Maybe they could add a classic game mode for people who hate sprint?
> 2535438636443468;6021:
> > 2533274801036271;6019:
> > Iâm actually a big supporter of clamber after playing more Halo 5, glad itâs back. Not a fan of sprint though, hopefully you can turn it so itâs always on and you can still have your reticle and fire instantly. Then it will be there for people who want it but have no discernible gameplay effects.
>
> I like clamber too, itâs pretty annoying bouncing off of a ledge when you could easily grab the edge and climb up. Sprint I feel was needed to make the newer playerbase feel more comfortable when they checked Halo Infinite MP out after playing every other FPS which uses sprint. You notice in the MP Reveal gameplayer trailer that sprint affects speed very little, probably being there just for the purpose of preventing newer players from feeling like players did in Halo 3, where you feel pretty slow in a big map, and since Halo Infinite MP is going to have big maps the probability of players feeling too slow without sprint is pretty high. So sprint was really there to make the player FEEL faster rather than make them actually much faster and messing up balance in the game.
Personally I dislike what clamber did to the maps on H5. Yeah itâs annoying when you just barely miss a jump, but itâs also satisfying to just barely MAKE a jump. In H5, most of the ledges are only reachable by clamber, and so the âflowâ of traversal is broken by constantly having to climb over things. Plus this means if someone is standing at the top of the ledge out of view, you just get shafted as your character vaults and they get a couple free shots at you, especially punishing with H5âs fast KT and generous bullet magnetism
Sprint needs to be in all fps. It really helps. Crossing a large area walking is simply too slow and boring, and this is coming from an old gamer. The problem isnât sprinting, itâs map design. In h4 you could see the change to get away from map control and patience. Letâs call it the cod syndrome lol. Maps need to be made with high ground thar needs to be controlled and weapon areas worth defending. Right now all people do is sprint and die. No real thought to where they are going.
> 2700819419400084;6024:
> Sprint needs to be in all fps. It really helps. Crossing a large area walking is simply too slow and boring, and this is coming from an old gamer. The problem isnât sprinting, itâs map design.
That last sentence completely negates the previous ones.
Yes, you are correct: The problem is map design.
Because if you design decent maps that donât have large empty areas to cross and therefore arenât slow and boring, then players wonât âneedâ sprint at all.
Sprinting doesnât fix bad map design, itâs just a band-aid which doesnât solve the issue for which it was added and just brings with it new problems that screw over the entire gameplay altogether.
> 2533274801176260;6025:
> > 2700819419400084;6024:
> > Sprint needs to be in all fps. It really helps. Crossing a large area walking is simply too slow and boring, and this is coming from an old gamer. The problem isnât sprinting, itâs map design.
>
> That last sentence completely negates the previous ones.
> Yes, you are correct: The problem is map design.
> Because if you design decent maps that donât have large empty areas to cross and therefore arenât slow and boring, then players wonât âneedâ sprint at all.
> Sprinting doesnât fix bad map design, itâs just a band-aid which doesnât solve the issue for which it was added and just brings with it new problems that screw over the entire gameplay altogether.
Map design is just different. To say sprint limits map design would be unfair without saying that not having it also effects it. Both must be accounted for when making the maps. Slow movement without Sprint will make maps smaller and have numerous corners and obstacles to use as cover. Open ended maps do not work. A good example is Zanzibar, everyones movement revolves around the edges of the map because crossing through the open sections is basically suicide. Ascension is also more like this. That is why the traditional style of gameplay relied around map control. Having an area of power such as high ground on Ascension made it incredibly hard to be taken down. The movement mechanics limited peoples approach to take the power areas.
Now we go to games with sprint. Sprint will allow for open areas on maps to be used with a smaller risk than before. In general, there are less obstacles and corners because the movement would make it too difficult to kill if it were the same. Sprint, with clamber specifically, also takes power away from map control and more towards player movement. This is due to it being harder to control parts of the map because of the higher mobility and extra ways the maps can be traversed.
I am not saying the advancent movent eliminated map control, because it did not. It just leaned more towards map movement.
I am not saying traditional mechanics eliminated map movement, because they didnât. It just leaned more towards map control.
