TheKiltdHeathen
> > 2535441307847473;5587:
> > Has it? Halo CE had lots of exploration, especially in the earlier missions, but since then we haven’t had many wide open campaign missions, Halo 4 was particularly linear.
>
> Halo 2 was full of exploration, as was Halo 3. Particularly on the Ark. A theme of a game also does not mean map exploration alone, but a general theme. Halo 4 literally has us exploring a new world and finding out more about the Forerunners.
I suppose metaphorically Halo has lots of exploration, but as a mechanic exploration rarely rewards the player like it does in DOOM with secret upgrades and power ups.
> > I fail to see how that would disrupt anything, perhaps ramping BMS up to DOOM levels would be excessive, but a smaller increase would be more than reasonable without sprint.
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> There already have been increases to BMS. But this is absolutely not the point of Sprint. Again - as has been stated multiple times - the purpose of Sprint as a movement mechanic and tool is to have situational temporary increases to movement. BMS is just that; the Base Movement Speed. Cruising speed. The optimal rate of movement for general traversal and combat movement. Sometimes the situation will call for that to be less, and other times perhaps more.
Sprint is not a highly situational ability with a long cooldown, its a base ability with a very low if not non-existent cooldown, this means that it is not just occasionally used when the player wants to move faster, instead it is used as the new general traversal speed, this is where most of the issues came from.
> DOOM does not present these types of situations. There is never a moment in DOOM where you need to move slowly, and the game always pushes you to be moving as fast as possible. Cover is nearly non-existent, you don’t really have shields to mitigate damage, and your only option is to keep moving to avoid damage.
Actually there are moments in DOOM where you will want to be moving slower to make precise jumps on to small platforms, mostly when looking for secrets. Also moving isn’t the only way to avoid damage in DOOM, there are also weapons which can stun enemies, and enemies can be faltered when hit by certain weapons, especially when you aim for weak spots.
> > Still waiting for some convincing arguments about how negative it would be but I digress
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> If you’re expecting End of the World predictions, I’m not one for that. However, correct me if I’m wrong but most of the concern surrounding Sprint is in relation to Multiplayer, particularly Matchmaking. And yet the stances seem to come to the solution to remove Sprint entirely.
For the most part yes because the player and the AI have always had vastly different abilities and maps don’t need to be as precisely balanced in the campaign as they are in multiplayer.
> First negative is that this removes a movement option from players in a gamemode that’s not regarded in the complaints. Secondly, as Halo is vehicular based, but a vehicle is not always a guarantee, the removal of Sprint would see a return of areas where movement becomes stale, drawn out, and a chore. This disrupts the flow of the game.
I’m not sure what exactly your first point is, sprint’s presence has always been a major complaint since its inclusion. As for the second point, sprint actually makes movement far more stale because it forces the player to look forward instead of being able to look around and take in the scenery as they traverse across a large area. Sprint also does nothing to get you across large areas faster to make them less stale, if the developers want an area to take a long time to cross, then it will, remember, whatever speed you are allowed to move at is precisely the speed that the developers have planned for, meaning that traversal times cannot be cheated.
> > what I want to talk about here is campaign since it actually leads into yet another problem with sprint which is AI targeting.
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> I’m sorry, am I to actually consider the challenges presented to the AI?
Not challenges to the AI, the challenges of the developers when it comes to designing the AI.
> There are several problems with this notion. Firstly, it is assuming still and yet again that the utilization of Sprint is to be sprinting all the time.
Never once have I said that the player will always be sprinting, on the contrary I specifically mentioned that the problem presented to AI design is that once the player stops sprinting then their accuracy and reaction time will be too high.
> Secondly, even with a player sprinting all the time, this has never been an issue for the AI. In Reach and Halo 4, Sprint is limited and timed. You physically cannot Sprint constantly. In Halo 5 you can, yet your shields do not recharge and you will take enough damage to where it is not a sound tactic.
The fact that sprint is not always a sound tactic means that players must needlessly limit themselves thanks to a mechanic that punishes them for moving at full speed, rather than simply allowing them to traverse at full speed and fight back.
> Thirdly, if - and that’s a pretty big if - a player is able to speed past every encounter and foil taking damage from the AI, so what?
How in the world do you not see a problem with players being able to skip entire sections of the campaign? Aside from stealth missions, encounters with enemies are not meant to be optional.
> > Many have complained about the insane speed and accuracy of sniper Jackals in Halo 5
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> The biggest complaints that I see common for Halo 5 Jackal snipers is the ridiculous damage that they do to vehicles. Not to mention Jackal snipers have always been insanely fast and accurate; Sprint has nothing to do with this, and it has everything to do with them using Beam Rifles. Outskirts and Delta Halo in Halo 2 remain some of the most nightmare encounters with Jackal snipers because of this accuracy and speed, as you even bring up.
Actually in Halo 3 Jackal snipers were slower to react and would typically miss their first shot, but they also appeared in larger numbers, which made them remain threatening. I did indeed bring up Halo 2 Jackal snipers but I also mentioned how their problems were largely the result of a lack of time for balancing.
> The “effects” of Sprint on AI targeting is a non-issue.
You didn’t even address it, the problem is that the AI need to essentially have two levels of targeting and reaction times, but in Halo 5 this didn’t seem to be fully implemented.
> > > Halo also has its own style of play, and sprint isn’t equally applied in the games that it appears in.
> >
> > Neither has weapon balancing been equally applied. Look at the constant evolution of the magnum. Or various vehicle changes. That something is changed to find a more optimal method of application doesn’t mean that it needs to be scrapped entirely.
At the same time however there have been mechanics that have been scrapped entirely such as dual wielding because they have been too difficult to balance.
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