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> > > > > > > > Therefore, classic halo provides the player with the greatest amount of options, while newer halos limit player options.
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> > > > > > > But in new Halo I can also intially engage the enemy at different speeds (base or sprint) and can slide. I can then also continue the battle just like in classic - by jumping, moving, and/or shooting.
> > > > > >
> > > > > > First of all, if youâre engaging the enemy by sliding or sprinting into them, youâre doing something wrong.
> > > > >
> > > > > Stopped reading after your first line because youâre already wrong right off the bat. And not just a little wrong. This line is like SUPER wrong. Itâs like you picked option e when there was only a, b, c, and d on the test. What are you even thinking at this point? Thatâs how wrong this line is.
> > > > >
> > > > > Go watch any high end player. There are literally tons of times every match where they use sprint and/ or slide to begin their challenges
> > > >
> > > > So you respond to the side topic instead of the main topic. Strong IQ dude.
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> Sprint SlideYou: You shouldnât sprint/ slide right at someone, if this is how you engage people youâre doing something wrong.
>
> Me: Thatâs actually a pretty valid and effective way to start a challenge against people. Even pro players use it often in every match they play.
>
> You: Thatâs not the ideal way to engage enemies (continue with lots of points supporting that.
>
> Uuuhhh⌠duhâŚ? Iâm not arguing your should always be slide sprinting directly at people⌠itâs a trick in the toolbox you should be using. The ideal way to engage enemies is and always has been from above (with rockets!) Thatâs not what anyoneâs talking about.
lmao okay dude, you can have this one. Itâs not the point Iâm interested in discussing anyway.
> Map Scale Fun fact for the day! Did you know 343 doesnât play test maps having players ONLY sprint or ONLY not sprint? They actually design maps where players both sprint and walk during the game. Itâs a pretty crazy concept I know
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This has literally nothing to do with playtesting. Whether playtesting occurs or not, you literally can not escape the fact that if you have sprint as a base mechanic, then every part of the map must account for the existence of sprint. It really is that simple
> And yes, the scaled up map experiences are similar in regards to firefights. Weapon ranges stretch out a little, and so do firing lanes. Pushing carbine on Truth has a very similar feel to pushing carbine on Midship for example.
>
> And congrats, youâre now the only person Iâve ever read on these forums imply that aspects of H5 and advance movement play slower than older titles
. Your defense seems to be going pretty well. /sarcasm
So Iâm not really sure what to make of this part of your comment. Itâs a fact that sprint slows gameplay down. Not being able to engage in combat while sprinting means that defensive gameplay is encouraged. The existence of sprint also means poor map movement goes left unpunished more often.
One example is cat and mouse gameplay, where itâs much more difficult to translate getting someone low into getting a kill in H5 compared to a classic Halo game. In H5, if you get low, you have the option to sprint away from combat. The mechanics in H5 favour this playstyle, because the aggressor can not maintain sprint speed while shooting. This can result in cat and mouse gameplay, where the aggressor is sprinting after another person sprinting, resulting in an extremely delayed kill or sometimes no kill at all. Alternatively, the aggressor may be forced to abandon the kill. Both instances result in slower and more jarring gameplay. In H3, the aggressor can maintain the same speed as the person put low, meaning they have much less survivability, resulting in far more kills and hence faster gameplay.
Sprint also acts as a crutch for players when they position themselves poorly. For this point Iâm just gonna copy paste an old comment I made coz cba typing it all again. (Sprint) diminishes the importance of good map movement - Being in the right place at the right time is important for any FPS. Prior to sprint, if you were in a poor position, there were no movement mechanics that allowed you to relocate and compensate for your poor positioning. If your team was in a fight but you werenât there, your teammates would be fighting at a number disadvantage. If your teammates pulled the flag or oddball but you werenât holding the right angle to cover them, they would likely die as a consequence. The point is, your poor positioning meant you (or your team) were penalised in some way. Sprint allows players to relocate to the ideal position only after realising they are in a poor position, often negating this penalty. Hence, in this sense, sprint allows for sloppy map movement compared to no sprint. Also, since your fan of the skill gap, Iâll chuck this one in here as well: It diminishes the significance of understanding spawn control and makes breaking spawn traps obscenely easy - One of the most unique aspects of Halo is its respawn system, and at the highest level of play understanding how spawns work is essential. This means knowing where the spawn locations are, how to manipulate them (by blocking them) and hence predict enemy spawns after killing them. Prior to sprint, when a team gained control of a map, they could position appropriately to capitalise on enemy respawns, either to spawn kill/trap them, or to block respawns to allow the flag carrier to run on that side of the map. Sprint throws this into disarray. Being able to sprint off spawn means that in a matter of seconds after spawning, a player can be on the enemies side of the map, avoiding any kind of spawn trap or containment. This is BAD as a mechanic because it lowers the skill ceiling - If you die, you should be penalised. If you killed the enemy and understand respawns you should be rewarded. This was how pre-sprint Halo was, but changed drastically after it was introduced. The result was a scrappy fiesta, where people would sprint off spawn to all corners of the map, making the game far more disjointed.



