> 2533274825830455;5753:
> See, herein lies the point you’re not seeing. What you’re really saying (or what you ought to be saying if you were thinking more broadly) is “the Halo 3 BMS isn’t optimal for the cover spacing and enemy layout on Cortana”.
sigh Always a fault in my understanding, and the way that I’m thinking, isn’t it? One step forward, two steps back. Here I thought we were making progress.
No, that’s not what I’m saying. Nor is it what I should be saying. Because the layout of “Cortana” is fine in both design and distribution of cover. Halo 3’s BMS is fine for covering space in general. The enemy’s layout changes frequently and rapidly, especially as they are Flood Pure forms, more prone to the Ranged Form. They’re not stationary, and this adds to the tediousness of an active situation. Having a temporary boost to go from cover to cover would be beneficial in that situation, which does not suffer from an overabundance of downtime.
> If Halo 3 had a faster BMS, or if Cortana had a different level design with different geometry or different enemies, then this problem you’re describing wouldn’t exist.
You assume. As it seems to me, because that’s what you want to be the solution. Yet the Flood Pure Forms already move faster and more nimbly than the player while in the Stalker Form. If the player had a higher BMS, it is reasonable to assume that, as that is how the enemy is designed, they would also have higher speeds and agility to compensate.
> Your point being? … I haven’t said Evade dooesn’t interfere with combat abilities. I’ve merely hinted at it being a preferred alternative to sprint because it interferes less with combat abilities than sprint,
My point clearly being that - contrary to your stance that movement mechanics must complement both movement and combat, none of the movement mechanics have done so. So do you not want any of them in Halo? Or is it just Sprint that’s inexplicably destructive?
I also demonstrated how Evade interferes far more than Sprint does, especially as you have no control over it once it’s engaged, but I see that’s been backpedalled. This is exceptionally frustrating in that you criticize my attention and understanding, yet things like these make it seem very much as though every point I’m making - even ones agreed to and conceded at the time, or factually true as supported by evidence - are flatly ignored.
> No. See, you think you understand, but you’re actually just happy to take a version that’s in your head and run with it, instead of wanting to understand how we see things. You’re not genuinely interested. How do I know? Because you’re not asking questions about our views.
Hmm.
> 2533274804813082;5582:
> 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?
> 2533274804813082;5612:
> Now, what - functionally - is the difference between a crouch jump and clamber?
> 2533274804813082;5630:
> How is it a detriment to the flow and balance of the game?
> 2533274804813082;5630:
> And where are some of these areas?
> 2533274804813082;5630:
> So again, can you provide examples where Sprint is an absolute necessity to traversing the map?
> 2533274804813082;5630:
> > …sprint takes away your ability to minimize many of those risks,
>
> How. Provide examples. By removing your ability to fire? Instant firing that ends Sprint. By removing your ability to turn? 360° turning while sprinting. What minimizing abilities remain?
> 2533274804813082;5630:
> A better question is why do you need to shoot while sprinting?
> 2533274804813082;5642:
> > 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?
> 2533274804813082;5642:
> Again, why do you need to shoot while Sprinting?
> 2533274804813082;5652:
> what is the difference in simply having game types and playlists without Sprint as a core mechanic, and other playlists with?
> 2533274804813082;5652:
> So how severe does Sprint really get in the way of shooting? How much are you truly sacrificing?
> 2533274804813082;5675:
> And yet, you directly tie a player getting away as detrimental to the experience, and not making for “good gameplay”. Why is that?
> 2533274804813082;5653:
> So while those 5 mph are a difference, is it enough of a loss to where Sprint becomes a detriment?
> 2533274804813082;5679:
> I’ll pose to you the same question that I did elsewhere: Why do you need an increase of 2.38 m/s while in combat or clearing a room?
> 2533274804813082;5680:
> I’ll ask you what I’ve asked three others; why do you need to be moving at maximum speed (130%) while firing?
> 2533274804813082;5680:
> Is Top BMS not sufficient? How so? Having that option would be one thing, but why is it needed?
> 2533274804813082;5680:
> How does Sprint interfere with combat any more so than using grenades or reloading? Or going to jump forward across a gap, unable to alter your trajectory in midair?
> 2533274804813082;5680:
> And what makes it so major, to the point that literally an instantaneous reversal of the limitations become such a spear in the side?
> 2533274804813082;5695:
> Is that loss of 5 mph detrimental to gameplay, to the point where firing during a 30% increase is necessary or prudent?
> 2533274804813082;5695:
> Why? What is the reason for that, and why is full BMS not optimally as fast as possible while remaining alert?
> 2533274804813082;5698:
> > that doesn’t change the fact that its easier to [explore] if you can look around at full speed
>
> How?
> 2533274804813082;5698:
> Where exactly is the impact on the game, outside of intermittent forward mobility?
Yep. I’ve never asked for clarification on views and stances. I’m totally not interested in understanding why someone’s view is what it is, or coming to a compromise so that everyone is happy.
No, I think that the issue is I don’t accept your stances. When I actually get an answer to a view or stance, it’s not one to sway me into thinking that Sprint is a terrible thing. And when I get a claim that is falsifiable, it does not hold up as reasonable. None of this indicates that I do not understand - when it’s actually expressed - where you all are coming from.
> Like, did you ever stop to consider why you were so adamant about sprint covering more distance than Evade?
Y’know, it’s quite funny that you’re using that as the example. I stated that Sprint was more effective than Evade once, and when you provided evidence that it is not, I admitted my error. Even now, going forward, I know that Evade is better for covering ground, if you can navigate safely.