button press to activate, and you only had one at a time, not multiple.
>
> Now, I never played Halo 5, but from watching videos and listening to people who do like it, they admit that they like it because “what move do I use to counter this one” and that it is more complicated than the old style, but they still like it.
>
> Just because one game is successful with loadouts doesn’t mean they all need them. Halo 4 tried that, and universally panned for it. Halo did just fine without loadouts before, and it would have done fine without them today. Again, Halo 5 reversed on the loadouts of Halo 4 because of how despised it was.

> Halo doesn’t work with loadouts, it is an Arena Multiplayer. In this arena all players start the same and fight for control and weapons. Halo 5 does that, with added movement that is just an evolution of the game. If in Infinite there’s a playlist with added movement and one without it, you’ll get to play what you like; and the one with the most players will dictate what is better.
>
> I for one, enjoyed H5 more with abilities.
>
> Would I like a return of classic movement mechanics in campaign? No, I want something new, classic movement is slow and dated for campaign.
> Would I like the same thing in multiplayer? No, but I’m open on trying both and see which one I like the most.

Classic movement isn’t slow and dated though. The game is designed around you hitting certain points at certain times. If the Halo 5 campaign doesn’t want you to reach Point A in 50 seconds, it won’t let you reach Point A in 50 seconds, regardless of any movement mechanics. Same thing with Halo CE. You just think it’s slow because Halo’s FOV has always been incredibly low, sub-70 for Halo 3, I think. DOOM 2016 proves you can do that classic style of movement and keep it fresh. At the very least, having an increased BMS over having Sprint has better combat applications, because Sprint loses all utility when you get into a combat encounter.

But having two playlists doesn’t solve the issues that having “enhanced mobility” adds. Weapons have to be tuned to hit fast-moving targets, grenades need to have a wider kill radius, aim assist needs to be stronger on controllers to account for fast-moving targets. Turning off the mechanics doesn’t solve the problems that come about because of those mechanics.

Halo 2 had a lot of changes from Halo CE that changed the game up a lot, but the core remained the same. Same with Halo 3. Halo 5 being near unrecognizable next to the vast majority of other games in the series, even Halo 4, isn’t an “evolution” of the series.

Apologies for the messed up quote, Waypoint didn’t like me quoting Latin Lover.

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>
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> >
>
> Classic movement isn’t slow and dated though. The game is designed around you hitting certain points at certain times. If the Halo 5 campaign doesn’t want you to reach Point A in 50 seconds, it won’t let you reach Point A in 50 seconds, regardless of any movement mechanics. Same thing with Halo CE. You just think it’s slow because Halo’s FOV has always been incredibly low, sub-70 for Halo 3, I think. DOOM 2016 proves you can do that classic style of movement and keep it fresh. At the very least, having an increased BMS over having Sprint has better combat applications, because Sprint loses all utility when you get into a combat encounter.
>
> But having two playlists doesn’t solve the issues that having “enhanced mobility” adds. Weapons have to be tuned to hit fast-moving targets, grenades need to have a wider kill radius, aim assist needs to be stronger on controllers to account for fast-moving targets. Turning off the mechanics doesn’t solve the problems that come about because of those mechanics.
>
> Halo 2 had a lot of changes from Halo CE that changed the game up a lot, but the core remained the same. Same with Halo 3. Halo 5 being near unrecognizable next to the vast majority of other games in the series, even Halo 4, isn’t an “evolution” of the series.
>
> Apologies for the messed up quote, Waypoint didn’t like me quoting Latin Lover.

Exactly, there are some genuinely slow things in CE, especially jump delay, strafe acceleration and slow air speed. However if the campaign is just full of parts like in the mission ‘Halo’ it is bound to be slow. CE also had the library, the Beach in silent cartographer, the starting section of TnR, most of the first level etc that weren’t slow.

All halo campaigns are linear, but it feels like 4 and 5 are more on-rails. I would argue that movement is not a big thing in Halo campaigns beyond positioning mid-fight. Most of Halo is just moving from combat to combat. I don’t understand the praise 4’s campaign gets either, the gameplay in that is also very bland.

You nailed it in one that sprint has no combat applications. Why is the attachment to sprint so necessary, we can have a fluid and quick game without it that isn’t a detriment to combat.

