The return of classic movement mechanics?

> 2533274795123910;3658:
> > 2533274981196700;3657:
> > yeah, bc people like u, i Will be forced to hop every 2 seconds for whole campaign and half minute walking to finnaly get on warthog in btb maps and probably get sniped while hopping. Nice experience :raised_hands::raised_hands:
>
> So, you assume i343 would make it so that constantly jumping forward would be faster than just moving forward?
> Why isn’t that the case now? Or do you constantly sprint jump? If so, what’s the difference?
>
> Why is the warthog 30 seconds away?

When playing mcc h3 on example avalanche, i get bored so quickly to get to point B. So yeah, no thanks. Like if they return warzone loool i Will not even finish sentence. 4v4 doesnr need sprint, but my god, ctf on valhala, 2 minutes left and you losing by one. Yeah, game over, just like that. Not a fan. I have faith in 343 for New halo. If sprint is gone, Al least keep thruster.

No, i wont 24/7 action. Lol im not cod player and i didnt like h4 mp. H5 is my jam :heart: and its balanced good even with sprint.

> 2533274981196700;3662:
> > 2533274795123910;3658:
> > > 2533274981196700;3657:
> > > yeah, bc people like u, i Will be forced to hop every 2 seconds for whole campaign and half minute walking to finnaly get on warthog in btb maps and probably get sniped while hopping. Nice experience :raised_hands::raised_hands:
> >
> > So, you assume i343 would make it so that constantly jumping forward would be faster than just moving forward?
> > Why isn’t that the case now? Or do you constantly sprint jump? If so, what’s the difference?
> >
> > Why is the warthog 30 seconds away?
>
> When playing mcc h3 on example avalanche, i get bored so quickly to get to point B. So yeah, no thanks. Like if they return warzone loool i Will not even finish sentence. 4v4 doesnr need sprint, but my god, ctf on valhala, 2 minutes left and you losing by one. Yeah, game over, just like that. Not a fan. I have faith in 343 for New halo. If sprint is gone, Al least keep thruster.

While I don’t really agree that it is “boring” I can understand the desire for advanced movement on BTB and warzone. But you said you would be cool with 4v4 with classic gameplay. I am interested to hear that because I think that is a distinction not that many sprint fans make clear and could potentially be a really useful solution to the debate. I for one, would be fine with classic 4v4 and BTB with sprint and other armor abilities.

Halo 5 got it right with the movement and abilities.

The whole thing, not just parts of it.

The biggest thing they got right was making it so your shield regen timer resets when you sprint. This made the balance between walking and sprinting perfect. There are a lot of arena matches where I mostly don’t even sprint, but it’s there to cut down on unnecessarily long and mostly uneventful travel times that were common in the classic Halos.

There’s really nothing left for them to perfect. The only debacle they have is incorporating this delicate system with a more classic gameplay vibe I assume they’re going for, which may not be possible to do without creating some sort of Frankenstein/worst of both worlds best of none system. No idea what they’re going to do.

> 2533274801472802;3664:
> Halo 5 got it right with the movement and abilities.
>
> The whole thing, not just parts of it.
>
> The biggest thing they got right was making it so your shield regen timer resets when you sprint. This made the balance between walking and sprinting perfect. There are a lot of arena matches where I mostly don’t even sprint, but it’s there to cut down on unnecessarily long and mostly uneventful travel times that were common in the classic Halos.
>
> There’s really nothing left for them to perfect. The only debacle they have is incorporating this delicate system with a more classic gameplay vibe I assume they’re going for, which may not be possible to do without creating some sort of Frankenstein/worst of both worlds best of none system. No idea what they’re going to do.

No, they weren’t. The travel times in older Halo games are deliberate, and almost every map that has those long travel times have methods by which to mitigate the time you spend running to the other side of the map. This comes in the form of man cannons, teleporters, vehicles and respawn points to push you closer to the action. You only have those long and mostly uneventful travel times if you so choose to have them.

