Not all of them.
- 2 weapons, no more: Still the same.
- the map size and general design: Changed to fit new movement
- health and kill times: Still the same, though engagements may take longer.
- weapon damage, ammo and characteristics: Still the same.
- general base movement speed: Changed
- gametypes and general pace of the game: Changed
No i’m stating none of those things have changed significantly in H5 from predecessors and that those 6 things are what halo gameplay is anchored on, the movement in question makes these less consistent or harder to design for. Sorry if that is confusing.
> **Now i’ll give the questions a shot:****-What does a raise in BMS and strafe acceleration not solve?**BMS has a limit to how fast it can go before becoming ridiculous, Sprint on the other hand is only meant to be something to get from point A to B faster than normal.
I don’t feel based on Halo’s map design that a boost of speed is necessary in 4v4 maps at any point in time. H2 on 110% speed should suffice, for BTB vehicles, man cannons, grav lifts and teleporters should solve many issues, otherwise if there’s a problem it’s with the map design not the mechanics.
> **-what would of clamber solved in any game pre-halo 5? why is it necessary for gameplay?**Like all features introduced by Halo 5, none are necessary. But that’s like anything that’s convenient such as a mobile phone, its not necessary but its convenient and people like it. Clamber is such a feature, though I’ll admit that its too powerful in Halo 5, while other games such as Destiny 2 do a better job with it.
Halo map design really relies on map control and map rotation, the maps haven’t changed drastically and based on H5 gameplay really break much of that control, it’s inconvenience plays a greater detriment than the positivity it brings.
> **-What does slide add to the game that a smarter mechanic not reliant on sprint couldn’t?**Nothing really, 343 simply decided to use Sprint as a back bone for this ability and the result makes logical sense. What non-sprint alternative do you have in mind?
Well i don’t see sliding as useful (as a slide) but assuming it’s more for the juke / harder to hit quality then a short thruster or evade pickup
> **-Why is 2 modes of speed necessary or beneficial for gameplay, or superior to 1 mode of speed?**Its not, its simply a preference.
The 2 modes are only necessitated because of sprint, if you could move and shoot at top speed with sprint (and sprint is infinite) then it undermines the need for a slower speed. Since only 1 preference can exist in the game, i see 2 modes less preferable in regards to the mechanics of the game.
> **-Why is moving AND shooting punished? or why is moving OR shooting a better solution?**You can still run and shoot, but you can’t sprint and shoot which would be physically impossible anyway.
canonically old halo speeds were sprint speeds and it is seen as possible in cinematics (i think H3, wasn’t much difference from run and sprint back then though), running and shooting is far inferior when the person sprinting has no aim to fight and moves significantly faster around maps where the time between cover to cover is less than the time to kill in most areas of the map
> **-What purpose does ground pound add to the game?**Fun kills especially when the opponent is not expecting it.
i thnk it’s fun, but i think armour abilities in reach are fun too, i just feel it becomes fair when it isn’t freely available at all times, i just posted earlier i think GP is janky, i think if it was a pick-up or rarer feature it could become more fun at the cost of less availability, and make the game less stop / start
> **-How does the movement system not break the maps when it is so easy to escape in any area that isn’t open?**Its not always possible to escape, if it were the gameplay would be impossible. That and people don’t always want to escape, they want to beat the enemy.
But if they didn’t want to beat the enemy the option for an easy escape is there, it isn’t always possible but it’s FAR FAR easier and more likely than in quick kill shooters or overwatch where moving is more penalized by aggressive moves.
> **-How would reverting back to the old system of movement be unwise?**Its not unwise, its merely uncertain if that would attract new players, also people have their preferences.
Even though i feel it’s contentious to say i would argue many have their doubts too, after the under-performance of 4, MCC and 5 i would rather bank on that uncertainty than wade in the mediocre success of what is suppose to be Xbox’s flagship title, especially over the preferences of a crowd that are part of a small playerbase that can’t attain or retain the crowd. At least a shot would be nice than ifs, buts, maybes and soons.
> **-what keeps the advanced movement in check?**Power weapons, vehicles, power-ups, player skill, and the fact that these movements have limits.
Invis and overshield don’t keep it in check well, vehicles aren’t in 4v4, player skill doesn’t account for being able to escape faster than a pistol can kill if you aren’t in close range combat, sprint is unlimited, so is clamber, thrust has a very short cooldown and ground pound is also always available…their limits are not outweighed by what is capable in the game.