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> > > > > > > > > > In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
> > > > > > > > >
> > > > > > > > > please not… if that’s the case then I’ll skip this one.
> > > > > > > >
> > > > > > > > You people are so confusing to me. How can you say you liked Halo? Please go put some actual time into Halo 2 and Halo 3 and you will realize not EVERY MODERN SHOOTER NEEDS TO HAVE SPRINT. Why is that hard to understand. COD does it and suddenly its a norm? There are other ways to innovate gameplay. Look at DOOM. It is such a unique FPS gameplay and Halo used to have that. This is frightening.
> > > > > > >
> > > > > > > Yet DOOM is so different from the original game, they did it right, Halo also did it right, the thing is this bunch of people wallowing in nostalgia cause Halo 2 and Halo 3 were the most successful games at the moment. H5 was a success, it has maintained player population for many years. These complainers comparing it to H2-3 levels just don’t understand how much of a different era it is.
> > > > > > >
> > > > > > > The community complains, yet they’re a small percentage of the players. Their opinion and input is really important, but it’s not be-all, specially if they can’t get over a 15 year old game.
> > > > > >
> > > > > > DOOM maintains the core of what made DOOM 1 and 2 good though. Just get in there, shoot all the stuff, and leave. Halo 5 is nearly unrecognizable when put next to Halo 3 or Halo 2. I don’t think anyone is wallowing in nostalgia. Halo 2 and Halo 3 kept their player-base very well. Also, Halo 5 is probably a success because it was the only new Halo game released on the Xbox One and was the only one that actually worked on launch.
> > > > > >
> > > > > > Also, Citation Needed for your last paragraph.
> > > > >
> > > > > Campaign wise there isn’t much difference in the Halo core. As for the Arena shooter core in MP, it has changed, when it did the most on H4 it wasn’t well taken and a failure, yet it came back in H5 and it keeps core gameplay with new mechanics, which is what Doom does. I have rarely seen complains on Halo’s campaign gameplay, the story is a different thing. In the end, let’s see how much population Doom Eternal has in 4 years and how it compares to today’s H5… I don’t think Doom’s MP is even a deal.
> > > > >
> > > > > As I say, 2 and 3 kept their base cause the era was so much different, Live was new, H2 was the first of it’s kind, there weren’t many other competitors, there were less games, etc… times change.
> > > > >
> > > > > I don’t have the citation and I won’t do the numbers, but I’m pretty sure that maybe even less than 1% of the halo players have participated in this topic. You’re free to do the math if you want to.
> > > >
> > > > While correlation does not equal causation, there is a clear correlation between Bungie/343i screwing with the core gameplay to become more like CoD/Titanfall and the decline of the series. A lot of people left after Halo 4 and never came back. Which is why I assume 343i doesn’t want to give sales numbers for Halo 5. If your sales are great, you’ll scream it from the rooftops. Hell, the only reason I came back was because of the Master Chief Collection coming to PC.
> > > >
> > > > As for Doom, multi-player hasn’t really been a big emphasis for the Doom series like Halo has been. That being said, its core gameplay is still praised by its audience. Halo 5’s (and 4’s, and Reach’s) has been divisive since day one. The difference between Doom Eternal’s changes is that the audience feels the changes are natural evolutions that build from the core. The ones who defend 343i’s Halo games don’t argue from this perspective. They know the core was thrown out, but don’t care. That’s where the fundamental breakdown is.
> > >
> > > I agree mostly. If Halo was campaign only I think the result would be the same as in Doom, praised by audience.
> > > I think change is good, I also believe 343i hasn’t made the best decisions. I would say the arena shooter core wasn’t thrown out, mostly only in Halo 4 but they then corrected and the game was enjoyable in 4v4 games. If by core you mean the movement, then yes, but Halo MP is far from being movement only.
> >
> > But movement for any game is a big, fundamental thing. One of the things that made Halo so popular was that it was easy to learn but difficult to master. That’s why it expanded its audience and each Halo with the culmination of Halo 3. One of the common complaints with Halo 5 is that all of the advanced movement makes it complicated to get into. Then of course they ruin the flow of the map.
> >
> > That’s why a lot of people say that Halo 5 is “too competitive/sweaty”. The movement is too complicated compared to the old, so it’s not as easy for people to pick up and play. There’s a reason why CoD made a reversal on the advanced movement trend and went back to its roots.
>
> It is, I agree. Halo Reach was more complicated with pickup abilities IMO and loadouts, yet many put it over H5.
> I do not believe H5’s advanced movement is complicated, is just another thin layer, there is no “this movement counter this” or things like that. OTOH Loadouts are complicated in that way and yet loadout based games have had a lot of success.