The problem with this “perfect” system is that it reduces all combat capability to zero. You have to make the choice between Sprinting and having your gun up, and that’s a massive issue with this system. The time it takes to cancel the animation can be enough time for the enemy that has his gun up to deplete your shields entirely and then kill you before you have a chance to retaliate.

> 2533274981196700;3662:
> > 2533274795123910;3658:
> > > 2533274981196700;3657:
> > > yeah, bc people like u, i Will be forced to hop every 2 seconds for whole campaign and half minute walking to finnaly get on warthog in btb maps and probably get sniped while hopping. Nice experience :raised_hands::raised_hands:
> >
> > So, you assume i343 would make it so that constantly jumping forward would be faster than just moving forward?
> > Why isn’t that the case now? Or do you constantly sprint jump? If so, what’s the difference?
> >
> > Why is the warthog 30 seconds away?
>
> When playing mcc h3 on example avalanche, i get bored so quickly to get to point B. So yeah, no thanks. Like if they return warzone loool i Will not even finish sentence. 4v4 doesnr need sprint, but my god, ctf on valhala, 2 minutes left and you losing by one. Yeah, game over, just like that. Not a fan. I have faith in 343 for New halo. If sprint is gone, Al least keep thruster.

Avalance features man cannons, teleporters and vehicles.
Either way, no, it’s not a perfect map, but you take it, and only it, to illustrate one aspect of it which is poor.
Not to mention, you take an isolated case, potential poor map design, do not address it, but want a player mechanic applied on every instance in the game.
Take a look at the map design and what’s the issue there, fix that, don’t apply a new mechanic which in and itself also affect map design, on the entire game.

Poorly made maps will be poor regardless of what mechanics you implement.
Warzone? As far as I can recall, those maps weren’t actually that enjoyable to traverse by foot even with sprint. So do I have to call for Super-Sprint to be implemented? Or flying fast?
Maps are made with different concepts and ideas, some better and some worse. If a map is performing poorly, it’s because of the map, and not because of the mechanics you get to use. Warzone is no different, I’m rather sure that the maps would’ve been differently scaled, or featured more alternative ways of traversing the map, such as man-cannons and teleporters.

> 2533274981196700;3662:
> > 2533274795123910;3658:
> > > 2533274981196700;3657:
> > >
>
> When playing mcc h3 on example avalanche, i get bored so quickly to get to point B. So yeah, no thanks. Like if they return warzone loool i Will not even finish sentence. 4v4 doesnr need sprint, but my god, ctf on valhala, 2 minutes left and you losing by one. Yeah, game over, just like that. Not a fan. I have faith in 343 for New halo. If sprint is gone, Al least keep thruster.
>
> No, i wont 24/7 action. Lol im not cod player and i didnt like h4 mp. H5 is my jam :heart: and its balanced good even with sprint.

Avalanche is a horrible map, however point A to point B for objective is just a corridor, the other half of the map isn’t really used (__The map can have its fun moments but it is competitively flawed)__. Warzone has too much dead time more than classic BTB. I can’t use H5 BTB as much of a comparison, last i played it was like 2 years ago, it was a mess of forge maps. The ones i played however were very large so your comparison of 2 minutes remaining on CTF also applies to H5 BTB maps, 2 mins left losing by 1 in CTF requires a vehicle play. I played 2500 games of Reach BTB with this account plus around 1000 more on others, i was a no life nerd back then but i do know the extent of sprint trust me.

Wanting sprint to combat boredom is the other side of the coin to why i don’t want sprint, which is also boredom from the lack of combat. The lack of action and necessity to be stuck in a dead animation sequence is worthless, movement could be far more complex and rewarding if integrated into the map, weapons and items. Combat is even more sparse with sprint, especially in 4v4 where the ability to disengage is too rewarding even with the H5 nerf. Being ready to disengage is more prevalent than pushing for the kill, especially when the game gets more intense and higher stakes.

