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> I said it is, in general, expected and standard. Not mandatory.
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> No, the argument against the Big Four modern examples of Star Studded Sprintless Successes is and has been that their gameplay ideology is completely different to Halo. For as much as you all gaslight me for “putting words in your mouths”, several sure put words in my mouth.
> Advanced Movement is brought up because it has been used as an argument to how the flow of maps has been “broken” because of them. I very specifically remember going around in regards to the map Truth, and how some areas are supposedly only reachable with the aid of Spartan Abilities. Even Dead End can’t help but bring in Thrusters and clambering with his examples of various Trick Jumps.
The flow of map movement can be broken because of how Halo 5 handles movement. The logical leap to then insinuate that disagreeing with how Halo 5 functions isn’t a condemnation of the idea of movement in Halo. As with my previous example, I condemn jetpack in Reach, as a pick-up it works, I hate bubble shield in Halo 3, halve the size and make it a grenade and it would become fun. I don’t like the movement system in H5, doesn’t mean it can’t work, just that sprint is the pillar of H5 movement tech. Sprint is the issue.
As for the first paragraph the “modern shooters” Halo has to ‘modernise’ with are also games with different ideologies, choosing not to name them doesn’t mean they don’t exist. So how is the sprintless comparison different from the ‘need’ sprint argument? All the games are different games, so if none are valid then the only apt comparison is Halo itself. That the game was popular without it and that it fell off a cliff with it.
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> > Well, here we go with the comparison to old games. Irrelevant, as I’ve pointed out the choice between movement and combat is as instantaneous as your reflexes and pulling the trigger. That stops you sprinting, while still moving forward provided you don’t panic and let off the left analog, and you immediately open fire with whatever rate-of-fire your weapon has. There is no “forced choice” that is not immediately rectifiable. Similar to dual wielding and melee, and better than dual wielding and throwing grenades.
The choice but not the power exchange. Since you cannot shoot while sprinting those that sprint are choosing to run, those that shoot have to not sprint. There is a power imbalance that sprint creates that favours those running away. It is an escape mechanic. The choice is forced as it did not exist beforehand, you could move at top speed AND shoot, now that you can’t the flow and general style of the game has changed and not for the better. As i stated, Halo has less open maps than other games with sprint, and a higher killtime, it doesn’t function like the ‘modern’ comparisons. It’s like taking dark souls and allowing instant save. Small changes can have a knock-on effect to gameplay and sprint does, hence the ~12 years of controversy and a failing online community.
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> Yes, I skipped #2. There was very little “randomness” in the loadouts of Halo 4, as they were all restricted to a specific set of loadout weapons. It’s not like it was a game of Fiesta. And the various tactical packages and support upgrades (if that’s what you mean by ordinance) didn’t offer any enormous advantage to players. Neither did armor ability loadouts, as every single set had drawbacks and shortcomings.
Randomness and chaos is what I should have said. Loadouts, support and tactical packages add chaos, they are an unknown, unsolvable piece of information on encounter. You had to play with the idea that the best possible option was what they always had. The upgrades weren’t major, but significant enough to be an issue. By ordnance I mean the killstreaks in Halo 4, where you can drop down a damage boost or a sniper rifle. As well as the random map spawn times and locations. If you ran shielding for tactical package then either stability, explosives or dexterity for support upgrade then it trumped the other ones. You could always have a boltshot and in BTB a plasma pistol. Until it was nerfed and the others buffed lightrifle was the go to, then the BR. It wasn’t some crazy tech tree, it was easily min/maxed and abused.
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> I don’t compare Halo to other games to support my opinion that Sprint belongs in Halo.
Yes you do, ‘modern games’ isn’t a void answer with no examples, you chose not to name them. Battlefield, CoD, titanfall and Destiny are likely the big ‘modern’ game examples, possibly fortnite. Your re-entry to the thread is that it is expected and standard to have sprint. Which standard? what games set that standard?
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> You’re forgetting teamwork. I know that’s often on the sidelines, and today’s population tends to be more selfish in their scramble for Top Score and all the glory. But teamwork has always been a huge part of Halo’s multiplayer. It’s why you’re in a Four Spartan fireteam.
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> Shields don’t recharge while you’re sprinting. So assuming that your target is at half-shields and for some reason decides to turn and flee, they’re already at a disadvantage. And while you’re peppering them with chasing fire, it would be best if you coordinated a squadmate to cut them off, and take advantage of their significantly weakened and off-balance position. Or is map control also forgotten in your scenario? A scenario which is also pretty much isolated to standard Slayer. Move that to SWAT, and you’ve got an entirely different situation.
Quite the contrary because of teamwork it is easy for the sprinting player to get to safety, still quite easy for a team to miss out on killing a sprinting player. How will the squadmate cut them off if they’re actively running away? By also running and not shooting? Sure on an open map like truth there isn’t much issue, but on a more complex map like Plaza, Rig etc it’s far easier to break sight, run to teammates and play defensive. If a team has map control it’s much harder to convert that into anything as H5 is so touchy feely, when played well its very cat and mouse.
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> No, it really wouldn’t, because that’s not Halo’s gameplay ideology. And, to point, the whole idea of Sprint as a tactical tool is not to be going as fast as possible all the time.
What is Halo’s gameplay ideology? seems rather vague. Given you loathe comparisons to past Halo games, is your ideology of Halo gameplay even Halo? Going as fast as possible all the time was Halo, Halo 101.