I think that’s where players from the older Halos began to fall off of 5 and either find something else to do or go to MCC. The entire feel of Halo 5 is different, and because of things like spartan charge you have to make maps with enough room in a sprint to use it, which also means players rounding a corner sometimes have no time to react. It changed the map feel and play style so suddenly that some players did not like it. The introduction of clamber completely removed the vitality of high ground and figuring out the best way to hold it… sure it’s still important to be up top, but it’s no longer as critical a power point like the first 3 games. As for loadouts, Halo has been more of a spawn equal, find map weapons to your advantage. The preset thing they did in H2A made some sense since the developers could choose the weapons in the preset and keep the spawn weapons balanced. With loadouts, that’s just more of a COD thing/other games. Any game can be successful as long as the core elements are easy to learn, fair, and addicting (there’s plenty other stuff but eh that’s good enough).

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> > >
> >
> > Classic movement isn’t slow and dated though. The game is designed around you hitting certain points at certain times. If the Halo 5 campaign doesn’t want you to reach Point A in 50 seconds, it won’t let you reach Point A in 50 seconds, regardless of any movement mechanics. Same thing with Halo CE. You just think it’s slow because Halo’s FOV has always been incredibly low, sub-70 for Halo 3, I think. DOOM 2016 proves you can do that classic style of movement and keep it fresh. At the very least, having an increased BMS over having Sprint has better combat applications, because Sprint loses all utility when you get into a combat encounter.
> >
> > But having two playlists doesn’t solve the issues that having “enhanced mobility” adds. Weapons have to be tuned to hit fast-moving targets, grenades need to have a wider kill radius, aim assist needs to be stronger on controllers to account for fast-moving targets. Turning off the mechanics doesn’t solve the problems that come about because of those mechanics.
> >
> > Halo 2 had a lot of changes from Halo CE that changed the game up a lot, but the core remained the same. Same with Halo 3. Halo 5 being near unrecognizable next to the vast majority of other games in the series, even Halo 4, isn’t an “evolution” of the series.
> >
> > Apologies for the messed up quote, Waypoint didn’t like me quoting Latin Lover.
>
> Exactly, there are some genuinely slow things in CE, especially jump delay, strafe acceleration and slow air speed. However if the campaign is just full of parts like in the mission ‘Halo’ it is bound to be slow. CE also had the library, the Beach in silent cartographer, the starting section of TnR, most of the first level etc that weren’t slow.
>
> All halo campaigns are linear, but it feels like 4 and 5 are more on-rails. I would argue that movement is not a big thing in Halo campaigns beyond positioning mid-fight. Most of Halo is just moving from combat to combat. I don’t understand the praise 4’s campaign gets either, the gameplay in that is also very bland.
>
> You nailed it in one that sprint has no combat applications. Why is the attachment to sprint so necessary, we can have a fluid and quick game without it that isn’t a detriment to combat.

Doom 2016 proved you don’t need super advanced mechanics to have a good game, yes. The only reason I kinda like having sprint in Halo is to get around the large maps faster. And what Delta said about weapons being tuned to hit faster moving targets completely screws with the feel of the game. Doing a little test with a friend, the bullets actually curve thru the air to hit the target, but only slightly so that you won’t notice it too much… but even then I’m sometimes asking myself how I hit some shots in H5. In H3, it was more about leading some shots and estimating when it would hit. That’s more skill based than having bullets curve.
Actually thinking of a route to surprise and counter your opponent is better than 5’s run in with the charge ready and try to hit them. That’s why Halo 3 had so many players for a long time… the gameplay was unique to Halo, and was always trying to force in action. Multiplayer is all about the action, but in a campaign you don’t need 24/7 action to keep the player interested. Some slow parts make the action areas feel better or more special. Plus having some areas more open and less linear is helpful to variety.
Imo, I’m fine if sprint stays, but I’d be even happier if it didn’t… I’d also be happier if we returned to equipment instead of armor abilities. Spartan abilities need to go and stay in H5 only.

I was going to post this in a different thread, but decided to post it here in case the other thread got locked for being a redundant discussion about movement mechanics. No offense to the guy who made the other thread, but I spent 3 solid hours thinking about and typing this, so I’d rather not chance it.