I don’t want Halo to copy Overwatch, but look at the breadth of movement tools: Junkrat mine, Pharah blast, doomfist lunge, Hammond grapple hook, Mei wall, Reaper teleport. Why not integrate movement tools that offer a new dimension to the game, not specifically the examples given, but something Halo. We sorta had brute shot jumps, evade and jetpack pick-ups, hologram, sword lunge, teleporters, man cannons etc. Why not expand this much further, giving more control to the player instead of sucking it away on single button press animations? Mainly sprint and clamber which do not have the same skill requirement, depth or control other movement tools have.

> 2533275031935123;3665:
> > 2533274801472802;3664:
> > Halo 5 got it right with the movement and abilities.
> >
> > The whole thing, not just parts of it.
> >
> > The biggest thing they got right was making it so your shield regen timer resets when you sprint. This made the balance between walking and sprinting perfect. There are a lot of arena matches where I mostly don’t even sprint, but it’s there to cut down on unnecessarily long and mostly uneventful travel times that were common in the classic Halos.
> >
> > There’s really nothing left for them to perfect. The only debacle they have is incorporating this delicate system with a more classic gameplay vibe I assume they’re going for, which may not be possible to do without creating some sort of Frankenstein/worst of both worlds best of none system. No idea what they’re going to do.
>
> No, they weren’t. The travel times in older Halo games are deliberate, and almost every map that has those long travel times have methods by which to mitigate the time you spend running to the other side of the map. This comes in the form of man cannons, teleporters, vehicles and respawn points to push you closer to the action. You only have those long and mostly uneventful travel times if you so choose to have them.
>
> The problem with this “perfect” system is that it reduces all combat capability to zero. You have to make the choice between Sprinting and having your gun up, and that’s a massive issue with this system. The time it takes to cancel the animation can be enough time for the enemy that has his gun up to deplete your shields entirely and then kill you before you have a chance to retaliate.

Sprinting isn’t a replacement for those things. They still exist in the same frequency as before. Sprint just gives you a sense that you’re doing something when nothing else is available to speed you along. It doesn’t actually make you that much faster.

> 2533274801472802;3668:
> > 2533275031935123;3665:
> > > 2533274801472802;3664:
> > > Halo 5 got it right with the movement and abilities.
> > >
> > > The whole thing, not just parts of it.
> > >
> > > The biggest thing they got right was making it so your shield regen timer resets when you sprint. This made the balance between walking and sprinting perfect. There are a lot of arena matches where I mostly don’t even sprint, but it’s there to cut down on unnecessarily long and mostly uneventful travel times that were common in the classic Halos.
> > >
> > > There’s really nothing left for them to perfect. The only debacle they have is incorporating this delicate system with a more classic gameplay vibe I assume they’re going for, which may not be possible to do without creating some sort of Frankenstein/worst of both worlds best of none system. No idea what they’re going to do.
> >
> > No, they weren’t. The travel times in older Halo games are deliberate, and almost every map that has those long travel times have methods by which to mitigate the time you spend running to the other side of the map. This comes in the form of man cannons, teleporters, vehicles and respawn points to push you closer to the action. You only have those long and mostly uneventful travel times if you so choose to have them.
> >
> > The problem with this “perfect” system is that it reduces all combat capability to zero. You have to make the choice between Sprinting and having your gun up, and that’s a massive issue with this system. The time it takes to cancel the animation can be enough time for the enemy that has his gun up to deplete your shields entirely and then kill you before you have a chance to retaliate.
>
> Sprinting isn’t a replacement for those things. They still exist in the same frequency as before. Sprint just gives you a sense that you’re doing something when nothing else is available to speed you along. It doesn’t actually make you that much faster.

