> 2533274821339472;5018:
> it adds more risk vs reward i was talking about. sprint could get you killed rushing into dangerous areas but it could also win you the match if used well. bms has risk vs reward but sprint takes it up a notch. you have a choice of playing safer or riskier.
I hear ârisk/rewardâ really often, and honestly I never see it create such a system and rarely âadd moreâ of it. Sprint itself isnât a choice to decide on, itâs a took you use once you already made your choice.
If your decision is âget to X locationâ, youâre going to get there at your fastest speed because going slower adds more risk (getting in a fight before you have your advantage), and sprint happens to be your fastest speed. If you choose to attack/defend a location, youâd use the fastest speed available to you to do such, which is your base movement speed.
Even if the situation was all reward and no risk, youâd still probably sprint there by virtue of getting the reward as fast as possible.
> 2533274821339472;5018:
> for example, an enemy losing a battle now has to decide, does he throw away his life and weaken you for his teammate or turn and run(potentially die).
With only these two solutions, the obvious answer is going to be the first one. The time it takes you to turn around and run away is enough for almost 2 shots from the Pistol or BR, making a disadvantageous battle nearly lost already.
But the ideal answer would be neither, it would be to out-strafe your opponent (hence making the opponent miss) while hitting your own shots (thus pressuring the opponent). Then with both of you at low health, it becomes a real choice to stick the battle out or use the environment to your advantage.
> 2533274821339472;5018:
> where as in halo 5 team shooting is easy since you can do things like thrust out of danger from a mistake you made, still return fire as you run away and then have your teammate save your life.
I mean that is what I expect from a team based game that is supposedly using sprint effectively to gain map advantage. If the attackers canât sprint (because theyâre shooting), then the defenders can sprint in, turning the attacker into the victim. Thrust doesnât necessarially have to be involved here.
And even then, that doesnât stop thrust from still being âmoving is more important than aimingâ - if anything it represents that the most of any ability in Halo 5.
> 2533274821339472;5018:
> i like that tactic in a game but it has to work well with everything else.
Unfortunately thatâs exactly how people feel towards sprint. It only works well when used in button combos, or only on âsmallâ maps that apparently arenât small but actually âmediumâ maps, and everything else is putting yourself in a disadvantage to try and gain the same advantage you used to have before its implementation.