> 2533274945422049;5590:
> - exploration: sprint locks one into a single forard speed. this is far more damaging to exploration than heightened bms.
No, it’s not. Because you’re not sprinting all the time.
> the negative effects of removing sprint are artificial,
Shields not recharging is far from artificial.
> having sprint and no sprint side by side as gameplay optioins is not viable, as it would double the needed maps,
No, it really wouldn’t. Not even for Campaign. Thus far it has not been conclusively shown that maps in Halo 5 cannot be played without using Sprint; you’re welcome to present examples where Sprint is necessary, rather than useful.
> the flow is the readiness to shoot and the long time to kill, creating a “dance”, which is a staple of halo. if players should be shot while sprinting, the killtimes must be lowered and/or aim assist increased.
What’s interesting here is that I’ve seen it complained that with Sprint it takes longer to kill enemies. But here you call it a “staple”. As shields do not recharge while sprinting, and even if staggering were to be re-added, there are enough downsides to make the mechanic a trade-off. Rather, I think that players need to adapt, as they did with the introduction of vehicle boarding, dual wielding, equipment, and armor abilities. That, I would argue, is a staple of Halo as well; Combat Evolved, not Combat Stagnation.
> nobody argues for doom like speeds. thats a strawman. people argue for halo 3 mlg playlist like speeds.
Given that DOOM has been made as a comparison and nothing more specific than “increase the BMS to cover Sprint” has been given before now, no it’s not really a straw man. MLG speeds are 110% BMS, which has already been applied; Halo 3’s BMS is just under 15 mph. Halo 5’s is 18 mph. Halo 4 is 15 mph, and a 110% increase to Halo 3’s speed would put it at 16.5 mph. Furthermore, it has yet to be shown that Halo 5’s maps cannot be played at BMS alone, which is very near enough to MLG speeds. If such is proven to work, then there should be no issue.
> sprint can be achived by other methodes than the generic “button to put away weapon and go faster” methode.
A delay before reaching max speed? No, that doesn’t work well. That’s still increasing the BMS while removing the situational application of Sprint as a tool, only introducing a delay. Managing how far you press the LS, or how long you run to avoid this delay trigger, disrupts the flow of play more so than pressing the Sprint Button or not.
> 2533274945422049;5591:
> In halo 5 there is a delay between ending sprint and shooting: the lenght of the animation to bring your weapon back up after the wide swaying of sprint.
Literal milliseconds. Try it; if you are sprinting, and you pull the trigger, you immediately begin firing. Unlike if you let off the LS to slow from sprinting.
> clamber, in my opinion, should be replaced by a more height effective crouch jump and jump height increase
Now, what - functionally - is the difference between a crouch jump and clamber? You’re still using something to reach a height that is just out of reach, and comparatively it takes the exact same amount of time. Neither does it reduce the amount of button presses; rather than double-pressing Jump, you’re pressing Jump and then Crouch.
Clamber does not present enough of a “skill buff” that the “Pros” have lost their edge. If they are truly better players, they should be able to adapt with the tools given to all, as they did before. A failure to adapt is a failure on their end; all the tools in the world will remain useless in the hands of an unskilled player, by their very lack of skill and discipline.
> 2533274833081329;5592:
> On the topic of exploration, I do have a lot of room to say that DOOM offers more exploration than Halo simply because there’s more collectables and intel in 2016, and upgrades, puzzles, and the slayer gate stuff in Eternal (to the point where it even has fast travel). So you kinda are meant to slow down and explore, just not during combat.
There is map “exploration”, but not thematic exploration, which is what my point is. Slowing down - as exceptionally difficult as that is - in DOOM is as odd and unintended a function as speed running through Halo. The Doom Slayer isn’t there to poke around and discover hidden mysteries (a constant and common theme of Halo), he’s there to bludgeon, carve, and shoot his way toward solving and slaying a problem.
> …So make it be fast enough.
Again, repeatedly, that completely ignores the situation application of Sprint. Sometimes going faster than normal. In Halo 5, Sprint adds 5 mph to your speed. That’s roughly a 128% increase in speed. The point isn’t to be going 128% faster all the time, as sometimes that is not needed. Every example I’ve given can be “replicated without sprint” only when you increase the BMS, which then in turn defeats and complicates situations where going 128% faster is not the best tactic.
> 2533274836395701;5593:
> Clambering to power positions or thrust launching is only possible due to sprint. Sprint is the pillar of movement tech in Halo 5. If sprint didn’t exist the capability and usage of both clamber and thrust would be far less.
This still doesn’t quite address how the flow of a map is broken. It only illustrates ways that more skilled players can reach areas similar to the super jump locations in Halo 2. Those locations would be what breaks any flow (standard traversal of the map), not a given mechanic itself.
[quuote]movement flow is very broken in H5, what used to be fluid and consistent is very janky due to movement combos and tech.I disagree. Things only become “janky” when you’re trying to reach somewhere for a secret or unintended location. For general and majority traversal, such combos are completely unnecessary.
> So why is the ‘standard’ set by other games relevant to Halo?
Because Halo’s gameplay is not entirely divergent enough from that standard to warrant doing things differently. As much as people want it to be inexplicably different in terms of movement and general control mechanics, it’s really not. Yes, all online multiplayer shooters that have Sprint play like Halo. The default movement is the same, the application of Sprint is the same (temporarily disables weapon use), the weapons have limited magazines that you have to manually reload. The only thing that differs is the various gimmicks. Killstreaks, Equipment, Vehicles. Yet at their core, they are the same.
> For 3 main games and a spin-off sprint didn’t exist and for the first game that used it the most controversial feature and community push was to remove sprint.
To be fair to history, Sprint has been a thought since Halo 2, and the coding for that still remains in the game. It was cut due to time and technical difficulty with application (they opted for the move forward long enough and Sprint engages). I couldn’t say why it wasn’t in Halo 3, but it certainly would have worked with the maps. Pitfall (Halo 4) is evidence of that.
As for the community push, I remember those days all too well. The biggest arguments weren’t that Sprint didn’t work, or broke the game (no more so than Jetpacks, Evade, and the more-hated Armor Lock), but that Halo was “becoming CoD”. Which is not really an argument. More a complaint.