Sprint does make you faster. The Sprinting speed of Halo 5 is faster than all prior Halo games except maybe Halo CE’s BMS, though I’m not sure. And it is a replacement for regular movement across the map. The maps in Halo 5’s Arena mode are elongated compared to most of the maps from Halo 3*. If you aren’t Sprinting across the map, you aren’t getting where you need to be. You’re also open to attack for a far, far longer period if you don’t Sprint.

But here’s the thing, you should be looking around, checking Motion Tracker and trying to find weapons when you’re moving from A to B. Running around like a headless chicken may make you feel like you’re doing something, but it can distract from the other things you should be doing.

*This is why Sprint is overall a net loss. Your Sprinting speed is the speed that’s intended for the maps, but you’re forced to have your weapons down and lose all offensive capability except Spartan Charge. The Sprint speed is faster than prior Halo games, but because the maps are overall larger, the effect is nowhere near as noticeable.

> 2533275031935123;3669:
> > 2533274801472802;3668:
> > > 2533275031935123;3665:
> > > > 2533274801472802;3664:
> > > > Halo 5 got it right with the movement and abilities.
> > > >
> > > > The whole thing, not just parts of it.
> > > >
> > > > The biggest thing they got right was making it so your shield regen timer resets when you sprint. This made the balance between walking and sprinting perfect. There are a lot of arena matches where I mostly don’t even sprint, but it’s there to cut down on unnecessarily long and mostly uneventful travel times that were common in the classic Halos.
> > > >
> > > > There’s really nothing left for them to perfect. The only debacle they have is incorporating this delicate system with a more classic gameplay vibe I assume they’re going for, which may not be possible to do without creating some sort of Frankenstein/worst of both worlds best of none system. No idea what they’re going to do.
> > >
> > > No, they weren’t. The travel times in older Halo games are deliberate, and almost every map that has those long travel times have methods by which to mitigate the time you spend running to the other side of the map. This comes in the form of man cannons, teleporters, vehicles and respawn points to push you closer to the action. You only have those long and mostly uneventful travel times if you so choose to have them.
> > >
> > > The problem with this “perfect” system is that it reduces all combat capability to zero. You have to make the choice between Sprinting and having your gun up, and that’s a massive issue with this system. The time it takes to cancel the animation can be enough time for the enemy that has his gun up to deplete your shields entirely and then kill you before you have a chance to retaliate.
> >
> > Sprinting isn’t a replacement for those things. They still exist in the same frequency as before. Sprint just gives you a sense that you’re doing something when nothing else is available to speed you along. It doesn’t actually make you that much faster.
>
> Sprint does make you faster. The Sprinting speed of Halo 5 is faster than all prior Halo games except maybe Halo CE’s BMS, though I’m not sure. And it is a replacement for regular movement across the map. The maps in Halo 5’s Arena mode are elongated compared to most of the maps from Halo 3*. If you aren’t Sprinting across the map, you aren’t getting where you need to be. You’re also open to attack for a far, far longer period if you don’t Sprint.
>
> But here’s the thing, you should be looking around, checking Motion Tracker and trying to find weapons when you’re moving from A to B. Running around like a headless chicken may make you feel like you’re doing something, but it can distract from the other things you should be doing.
>
> *This is why Sprint is overall a net loss. Your Sprinting speed is the speed that’s intended for the maps, but you’re forced to have your weapons down and lose all offensive capability except Spartan Charge. The Sprint speed is faster than prior Halo games, but because the maps are overall larger, the effect is nowhere near as noticeable.

There’s no reason your sprinting would inherently be running around like a headless chicken. It’s with purpose.

Certain parts of the maps are elongated for sprinting, but not the entirety of them. There are lots of places where it doesn’t make sense to sprint.

You also have a choice to make in choosing speed vs defensibility. Sprinting isn’t always ideal.

Because of these things, sprint gives the gameplay more depth. Is it “less Halo”? That’s debatable.

I think they could disable your motion tracker while sprinting and that would give even more depth to your choices.

