> 2535441307847473;5635:
> This is actually what I originally meant, I simply used the wrong word, my bad. Combat is still a greater focus though.
I can agree that War is an equal (if not marginally larger) focus, but combat somewhat takes a side-seat. Which is not to say that it’s unimportant, only inconsequential in its inevitability, framed heavily by a story-driven game. Cutscenes rarely feature actual combat, and there are even many areas in the game where the conversations happening are important or interesting enough for the player to take a moment and immerse.
Which is where Sprint fits both thematically and functionally. Just as ground combat is not a constant, so too is rapid movement via sprint not a constant either. It has a time and a place.
> …if sprint was truly only meant to be an ability that is held much more in reserve rather than being used for general map traversal…
Again, contrary to the notion of “As the Devs Intended”, Sprint is a tool given to us in the sandbox. To play with how we choose. Is there an optimal time to use it? Yes, just like CQC isn’t the best place for a rocket. But it doesn’t mean we can’t. If a player wants to use Sprint for general map traversal they can, but there are drawbacks. Those drawbacks are mitigated by using Sprint wisely, just like using rockets with plenty of space to account for splash damage, or reloading from cover.
> As for stuns the Plasma Rifle stun bomb from Doom 2016 is capable of stunning several enemies at once and although lone enemies are rare, you can encounter enemies by themselves as you run around a large room or are almost finished clearing it.
Several enemies, but not all. And yes, while you encounter the last few enemies isolated and alone (of course), DOOM’s form of combat still pushes players toward fast combat action, ill-advised to slow down or go stationary. This is even seen in power weapons like the Railgun and Chainring, where they are exceptionally powerful, but at a significant risk of reduced movement, with eventual perks to allow for better movement. Using them, you have to really be careful as slow movement in DOOM gets you killed.
> I still advocate for its complete removal since I think it would be bad for there to be a major disconnect between the gameplay in campaign and multiplayer
And thus I take great issue with this. You don’t want my preferred mode of play to pee in your pool, but you’re more than okay with dumping in mine.
There already is a disconnect, not to mention. Pretty significant, too. Multiplayer doesn’t have a story-driven experience, loose ties to Canon notwithstanding. The thematic exploration of Halo’s larger presence - through Campaign and story-driven media - takes a back seat to PvP interaction. Weapons are tuned different, some left out completely, and others limited to Power Weapon spawn points rather than freely handed out. Vehicles, as well, are either balanced differently, altered significantly (the chingun on the Falcon), or absent entirely.
You have players who have never even touched campaign because they just don’t care; the divide in the two communities is wide already, though several enjoy both. Campaign and Multiplayer are so seen as two different games that with Infinite it seems you can download the Multiplayer for free, and not even bother with the Campaign.
If you and others wanted Sprint out of PvP Matchmaking alone I wouldn’t have much to say, and fewer tears shed for it (metaphorically). But it’s Scorched Earth policy, and that’s not equitable.
> I just think its a shame that you cant keep moving at full speed as you take in the scenery
Mechanics and habits of Sprint aside, this is really contradictory. If you’re moving at full speed, you’re not really taking in the scenery, you’re paying more attention to where you’re moving to.
> As for my last statement, it is absolutely true, sprint only makes you faster if the devs fail to design maps around it,
No, it’s absolutely not. Time spent traversing the map and the factual addition of speed to your movement are not the same thing. I see you’ve repeated this sentiment further down, so this applies there as well. If a remade map (Truth) is bigger than it’s predecessor (Midship) and it takes you the “same time” to go from one end to the other (it doesn’t), that does not mean you are “not actually going faster.” You are factually* moving faster, the map is only a larger space than a smaller, different map.
The Devs cannot take players speed into account in some Forced Experience manner when Player Agency is the core experience. A map is designed considering many speeds, playstyles, routes, and approaches. Sprint does get you to places faster than top BMS, and this is a demonstrable fact.
> As I believe I mentioned earlier, I’m not a programmer, but I do know that introducing more variables to the player in terms of speed affects how the AI must target the player.
And how do you know that? What area of coding or AI programing specifically addresses player unpredictability, to where Sprint would absolutely baffle it? Especially in light of vehicle speed and that players are not on a rail, or otherwise limited in their movement path?
The fact remains that this has never been an issue in all three Halo games with Sprint (and assuming Infinite), nor any game with sprinting mechanics and hostile AI. Players still get hit and die. A lot.
> Reloading is a consequential act of firing, its a reaction to the actions of the player,
Not in DOOM. Or Halo: Spartan Assault/Strike for that matter.
And while Sprint is an action that the player takes, compare that to firing. Should they chose to apply that poorly and sprint right into a hostile situation, that is the consequence of that action.
> Reloading doesn’t sometimes reward the reloading player or screw an enemy out of a kill,
Of course it does. If you go into an engagement, or meet an ambush with a full magazine, you have a better chance of outgunning your opponent than if you simply let it go, and reload when your magazine is absolutely empty. It rewards the player for their combat readiness, and can potentially screw the enemy out of an unprepared and under-armed prey.
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> Not wanting the player to regularly skip large portions of the campaign on foot in a non-stealth game is not a “one way to play” approach,
No, but arguing “that’s not what The Devs intended!” is. Sprint no more makes encounters easily skippable than knocking the Banshee from it’s platform and skipping the campaign so much so that enemies quite literally do not spawn, or memorizing patrol patterns and utilizing shields and cover (as well as perks like active camo) to minimize engagement and speed run.
And even still, facts aside, who cares? How someone plays the Campaign doesn’t affect you. For this reason I don’t buy that your arguing this point in particular from genuine concern of “The Experience”.
> Many things were cut from Halo 2 because of how rushed it was, the problems with the campaign came about largely in the same way,
And? Many things were cut from every Halo campaign. Halo 2’s disastrous development is not evidence that the excessive increase in difficulty for Legendary was an effect of lack of time.