Always having guns up is a plus that sprint takes away. However, people may like the option to be able to go faster than base movement speed for many reasons as well.
This all depends on what makes halo gameplay feel like halo to everyone. Everyone will say different things. I like both styles and itâs just preference. One method can not be better as a fact than the other, it is subjective on the play style or map flow anyone prefers.
> 2587559250210801;6017:
> I just want a player to have the chance to beat a nade thrown. Sprint, slide and jumping out of slide might launch the player into an unexpected challenge and offer the nade thrower with a tougher choice than simply getting an easy nade kill. Halo 5 was the only game that allowed this type of play, which meant that nades became decisions instead of reactions. Just my two cents.
That doesnât fix the problem, though, as you may see if you read the latter half of point 2 in my OP. If explosion radii in H5 were equal to those in H3, then grenades and rockets would be near-useless as sprint and thrust would allow players to always avoid them. So explosion radii are globally increased to balance them with the new movement and weâre back where we started. You can feel the difference when jumping and thrusting to avoid a rocket isnât enough to escape itâs blast zone.
So really, nothingâs changed, you just have to press more buttons to do what you were already doing before. Iâve surprised myself with how often I can navigate around thrown grenades in CE, perhaps even more easily than in H5, no thrust required. If Infinite balances its explosion radii properly, I can likely repeat that success.
> Blud Monk wrote: Maybe they could add a classic game mode for people who hate sprint?
Read point 2 of my OP, this has been discussed.
> 2533274820483063;6026:
> > 2533274801176260;6025:
> > > 2700819419400084;6024:
> > > Sprint needs to be in all fps. It really helps. Crossing a large area walking is simply too slow and boring, and this is coming from an old gamer. The problem isnât sprinting, itâs map design.
> >
> > That last sentence completely negates the previous ones.
> > Yes, you are correct: The problem is map design.
> > Because if you design decent maps that donât have large empty areas to cross and therefore arenât slow and boring, then players wonât âneedâ sprint at all.
> > Sprinting doesnât fix bad map design, itâs just a band-aid which doesnât solve the issue for which it was added and just brings with it new problems that screw over the entire gameplay altogether.
>
> Map design is just different. To say sprint limits map design would be unfair without saying that not having it also effects it. Both must be accounted for when making the maps. Slow movement without Sprint will make maps smaller and have numerous corners and obstacles to use as cover. Open ended maps do not work. A good example is Zanzibar, everyones movement revolves around the edges of the map because crossing through the open sections is basically suicide. Ascension is also more like this. That is why the traditional style of gameplay relied around map control. Having an area of power such as high ground on Ascension made it incredibly hard to be taken down. The movement mechanics limited peoples approach to take the power areas.
>
> Now we go to games with sprint. Sprint will allow for open areas on maps to be used with a smaller risk than before. In general, there are less obstacles and corners because the movement would make it too difficult to kill if it were the same. Sprint, with clamber specifically, also takes power away from map control and more towards player movement. This is due to it being harder to control parts of the map because of the higher mobility and extra ways the maps can be traversed.
>
> I am not saying the advanced moment eliminated map control, because it did not. It just leaned more towards map movement.
>
> I am not saying traditional mechanics eliminated map movement, because they didnât. It just leaned more towards map control.
>
> Always having guns up is a plus that sprint takes away. However, people may like the option to be able to go faster than base movement speed for many reasons as well.
>
> This all depends on what makes halo gameplay feel like halo to everyone. Everyone will say different things. I like both styles and itâs just preference. One method can not be better as a fact than the other, it is subjective on the play style or map flow anyone prefers.
Well said. What is the point of being guns up if youâre having to navigate if youâre in a position where you canât win a gunfight? Iâd rather have the speed to cross the area Iâd otherwise die in.
> 2535449076192416;6027:
> > 2587559250210801;6017:
> > I just want a player to have the chance to beat a nade thrown. Sprint, slide and jumping out of slide might launch the player into an unexpected challenge and offer the nade thrower with a tougher choice than simply getting an easy nade kill. Halo 5 was the only game that allowed this type of play, which meant that nades became decisions instead of reactions. Just my two cents.