> 2533274801472802;3670:
> > 2533275031935123;3669:
> > > 2533274801472802;3668:
> > > > 2533275031935123;3665:
> > > > > 2533274801472802;3664:
> > > > > Halo 5 got it right with the movement and abilities.
> > > > >
> > > > > The whole thing, not just parts of it.
> > > > >
> > > > > The biggest thing they got right was making it so your shield regen timer resets when you sprint. This made the balance between walking and sprinting perfect. There are a lot of arena matches where I mostly don’t even sprint, but it’s there to cut down on unnecessarily long and mostly uneventful travel times that were common in the classic Halos.
> > > > >
> > > > > There’s really nothing left for them to perfect. The only debacle they have is incorporating this delicate system with a more classic gameplay vibe I assume they’re going for, which may not be possible to do without creating some sort of Frankenstein/worst of both worlds best of none system. No idea what they’re going to do.
> > > >
> > > > No, they weren’t. The travel times in older Halo games are deliberate, and almost every map that has those long travel times have methods by which to mitigate the time you spend running to the other side of the map. This comes in the form of man cannons, teleporters, vehicles and respawn points to push you closer to the action. You only have those long and mostly uneventful travel times if you so choose to have them.
> > > >
> > > > The problem with this “perfect” system is that it reduces all combat capability to zero. You have to make the choice between Sprinting and having your gun up, and that’s a massive issue with this system. The time it takes to cancel the animation can be enough time for the enemy that has his gun up to deplete your shields entirely and then kill you before you have a chance to retaliate.
> > >
> > > Sprinting isn’t a replacement for those things. They still exist in the same frequency as before. Sprint just gives you a sense that you’re doing something when nothing else is available to speed you along. It doesn’t actually make you that much faster.
> >
> > Sprint does make you faster. The Sprinting speed of Halo 5 is faster than all prior Halo games except maybe Halo CE’s BMS, though I’m not sure. And it is a replacement for regular movement across the map. The maps in Halo 5’s Arena mode are elongated compared to most of the maps from Halo 3*. If you aren’t Sprinting across the map, you aren’t getting where you need to be. You’re also open to attack for a far, far longer period if you don’t Sprint.
> >
> > But here’s the thing, you should be looking around, checking Motion Tracker and trying to find weapons when you’re moving from A to B. Running around like a headless chicken may make you feel like you’re doing something, but it can distract from the other things you should be doing.
> >
> > *This is why Sprint is overall a net loss. Your Sprinting speed is the speed that’s intended for the maps, but you’re forced to have your weapons down and lose all offensive capability except Spartan Charge. The Sprint speed is faster than prior Halo games, but because the maps are overall larger, the effect is nowhere near as noticeable.
>
> There’s no reason your sprinting would inherently be running around like a headless chicken. It’s with purpose.
>
> Certain parts of the maps are elongated for sprinting, but not the entirety of them. There are lots of places where it doesn’t make sense to sprint.
>
> You also have a choice to make in choosing speed vs defensibility. Sprinting isn’t always ideal.
>
> Because of these things, sprint gives the gameplay more depth. Is it “less Halo”? That’s debatable.
>
> I think they could disable your motion tracker while sprinting and that would give even more depth to your choices.

Sprint is the best form of defensibility when it’s included. speed and defensibility vs combat/aggression is more correct. Unless you can get a teamshot, out in the open or closed off and can’t escape then choosing to sprint is superior to combat in a losing scenario. You make it seem like there is more to weigh up, if actions made in a game were like a pie chart, sprint negates the worth of many options as it’s a comfortable safety net. In any given scenario the option to press a button and run away is more valuable and successful than niche or risky options, options that without sprint are required to get out of pressure. The game is now quick exchanges with low capitalisation and a lot of cat and mouse.

> 2533274801472802;3670:
> You also have a choice to make in choosing speed vs defensibility. Sprinting isn’t always ideal.
>
> Because of these things, sprint gives the gameplay more depth.