Well, it’s too late to change minds at 343 because the game is probably mostly done at this point, but lets take a critical look at things, while keeping in mind core gameplay goals of maintaining momentum, keeping gameplay balanced, and a very high dynamic range of movement velocity that the player is in control of.

Sprint. The big one. Halo 4 and 5 have fast (Sprint), medium (Moving the stick forward fully), and slow (Crouching) as main movement options, and the maps are designed around the fastest of these options. When you go slower than the fastest movement speed, the maps will feel very large and open, and you will feel very slow and exposed. Sprint means maps are made larger along the X and Y axis (horizontal). And that much is fine, because you don’t want maps to feel too small and claustrophobic, which can seriously mess with spawning and the importance of map control. But then there’s the issue of having to come out of Sprint (slow down) to attack enemies. It messes with the smooth flow of movement, and makes maps feel barren and awkwardly large when you’re not sprinting. So, I would remove Sprint, and make base movement speed a tiny bit faster than Halo 3. Horizontal map design would be along the lines of what you find in Halo 2/3, and the gameplay would be more fluid, without the jarring loss of momentum you get in 4 and 5, (and to some extent, Reach) when you want to attack an enemy. Movement would feel a touch faster than Halo 3, and there would be no movement penalty to enter combat along the horizontal axis.

Then there’s Spartan Charge. It can reward players with a 1 hit kill, for rushing into combat. It also wouldn’t work without Sprint, so this would have to be removed anyway.

Ground Pound is something people don’t seem to talk about in-depth very often. It offers an easy, forgiving way to severely hurt, or kill, enemies from the positive Z axis (when you’re above an enemy). It’s like spawning with a lower tier power weapon. It gives too much of an advantage to players with a height advantage, right after spawning. A height advantage is enough on its own, but spawning with the ability to kill enemies from any angle in one hit, or to knock out shields entirely from any angle, without even hitting them, from spawn, damages the importance of power weapon control on a map. Because of the ability to attack anyone in a large radius below you, it’s too forgiving even if it only lowered shields on a direct hit. It would have to be removed.

Thrust is something I personally enjoy the feel of using, but I understand how it messes with the balancing of explosives (Although it does help mitigate grenade spam), and changes the way reticle magnetism and bullet magnetism is designed. It also rewards poor positioning to a small extent. The easy solution is to remove it, but a small voice inside me says it might be acceptable with a large nerf in the form of 50% (or greater) less travel distance. And that nerf would come naturally with the removal of Sprint, because of the smaller maps sizes its removal would necessitate. Extensive playtesting would be required to see what this would be like.

Slide can stay with a nerf to travel distance. This is a nerf that would come naturally with the removal of Sprint. It doesn’t really do anything besides act like a way to quickly go into a crouch while moving forward. It can even add options to map design, by making it possible to have obstacles you could slide under. Sliding under something would just be faster and more fluid than Crouching.

Clamber is a mixed bag. It can save you from a bad jump, but the Clamber animation is long enough for a someone to get one or two Pistol shots on you while you’re in the animation, so it puts you at a disadvantage when used when an enemy is trying to shoot you. But Clamber also means you can effectively jump higher than before. To counter this, map design would have to expand on the Z axis (more vertical). Map design that doesn’t expand vertically, would offer more ways to traverse the maps… but this can be a bad thing, because less predictable traversal means there’s less of a strategy to map control. A player would be able to approach a high point from more angles, and that defeats some of the advantages of gaining the high ground by making the high ground less defensible. So that being said, map design would have to be a little more vertical. But that isn’t all that bad of a thing, because verticality is something that could stand to be made more valuable in Halo. However, Clamber has to be nerfed if it stays. It’s too forgiving because the player can grab ledges that are too far away. You should have to be securely touching/up against the ledge to grab it. This also means that the height of ledges you can grab would have to be lower. To see how clamber vs no clamber works, very extensive playtesting would need to take place on two forge maps that are close to identical along the horizontal axis, but slightly differ along the vertical axis. It may end up being redundant.

It’s difficult to explain to people that a small height difference wouldn’t change gameplay drastically, like the way Sprint does. Unless you’re in a zero gravity environment, movement along the vertical plane is very different from moving along the horizontal plane. I can start by saying that, even in Halo, strictly horizontal movement is used far more often than strictly vertical movement, but that won’t keep people from having a kneejerk reaction after seeing a remake of their favorite map that looks taller. And honestly, that reason alone might push a decision over the edge… Anyway, the whole goal of this post isn’t to keep things exactly the same as it was in the past, it’s thinking about what could add/retain/alter movement mechanics, while staying in line with the theme of maintaining momentum and balance.