>
> That doesnât fix the problem, though, as you may see if you read the latter half of point 2 in my OP. If explosion radii in H5 were equal to those in H3, then grenades and rockets would be near-useless as sprint and thrust would allow players to always avoid them. So explosion radii are globally increased to balance them with the new movement and weâre back where we started. You can feel the difference when jumping and thrusting to avoid a rocket isnât enough to escape itâs blast zone.
>
> So really, nothingâs changed, you just have to press more buttons to do what you were already doing before. Iâve surprised myself with how often I can navigate around thrown grenades in CE, perhaps even more easily than in H5, no thrust required. If Infinite balances its explosion radii properly, I can likely repeat that success.
>
>
> > Blud Monk wrote: Maybe they could add a classic game mode for people who hate sprint?
>
> Read point 2 of my OP, this has been discussed.
One thing I would like to point out is that in the MP reveal for Infinite, you can actually notice 5 things:
-
The difference between the sprint speed and the walk speed in the trailer is minimal, its such a small difference that some players may choose to just not sprint at all for a slightly faster reaction. Its small enough that I think that due to the expanded audience that Halo Infinite will bring in they wanted new players to feel more comfortable so added sprint to satisfy their habits while giving us a fast walk for us OG halo fans.
-
The change time from sprint to walk is nearly instantaneous, allowing for you to sprint but return fire once spotting an enemy without getting shot a bunch first. This means that unlike Halo Reach, sprint actually has a minimal effect on your shooting capability, meaning that you BASICALLY can shoot while running due to the small speed difference between walking and running.
-
The introduction of slide is not a bad thing, sure it makes getting a headshot harder but it also lowers their line of sight, meaning that once sliding nothing really changes, it just messed up both of your aim, except that he has a shot at your body and you donât have a shot at all, but this is balanced with the added bonus that he loses speed quickly so cannot stay sliding forever, thus meaning that the situation is then reversed when you were aiming for his head but when he stands up again you get a shot at his body while his crosshair is above your head because he adjusted to aim for your head while sliding. In other words, it is once again an addition made to make newer players feel more comfortable that changes things very little.
-
The re-introduction of clamber is an added system to help players traverse the map, I for one was never a fan of spartans bouncing off of ledges because they have butter fingers. It slows down combat and gives a restrictive, one-dimensional feeling to your movement. It also was needed to make normal spartans at least have a CHANCE of reaching someone with a Grappleshot when equipped with short range weapons so was also needed for balancing reasons. Also, the devs have likely factored this addition in since the start of development and due to the VERY long developmental cycle of the game I would guess that they have made maps that factor in this addition.
-
The jump is pretty high, giving players a typical Halo jump height, this is actually a little unusual for FPS games in terms of how absurdly massive the jump is and allows for the player to easily make jumps that would pitifully end in failure in other FPS games. This means that clamber allows you to climb almost any ledge you come across which gives you even greater movement freedom.
These 5 things give a picture of MOSTLY classical movement with either practically useless additions made to make new players comfortable or ACTUAL additions made to make the battlefield less 1-dimensional.
You didnât really say anything that made me say this, I just wanted to give you my personal take on the movement additions before I forgot about them forever due to a poor memory. xD (Note, Iâm a so-so sniper too)
> 2535438636443468;6029:
> > 2535449076192416;6027:
> > > 2587559250210801;6017:
> > > I just want a player to have the chance to beat a nade thrown. Sprint, slide and jumping out of slide might launch the player into an unexpected challenge and offer the nade thrower with a tougher choice than simply getting an easy nade kill. Halo 5 was the only game that allowed this type of play, which meant that nades became decisions instead of reactions. Just my two cents.
> >
> > That doesnât fix the problem, though, as you may see if you read the latter half of point 2 in my OP. If explosion radii in H5 were equal to those in H3, then grenades and rockets would be near-useless as sprint and thrust would allow players to always avoid them. So explosion radii are globally increased to balance them with the new movement and weâre back where we started. You can feel the difference when jumping and thrusting to avoid a rocket isnât enough to escape itâs blast zone.