The skill you use for that choice is your awareness of the state of the match, which is an existing skill you have that you use all the time anyway. Sprint doesn’t make you learn any new skills and it doesn’t fundamentally change how you need to think about your environment. It only makes you marginally more reliant on an existing skill, which makes any depth gain negligible.

If you want to defend the feel of sprint, that’s fine, but this isn’t a useful defense.

The less sprint we have, the more maps are thoughtfully designed for combat engagements, not running from cover to cover.

Halo 5 is almost a twitch shooter like COD. Slowing down the gameplay like 3 or 2 leads to more methodical and frankly intelligent use of positioning and map control.

The infinite sprint, slide, jump, long thrust combos ruin the flow of games. Players are able to reach across maps in a near instant. It’s too chaotic like games of Shipment in COD. That’s my biggest issue with advanced mobility. I found myself enjoying the ODST Slayer mode in Halo 5 more because of its slower pacing due to the lack of map breaking combos.

I agree with there being a hazard with splitting up the gameplay. While I don’t think Infinite will be a “Halo: 3.5”, they might do a hybrid between 5 and the originals. In an ideal world, they could make the mechanics like mythic slayer in 5. Remove sprint and bump up the base walking speed and jump. Remove ground pound and spartan charge. Keep the straifing boost mechanism, but allowed for a cool down so it won’t be spammed. They could implement the idea they had for sprint with the thrusters, meaning that if your shields are down, you can’t just boost like crazy if you want them to recharge.

> 2533274948374590;3675:
> I agree with there being a hazard with splitting up the gameplay. While I don’t think Infinite will be a “Halo: 3.5”, they might do a hybrid between 5 and the originals. In an ideal world, they could make the mechanics like mythic slayer in 5. Remove sprint and bump up the base walking speed and jump. Remove ground pound and spartan charge. Keep the straifing boost mechanism, but allowed for a cool down so it won’t be spammed. They could implement the idea they had for sprint with the thrusters, meaning that if your shields are down, you can’t just boost like crazy if you want them to recharge.

I also think a compromise is the best realistic solution. Some elements from Halo 5 would be acceptable, as long as maps are appropriately designed around them. 343 knows they can’t and won’t make everyone as happy as possible, so they might as well see what happens when they VERY CAREFULLY mix the two styles of gameplay. I know a lot of people here can’t stand anything new, but maybe it could work. After all, it hasn’t been done before. Maps designed around only altered versions of Thrust and Clamber could be very interesting.

> 2533274822068856;3676:
> > 2533274948374590;3675:
> > I agree with there being a hazard with splitting up the gameplay. While I don’t think Infinite will be a “Halo: 3.5”, they might do a hybrid between 5 and the originals. In an ideal world, they could make the mechanics like mythic slayer in 5. Remove sprint and bump up the base walking speed and jump. Remove ground pound and spartan charge. Keep the straifing boost mechanism, but allowed for a cool down so it won’t be spammed. They could implement the idea they had for sprint with the thrusters, meaning that if your shields are down, you can’t just boost like crazy if you want them to recharge.
>
> I also think a compromise is the best realistic solution. Some elements from Halo 5 would be acceptable, as long as maps are appropriately designed around them. 343 knows they can’t and won’t make everyone as happy as possible, so they might as well see what happens when they VERY CAREFULLY mix the two styles of gameplay. I know a lot of people here can’t stand anything new, but maybe it could work. After all, it hasn’t been done before. Maps designed around only altered versions of Thrust and Clamber could be very interesting.

sigh Do I need to remind people about the massive changes between the original trilogy?

It’s more a question of whether those mechanics are worth keeping. Thruster necessitates wider kill radius’ on explosive weapons, making grenade spamming more viable. Halo 1-3 had grenade spam as well, but it’s not like Halo 5 where chokepoints are literally both teams just repeatedly throwing grenades at each other until both sides are out of grenades. Clamber itself is only a necessity of map design because it’s overall useless. If you’re intended to make a jump, you will make that jump. It doesn’t help you make jumps that you otherwise wouldn’t be able to make.