> 2533274822068856;3551:
> I was going to post this in a different thread, but decided to post it here in case the other thread got locked for being a redundant discussion about movement mechanics. No offense to the guy who made the other thread, but I spent 3 solid hours thinking about and typing this, so I’d rather not chance it.
>
> Well, it’s too late to change minds at 343 because the game is probably mostly done at this point, but lets take a critical look at things, while keeping in mind core gameplay goals of maintaining momentum, keeping gameplay balanced, and a very high dynamic range of movement velocity that the player is in control of.
>
> Sprint. The big one. Halo 4 and 5 have fast (Sprint), medium (Moving the stick forward fully), and slow (Crouching) as main movement options, and the maps are designed around the fastest of these options. When you go slower than the fastest movement speed, the maps will feel very large and open, and you will feel very slow and exposed. Sprint means maps are made larger along the X and Y axis (horizontal). And that much is fine, because you don’t want maps to feel too small and claustrophobic, which can seriously mess with spawning and the importance of map control. But then there’s the issue of having to come out of Sprint (slow down) to attack enemies. It messes with the smooth flow of movement, and makes maps feel barren and awkwardly large when you’re not sprinting. So, I would remove Sprint, and make base movement speed a tiny bit faster than Halo 3. Horizontal map design would be along the lines of what you find in Halo 2/3, and the gameplay would be more fluid, without the jarring loss of momentum you get in 4 and 5, (and to some extent, Reach) when you want to attack an enemy. Movement would feel a touch faster than Halo 3, and there would be no movement penalty to enter combat along the horizontal axis.
>
> Then there’s Spartan Charge. It can reward players with a 1 hit kill, for rushing into combat. It also wouldn’t work without Sprint, so this would have to be removed anyway.
>
> Ground Pound is something people don’t seem to talk about in-depth very often. It offers an easy, forgiving way to severely hurt, or kill, enemies from the positive Z axis (when you’re above an enemy). It’s like spawning with a lower tier power weapon. It gives too much of an advantage to players with a height advantage, right after spawning. A height advantage is enough on its own, but spawning with the ability to kill enemies from any angle in one hit, or to knock out shields entirely from any angle, without even hitting them, from spawn, damages the importance of power weapon control on a map. Because of the ability to attack anyone in a large radius below you, it’s too forgiving even if it only lowered shields on a direct hit. It would have to be removed.
>
> Thrust is something I personally enjoy the feel of using, but I understand how it messes with the balancing of explosives (Although it does help mitigate grenade spam), and changes the way reticle magnetism and bullet magnetism is designed. It also rewards poor positioning to a small extent. The easy solution is to remove it, but a small voice inside me says it might be acceptable with a large nerf in the form of 50% (or greater) less travel distance. And that nerf would come naturally with the removal of Sprint, because of the smaller maps sizes its removal would necessitate. Extensive playtesting would be required to see what this would be like.
>
> Slide can stay with a nerf to travel distance. This is a nerf that would come naturally with the removal of Sprint. It doesn’t really do anything besides act like a way to quickly go into a crouch while moving forward. It can even add options to map design, by making it possible to have obstacles you could slide under. Sliding under something would just be faster and more fluid than Crouching.
>
> Clamber is a mixed bag. It can save you from a bad jump, but the Clamber animation is long enough for a someone to get one or two Pistol shots on you while you’re in the animation, so it puts you at a disadvantage when used when an enemy is trying to shoot you. But Clamber also means you can effectively jump higher than before. To counter this, map design would have to expand on the Z axis (more vertical). Map design that doesn’t expand vertically, would offer more ways to traverse the maps… but this can be a bad thing, because less predictable traversal means there’s less of a strategy to map control. A player would be able to approach a high point from more angles, and that defeats some of the advantages of gaining the high ground by making the high ground less defensible. So that being said, map design would have to be a little more vertical. But that isn’t all that bad of a thing, because verticality is something that could stand to be made more valuable in Halo. However, Clamber has to be nerfed if it stays. It’s too forgiving because the player can grab ledges that are too far away. You should have to be securely touching/up against the ledge to grab it. This also means that the height of ledges you can grab would have to be lower. To see how clamber vs no clamber works, very extensive playtesting would need to take place on two forge maps that are close to identical along the horizontal axis, but slightly differ along the vertical axis. It may end up being redundant.
>
> It’s difficult to explain to people that a small height difference wouldn’t change gameplay drastically, like the way Sprint does. Unless you’re in a zero gravity environment, movement along the vertical plane is very different from moving along the horizontal plane. I can start by saying that, even in Halo, strictly horizontal movement is used far more often than strictly vertical movement, but that won’t keep people from having a kneejerk reaction after seeing a remake of their favorite map that looks taller. And honestly, that reason alone might push a decision over the edge… Anyway, the whole goal of this post isn’t to keep things exactly the same as it was in the past, it’s thinking about what could add/retain/alter movement mechanics, while staying in line with the theme of maintaining momentum and balance.