> >
> > So really, nothingâs changed, you just have to press more buttons to do what you were already doing before. Iâve surprised myself with how often I can navigate around thrown grenades in CE, perhaps even more easily than in H5, no thrust required. If Infinite balances its explosion radii properly, I can likely repeat that success.
> >
> >
> > > Blud Monk wrote: Maybe they could add a classic game mode for people who hate sprint?
> >
> > Read point 2 of my OP, this has been discussed.
>
> One thing I would like to point out is that in the MP reveal for Infinite, you can actually notice 5 things:
>
> 1) The difference between the sprint speed and the walk speed in the trailer is minimal, its such a small difference that some players may choose to just not sprint at all for a slightly faster reaction. Its small enough that I think that due to the expanded audience that Halo Infinite will bring in they wanted new players to feel more comfortable so added sprint to satisfy their habits while giving us a fast walk for us OG halo fans.
>
> 2) The change time from sprint to walk is nearly instantaneous, allowing for you to sprint but return fire once spotting an enemy without getting shot a bunch first. This means that unlike Halo Reach, sprint actually has a minimal effect on your shooting capability, meaning that you BASICALLY can shoot while running due to the small speed difference between walking and running.
>
> 3) The introduction of slide is not a bad thing, sure it makes getting a headshot harder but it also lowers their line of sight, meaning that once sliding nothing really changes, it just messed up both of your aim, except that he has a shot at your body and you donât have a shot at all, but this is balanced with the added bonus that he loses speed quickly so cannot stay sliding forever, thus meaning that the situation is then reversed when you were aiming for his head but when he stands up again you get a shot at his body while his crosshair is above your head because he adjusted to aim for your head while sliding. In other words, it is once again an addition made to make newer players feel more comfortable that changes things very little.
>
> 4) The re-introduction of clamber is an added system to help players traverse the map, I for one was never a fan of spartans bouncing off of ledges because they have butter fingers. It slows down combat and gives a restrictive, one-dimensional feeling to your movement. It also was needed to make normal spartans at least have a CHANCE of reaching someone with a Grappleshot when equipped with short range weapons so was also needed for balancing reasons. Also, the devs have likely factored this addition in since the start of development and due to the VERY long developmental cycle of the game I would guess that they have made maps that factor in this addition.
>
> 5) The jump is pretty high, giving players a typical Halo jump height, this is actually a little unusual for FPS games in terms of how absurdly massive the jump is and allows for the player to easily make jumps that would pitifully end in failure in other FPS games. This means that clamber allows you to climb almost any ledge you come across which gives you even greater movement freedom.
>
> These 5 things give a picture of MOSTLY classical movement with either practically useless additions made to make new players comfortable or ACTUAL additions made to make the battlefield less 1-dimensional.
>
> You didnât really say anything that made me say this, I just wanted to give you my personal take on the movement additions before I forgot about them forever due to a poor memory. xD (Note, Iâm a so-so sniper too)
In relation to my post, I can agree that the seemingly minimal speed increase achieved through sprint wouldnât warrant the major inflation of explosion radii to balance it, unlike Halo 5. Sprint is looking fairly un-intrusive at the moment, and if we absolutely must have sprint in Halo, this is probably the best way to do it. Slide I am also ok with, though itâd be pretty neat if it wasnât tied to sprint.
As for clamber, I canât say I fully agree with you. Sure, missing a jump can be annoying, but that adds to the skill of it and thus how impressive it is. Think of all the trick jumps in Halo 2âs Lockout and how far less rewarding they would be if clamber always forgave you for screwing up. One must also consider the loss of being able to jump in any direction, since maps designed for the use of clamber, as seen in Halo 5, essentially force you to face the jump in order to make it. Jumps are artificially raised to necessitate clamber, and since you canât clamber backwards, youâre left with a mechanic that removes options for the sake of enforcing the use of a slick animation.
Those are my thoughts on the subject.