> 2533275031935123;3677:
> > 2533274822068856;3676:
> > > 2533274948374590;3675:
> > > I agree with there being a hazard with splitting up the gameplay. While I don’t think Infinite will be a “Halo: 3.5”, they might do a hybrid between 5 and the originals. In an ideal world, they could make the mechanics like mythic slayer in 5. Remove sprint and bump up the base walking speed and jump. Remove ground pound and spartan charge. Keep the straifing boost mechanism, but allowed for a cool down so it won’t be spammed. They could implement the idea they had for sprint with the thrusters, meaning that if your shields are down, you can’t just boost like crazy if you want them to recharge.
> >
> > I also think a compromise is the best realistic solution. Some elements from Halo 5 would be acceptable, as long as maps are appropriately designed around them. 343 knows they can’t and won’t make everyone as happy as possible, so they might as well see what happens when they VERY CAREFULLY mix the two styles of gameplay. I know a lot of people here can’t stand anything new, but maybe it could work. After all, it hasn’t been done before. Maps designed around only altered versions of Thrust and Clamber could be very interesting.
>
> sigh Do I need to remind people about the massive changes between the original trilogy?
>
> It’s more a question of whether those mechanics are worth keeping. Thruster necessitates wider kill radius’ on explosive weapons, making grenade spamming more viable. Halo 1-3 had grenade spam as well, but it’s not like Halo 5 where chokepoints are literally both teams just repeatedly throwing grenades at each other until both sides are out of grenades. Clamber itself is only a necessity of map design because it’s overall useless. If you’re intended to make a jump, you will make that jump. It doesn’t help you make jumps that you otherwise wouldn’t be able to make.

That’s why the abilities would need to be reworked. Thrust recharge rate, distance, speed, and capacity changes would have to be playtested. Clamber should be less forgiving, possibly to the point it’s only useful as a way to catch yourself.

> 2533274822068856;3678:
> Clamber should be less forgiving, possibly to the point it’s only useful as a way to catch yourself.

Great plan: retain everything people hate about Clamber while removing everything that makes it fun so that no one will miss it when it gets removed in the first patch. Very clever.

> 2533274825830455;3679:
> > 2533274822068856;3678:
> > Clamber should be less forgiving, possibly to the point it’s only useful as a way to catch yourself.
>
> Great plan: retain everything people hate about Clamber while removing everything that makes it fun so that no one will miss it when it gets removed in the first patch. Very clever.

The hate against Clamber really seems to be a hate of anything new. If map designers don’t want a player getting up a ledge using Clamber, the ledge itself can be altered to not allow it. This part of this video explains things clearly: Halo 5 | Clamber & Crouch-Jump Synergy - YouTube Now, using the knowledge shown in the provided video, you know maps can be designed to block Clamber where it isn’t good for map control. It would end up being something that’s there as an option. If people are upset that Clamber can let people make a jump, they can remember that they can get 1 or 2 free shots into the player as they’re in the animation. Unless a player is very new to jumping in an FPS, it wouldn’t have to interfere with map design or gameplay, but does interfere with feelings of nostalgia, because it’s different.

Funny how Halo 5’s sprint caused the maps to be wider, so base-movement speed seemed even slower. And with shield recharge only happening when you don’t sprint, you’re discouraged from sprinting after an encounter.

So you’re main strategy would be to get the jump on people, by sprinting up to them from behind and taking them down quickly. But this is Halo, so the time-to-kill is longer than other shooters with sprint but shorter time-to-kill. In Halo 5 it’s not fun to be caught off-guard, because you know you’re probably losing that fight with that disadvantage AND you have to basically sit it out until that lost encounter is resolved due to long TTK.

Is doesn’t work for me. It’s not a bullet-proof concept at all.