Great post, and well though out. I believe sprint is the most important option to go, and maybe use something instead like a walk button (similar to CS: GO). That way you are always moving normal speed while aiming, and the walk animation makes you very quiet and has its pros.

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> > But after playing H5 and jumping back into reach on MCC, it’s best to leave the old mechanics in the past. Advance movement is what makes the modern halo original.
>
> But Halo 5 took back the old mechanics after the events of Halo 4.
>
> Halo 4 was the one that tried to be the most original, so Halo 5 is inherently proving that statement wrong.
>
> And this is coming from the same community that desperately craves Dual Wielding and playing as Elites, two “old mechanics”

You’re right, but the problem with H4 was the gameplay not the advance movement. It was almost the spitting image of COD. The scoring system still hasn’t changed. What is it 500pts to win in slayer? Initially more points were gained from assassinations and grenade killis. Also individual loadouts was included. I remember the first month or so everyone was just spawning with plasma pistols. Don’t get me wrong they fixed it after a couple years but the problem with h4 wasn’t advance movement.

Really? Am i the only one who think Halo 5 is awesome? Multiplayer is adictive asf. I would be pissed if Infinite goes no sprint/thruster movement.I mean, at least get me thruster back.

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> Great post, and well though out. I believe sprint is the most important option to go, and maybe use something instead like a walk button (similar to CS: GO). That way you are always moving normal speed while aiming, and the walk animation makes you very quiet and has its pros.

I don’t think he thought well of slide (among others), how can you slide without sprint? Crouching? Then how does crouching work when you’re moving?

As for the “walking”, you can already do that by lightly pushing the thumbstick, no reason to add a button for that…

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> Really? Am i the only one who think Halo 5 is awesome? Multiplayer is adictive asf. I would be pissed if Infinite goes no sprint/thruster movement.I mean, at least get me thruster back.

No you’re not, there’s several people who like me and you, like Halo 5, but I don’t think you’ve read the whole topic nor would I recommend you to do so.

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> > 2533274866906624;3552:
> > Great post, and well though out. I believe sprint is the most important option to go, and maybe use something instead like a walk button (similar to CS: GO). That way you are always moving normal speed while aiming, and the walk animation makes you very quiet and has its pros.
>
> I don’t think he thought well of slide (among others), how can you slide without sprint? Crouching? Then how does crouching work when you’re moving?
>
> As for the “walking”, you can already do that by lightly pushing the thumbstick, no reason to add a button for that…

The ability would be akin to the counter-strike game’s ability which made your footsteps silent among other things.

Late to the game on this one, and admittedly didn’t read the thousands of posts in here, so apologies if this is restating what others have said - but just to voice my own opinion on this. For those that have tried to play Halo 5’s Mythic Team Arena or Mythic FFA, I’m personally hoping that style of gameplay is the direction Infinite will take. No sprint, slide, ground pound, or spartan charge, but thrust remains. This totally removes the frustrating soaring/collapsing meta that Halo 5 had emerge, and focuses back on core teamwork/gunplay, and out playing your opponents with movement and quick thinking. I truly enjoyed that game mode, and the inclusion of the H2BR in it was also key when mixed with that movement meta.

I think a slightly less accurate BR than the h2br from halo 5 and the movemnt mechanics in those playlists when coupled with well designed developer made maps surrounding that movement style would be the best next step for halo.