> 2535449076192416;6030:
> > 2535438636443468;6029:
> > > 2535449076192416;6027:
> > > > 2587559250210801;6017:
> > > > I just want a player to have the chance to beat a nade thrown. Sprint, slide and jumping out of slide might launch the player into an unexpected challenge and offer the nade thrower with a tougher choice than simply getting an easy nade kill. Halo 5 was the only game that allowed this type of play, which meant that nades became decisions instead of reactions. Just my two cents.
> > >
> > > That doesnât fix the problem, though, as you may see if you read the latter half of point 2 in my OP. If explosion radii in H5 were equal to those in H3, then grenades and rockets would be near-useless as sprint and thrust would allow players to always avoid them. So explosion radii are globally increased to balance them with the new movement and weâre back where we started. You can feel the difference when jumping and thrusting to avoid a rocket isnât enough to escape itâs blast zone.
> > >
> > > So really, nothingâs changed, you just have to press more buttons to do what you were already doing before. Iâve surprised myself with how often I can navigate around thrown grenades in CE, perhaps even more easily than in H5, no thrust required. If Infinite balances its explosion radii properly, I can likely repeat that success.
> > >
> > >
> > > > Blud Monk wrote: Maybe they could add a classic game mode for people who hate sprint?
> > >
> > > Read point 2 of my OP, this has been discussed.
> >
> > One thing I would like to point out is that in the MP reveal for Infinite, you can actually notice 5 things:
> >
> > 1) The difference between the sprint speed and the walk speed in the trailer is minimal, its such a small difference that some players may choose to just not sprint at all for a slightly faster reaction. Its small enough that I think that due to the expanded audience that Halo Infinite will bring in they wanted new players to feel more comfortable so added sprint to satisfy their habits while giving us a fast walk for us OG halo fans.
> >
> > 2) The change time from sprint to walk is nearly instantaneous, allowing for you to sprint but return fire once spotting an enemy without getting shot a bunch first. This means that unlike Halo Reach, sprint actually has a minimal effect on your shooting capability, meaning that you BASICALLY can shoot while running due to the small speed difference between walking and running.
> >
> > 3) The introduction of slide is not a bad thing, sure it makes getting a headshot harder but it also lowers their line of sight, meaning that once sliding nothing really changes, it just messed up both of your aim, except that he has a shot at your body and you donât have a shot at all, but this is balanced with the added bonus that he loses speed quickly so cannot stay sliding forever, thus meaning that the situation is then reversed when you were aiming for his head but when he stands up again you get a shot at his body while his crosshair is above your head because he adjusted to aim for your head while sliding. In other words, it is once again an addition made to make newer players feel more comfortable that changes things very little.
> >
> > 4) The re-introduction of clamber is an added system to help players traverse the map, I for one was never a fan of spartans bouncing off of ledges because they have butter fingers. It slows down combat and gives a restrictive, one-dimensional feeling to your movement. It also was needed to make normal spartans at least have a CHANCE of reaching someone with a Grappleshot when equipped with short range weapons so was also needed for balancing reasons. Also, the devs have likely factored this addition in since the start of development and due to the VERY long developmental cycle of the game I would guess that they have made maps that factor in this addition.
> >
> > 5) The jump is pretty high, giving players a typical Halo jump height, this is actually a little unusual for FPS games in terms of how absurdly massive the jump is and allows for the player to easily make jumps that would pitifully end in failure in other FPS games. This means that clamber allows you to climb almost any ledge you come across which gives you even greater movement freedom.
> >
> > These 5 things give a picture of MOSTLY classical movement with either practically useless additions made to make new players comfortable or ACTUAL additions made to make the battlefield less 1-dimensional.
> >
> > You didnât really say anything that made me say this, I just wanted to give you my personal take on the movement additions before I forgot about them forever due to a poor memory. xD (Note, Iâm a so-so sniper too)
>
> In relation to my post, I can agree that the seemingly minimal speed increase achieved through sprint wouldnât warrant the major inflation of explosion radii to balance it, unlike Halo 5. Sprint is looking fairly un-intrusive at the moment, and if we absolutely must have sprint in Halo, this is probably the best way to do it. Slide I am also ok with, though itâd be pretty neat if it wasnât tied to sprint.
