> 2535441307847473;5541:
> You may not have to stop to look around but you do have to slow down which is still bad,
It’s not a semi; the slowing down to BMS is immediate whenever Sprint is broken. There is no real conceivable situation where Sprint puts you at such a disadvantage that is not present in any other risk present in Halo. There are always risks; maybe you’re reloading when you come in the room. Maybe you’re just not attentive enough and you get assassinated. Maybe you’re throwing a grenade and can’t return fire, or maybe they have an Overshield and anything you pour at them is useless.
In my opinion, the risks present with Sprint (however menial) do not outweigh the benefits in many given scenarios. BMS is all well and fine for a steady cruising speed, but sometimes that fast isn’t fast enough, and in those sometimes it’s good to have a little extra temporary push. Rushing to cut off deploying and unaware enemies, or catching them in a group before they spread out. Moving quicker to cut off a Scorpion, and maybe board and destroy it. High-tailing it from incoming artillery fire before you get hit, or sprinting away from an incoming Banshee to the safety of your base.
> Citation definitely needed.
The Launch Sales of every Halo game have increased upon the previous installation. Halo 3 was $170m, with 2.5 million copies sold, and 3.3 million 12 days in. Halo Reach was $200mil. Halo 4 was $220mil, with 300mil in its first week. And Halo 5 was at $400 million in its first week, reported by Forbes and Wire as the largest Halo release ever, and pushing the franchise to $5 billion. For both Halo 4 and Halo 5, reviews were majority positive: Metacritic gave Halo 4 an 87%, and GamesTM gave Halo 5 a 6/10.
I fail to see how Halo 4 and 5 were failures in light of such marked success. Opinion-based fan reception has always been divided down the line, as it really has since Halo 2 (yes, the fanbase has always been split 50:50 on one issue to the next). We often hear “population” as the hearkening doom, yet the numbers as fact are at best guesses and assumptions based on isolated communities. Stats of users on websites that you have to register to be counted, not XBL in its entirety. Somehow, despite this scarcity of players, people always manage to find a well-populated game, and quicker than the days of Halo 3.
> 2533274836395701;5558:
> The flow of map movement can be broken because of how Halo 5 handles movement.
How is the flow broken?
So far as Halo 5 “movement tech”, Sprint is prerequisite to only two; Spartan Charge and Slide. Thrusters require nothing before hand - Sprint certainly adds to them, but it’s not the pillar for them. Jumping and height is required for Ground Pound.
> So how is the sprintless comparison different from the ‘need’ sprint argument?
As stated before:
DOOM’s ideology is intensely fast-paced combat and ground coverage. Your BMS is always set to High, so much so that slow movement is awkward and jerky. The game literally pushes you to move faster.
Overwatch and Valorant are Class-Based combat games whose ideology is centered on tactical team building based on set roles. The entire layout of these games is asymmetrical and uneven; they don’t operate like Halo where every player starts off with the same tools made available. They also do have Sprint mechanics and options, despite them being sectioned to a given Character Class or button layout.
To compare these games and their movement mechanics as evidence against Sprint in Halo is not a good comparison. Halo is neither a class-based arena game, nor does it insist upon fast movement. Rather, Halo’s ideology is focused on giving a broad and diverse sandbox of tools to combat with, and knowing when and how to apply them. Sprint falls into this battlefield knowledge, as neither a requirement nor an exclusive, but a tool given to all to use at their discretion.
> 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.
Yes, it can be an escape mechanic yet as has also been pointed out, your shields do not recharge while you are Sprinting, nor while you are under fire. This only puts the person sprinting at an advantage if the team they’re trying to escape from is uncoordinated and unskilled.
But a better question to this common complaint; if the pursuing team is so unskilled as to let them escape, why do they not deserve to get away? Because it draws the game out? There’s always a time limit to Slayer games. If a team is able to get a lead, and then draw that out to Time, then that’s just as valid a tactic as any other.
> 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?
No, I don’t. I use situations as present in Halo itself. My inclusion of Sprint as a standard mechanic - set by quite literally a myriad of games from almost all genres - is nothing more than a statement to its permanence in modern gaming. Games that succeed without it do so either because it is omi-present and unnecessary (like DOOM), or limited based on gimmick and style (like Overwatch). Halo is neither of those, and presents many situations both in Multiplayer and Campaign that Sprint is greatly beneficial.
> 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.
As stated: Exploration and tactics. This has applied to every single Halo game, even Halo Wars and Halo Wars 2. No, going as fast as possible all the time was never Halo. Remember that one bit in Assault on the Control Room where all the Grunts are asleep, and if you creep around real slow you could knock them all out stealthily? Or in Multiplayer, how about moving slow so that you didn’t show up on motion tracker to get the jump on some enemies guarding the flag? Hell, Halo 2 onward even gave an animation for walking, rather than jogging.
> 2533274945422049;5570:
> firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
This is already the case in Halo 5. Can’t say just yet for Infinite, but it looks as though thrusters are out. The only Advanced Movements that we have remaining are slide and clamber.
) for what seems like since the dawn of time!! 