> 2533274793210642;3558:
> Late to the game on this one, and admittedly didn’t read the thousands of posts in here, so apologies if this is restating what others have said - but just to voice my own opinion on this. For those that have tried to play Halo 5’s Mythic Team Arena or Mythic FFA, I’m personally hoping that style of gameplay is the direction Infinite will take. No sprint, slide, ground pound, or spartan charge, but thrust remains. This totally removes the frustrating soaring/collapsing meta that Halo 5 had emerge, and focuses back on core teamwork/gunplay, and out playing your opponents with movement and quick thinking. I truly enjoyed that game mode, and the inclusion of the H2BR in it was also key when mixed with that movement meta.
>
> I think a slightly less accurate BR than the h2br from halo 5 and the movement mechanics in those playlists when coupled with well designed developer made maps surrounding that movement style would be the best next step for halo.

You know, I think I can deal with that. It’s not my perfect halo game but I think that’s at least going in the right direction.

> 2712882632690848;3555:
> > 2533274866906624;3552:
> > Great post, and well though out. I believe sprint is the most important option to go, and maybe use something instead like a walk button (similar to CS: GO). That way you are always moving normal speed while aiming, and the walk animation makes you very quiet and has its pros.
>
> I don’t think he thought well of slide (among others), how can you slide without sprint? Crouching? Then how does crouching work when you’re moving?
>
> As for the “walking”, you can already do that by lightly pushing the thumbstick, no reason to add a button for that…

Crouching wile you’re traveling forward at full speed for a short period of time (Pushing all the way forward on the left stick for a couple of seconds.), would put you into a slide. Crouching while you’re standing still or moving slowly, would put you into a crouch, and you would decide if you wanted to crouch-walk or stay still. this is how it works right now. The only thing that would change, is going into a slide when you press the crouch button while moving at full speed. This is pretty much how it works in Halo 5, and it isn’t as disruptive as some people might think. It’s new and different, but doesn’t go against the momentum philosophy. In fact, I think it works quite well, due to the seamless transition to a crouch while moving at full speed. It adds an option to movement without slowing down the pacing of gameplay.

Another idea to reinforce this, is the ability to shoot in a 120 degree angle in front of you while in a slide. I’m glad you brought this up, or I wouldn’t have come up with this. I was tired when I typed that up.

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> > Really? Am i the only one who think Halo 5 is awesome? Multiplayer is adictive asf. I would be pissed if Infinite goes no sprint/thruster movement.I mean, at least get me thruster back.
>
> No you’re not, there’s several people who like me and you, like Halo 5, but I don’t think you’ve read the whole topic nor would I recommend you to do so.

@ xboxlegend124 no, there are a decent amount of people who liked Halo 5 MP, but don’t feel like it plays or feels like Halo. The sprint animation especially has been a topic for years if it should or shouldn’t be in as it massively affects how the game plays. A lot of people here and around the internet, have explain in MASS detail as to why they don’t feel the sprint animation is needed in Halo and/or how it hurts gameplay. I would highly recommend reading some here (unlike what Mc Latin lover has suggested) or around the net.

Also, If you did read this entire thread here or read others on social media, I think you would find that a good majority of people who don’t want the sprint animation, want thrusters in and/or a movement ststem around them.

I would say I pretty common thing what people who don’t want the sprint animation in would like to see,

  • No Sprint animation or anything that comes with it (Sliding, Spartan charge, etc.) - an increase in the base movement speed - Thrusters or a form of them in - Hover inI would say after that, a lot of those people either don’t want, want to see them in but changed or are indifferent on them are things like,

  • ADS style zoom animation - Clamber - Ground poundPersonally, I think the sprint animation should be removed, increase the base movement speed, remove ADS style zooming completely and the old style zoom brought back with an updated look, thrusters in, hover in and ground pound in but tweeted (anyone who knows me knows that I absolutely hate ground pound so for me to say that I want it in should tell you something)

I used to want clamber in, but now I’m convinced that a double jump tied into thrusters, so a boost jump if you will, would play much better as it could also allow you to have your gun up at all times which in my opinion is what Halo should be.

Also, for the record, I do enjoy Halo 5 MP (look at my service record if you don’t believe me) a heck of a lot more then Halo 4 and Halo Reach. It’s my favorite next to the original series and I started with CE, but that doesn’t mean I necessarily prefer that style for Halo. As I stated above, I don’t. I’ve just never seen the point of the sprint animation being in, along with the ADS style zoom look. I feel they add absolutely nothing to Halo and so far no one has ever given me a reason to make me think otherwise, unlike say clamber which I used to be all for but now I think there’s a better way.

My advice, keep an open mind and actually listened to what people have to say. No one’s forcing you change your opinion but it never hurts to listen.