>
> As for clamber, I canât say I fully agree with you. Sure, missing a jump can be annoying, but that adds to the skill of it and thus how impressive it is. Think of all the trick jumps in Halo 2âs Lockout and how far less rewarding they would be if clamber always forgave you for screwing up. One must also consider the loss of being able to jump in any direction, since maps designed for the use of clamber, as seen in Halo 5, essentially force you to face the jump in order to make it. Jumps are artificially raised to necessitate clamber, and since you canât clamber backwards, youâre left with a mechanic that removes options for the sake of enforcing the use of a slick animation.
>
> Those are my thoughts on the subject.
I agree with you, clamber could cause some map issues on the smaller maps, however, since Halo Infinite is clearly putting an emphasis on big-team-battle, such problems are not QUITE as serious as they would have been on Halo 5 since I felt that Halo 5âs maps were generally more claustrophobic. The problem is that they cannot make everyone happy so they tried their best to KIND OF make everyone happy. xD
No videogame is perfect (although Halo 3 got pretty darn close if it had not been for the fact that you felt kind of slow), but Halo Infinite looks like its doing a great job trying to connect the world of classic Halo with the world of well . . . every other FPS, for the purpose of making both old and new players happy.
So donât worry, I completely understand and agree with your point that clamber causes some issues, but it also has merits in other areas so overall I am happy it was added.
Personally, I felt that the fact that they made OG Halo fans comfortable with sprint was an achievement in itself by just making sprint go only 20% faster.
Take out sprint for arena at the very least I feel like we have strayed so far away from that classic halo gameplay bringing it back would bring a lot of older players back to a game that a lot of them left after halo 3
I would be fine if sprint were removed so long as the game speed feels faster. I love Overwatch and it doesnât have a sprint but you never feel out of the action. Personally though, I find the pre-sprint Halo games hard to play now and I grew up in that era. It just feels slow and dated. I honestly donât believe outside of those who live and die by the original trilogy that a slow paced Halo would do well.
âŚbut hey, Iâm not an industry guy. Just a fan with a guess.
> 2535449076192416;6030:
> As for clamber, I canât say I fully agree with you. Sure, missing a jump can be annoying, but that adds to the skill of it and thus how impressive it is. Think of all the trick jumps in Halo 2âs Lockout and how far less rewarding they would be if clamber always forgave you for screwing up.
Dying because of connection hiccup is even more annoying.
One must also consider the loss of being able to jump in any direction, since maps designed for the use of clamber, as seen in Halo 5, essentially force you to face the jump in order to make it. Jumps are artificially raised to necessitate clamber, and since you canât clamber backwards, youâre left with a mechanic that removes options for the sake of enforcing the use of a slick animationThese are some major assumptions. The only thing that makes jumping in any direction less effective is jump height and map design. Youâre assuming you would be able to reach all the areas clamber allows you to get to just through crouch jumping which is definitely not the case. You couldnât scale a wall by crouch jumping no matter which direction you faced. The first 3 Halos, especially Halo 3, were notorious for having a bunch of areas you couldnât get to by jumping or crouch jumping and either had to take an alternate path or use a portable lift. Without clamber the maps would be just as restrictive as they used to be.
> 2535438636443468;6029:
> > 2535449076192416;6027:
> > > 2587559250210801;6017:
> > > I just want a player to have the chance to beat a nade thrown. Sprint, slide and jumping out of slide might launch the player into an unexpected challenge and offer the nade thrower with a tougher choice than simply getting an easy nade kill. Halo 5 was the only game that allowed this type of play, which meant that nades became decisions instead of reactions. Just my two cents.
> >
> > That doesnât fix the problem, though, as you may see if you read the latter half of point 2 in my OP. If explosion radii in H5 were equal to those in H3, then grenades and rockets would be near-useless as sprint and thrust would allow players to always avoid them. So explosion radii are globally increased to balance them with the new movement and weâre back where we started. You can feel the difference when jumping and thrusting to avoid a rocket isnât enough to escape itâs blast zone.
> >
> > So really, nothingâs changed, you just have to press more buttons to do what you were already doing before. Iâve surprised myself with how often I can navigate around thrown grenades in CE, perhaps even more easily than in H5, no thrust required. If Infinite balances its explosion radii properly, I can likely repeat that success.
> >
> >
> > > Blud Monk wrote: Maybe they could add a classic game mode for people who hate sprint?
> >
> > Read point 2 of my OP, this has been discussed.
>
> One thing I would like to point out is that in the MP reveal for Infinite, you can actually notice 5 things:
>
> 1) The difference between the sprint speed and the walk speed in the trailer is minimal, its such a small difference that some players may choose to just not sprint at all for a slightly faster reaction. Its small enough that I think that due to the expanded audience that Halo Infinite will bring in they wanted new players to feel more comfortable so added sprint to satisfy their habits while giving us a fast walk for us OG halo fans.
>
> 2) The change time from sprint to walk is nearly instantaneous, allowing for you to sprint but return fire once spotting an enemy without getting shot a bunch first. This means that unlike Halo Reach, sprint actually has a minimal effect on your shooting capability, meaning that you BASICALLY can shoot while running due to the small speed difference between walking and running.
>
> 3) The introduction of slide is not a bad thing, sure it makes getting a headshot harder but it also lowers their line of sight, meaning that once sliding nothing really changes, it just messed up both of your aim, except that he has a shot at your body and you donât have a shot at all, but this is balanced with the added bonus that he loses speed quickly so cannot stay sliding forever, thus meaning that the situation is then reversed when you were aiming for his head but when he stands up again you get a shot at his body while his crosshair is above your head because he adjusted to aim for your head while sliding. In other words, it is once again an addition made to make newer players feel more comfortable that changes things very little.
>
> 4) The re-introduction of clamber is an added system to help players traverse the map, I for one was never a fan of spartans bouncing off of ledges because they have butter fingers. It slows down combat and gives a restrictive, one-dimensional feeling to your movement. It also was needed to make normal spartans at least have a CHANCE of reaching someone with a Grappleshot when equipped with short range weapons so was also needed for balancing reasons. Also, the devs have likely factored this addition in since the start of development and due to the VERY long developmental cycle of the game I would guess that they have made maps that factor in this addition.
>
> 5) The jump is pretty high, giving players a typical Halo jump height, this is actually a little unusual for FPS games in terms of how absurdly massive the jump is and allows for the player to easily make jumps that would pitifully end in failure in other FPS games. This means that clamber allows you to climb almost any ledge you come across which gives you even greater movement freedom.
>
> These 5 things give a picture of MOSTLY classical movement with either practically useless additions made to make new players comfortable or ACTUAL additions made to make the battlefield less 1-dimensional.
>
> You didnât really say anything that made me say this, I just wanted to give you my personal take on the movement additions before I forgot about them forever due to a poor memory. xD (Note, Iâm a so-so sniper too)
Thanks, Iâve been at work all day so I couldnât read it all.
> 2533274801176260;6025:
> > 2700819419400084;6024:
> > Sprint needs to be in all fps. It really helps. Crossing a large area walking is simply too slow and boring, and this is coming from an old gamer. The problem isnât sprinting, itâs map design.
>
> That last sentence completely negates the previous ones.
> Yes, you are correct: The problem is map design.
> Because if you design decent maps that donât have large empty areas to cross and therefore arenât slow and boring, then players wonât âneedâ sprint at all.
> Sprinting doesnât fix bad map design, itâs just a band-aid which doesnât solve the issue for which it was added and just brings with it new problems that screw over the entire gameplay altogether.
I never said sprint fixes bad map design. They are actually 2 different issues. Sprint adds a mechanic to the game that is an absolute necessity in todayâs fps. It doesnât matter who agrees. It is. Map design is in reference to maps designed just to spawn, sprint, die or kill. No team work. No strategic advantages. I would argue sprinting should help with map design. Open spaces donât have to be an automatic death zone in higher level play.
> 2533274820483063;6026:
> Slow movement without Sprint will make maps smaller and have numerous corners and obstacles to use as cover. Open ended maps do not work. A good example is Zanzibar, everyones movement revolves around the edges of the map because crossing through the open sections is basically suicide. Ascension is also more like this.
While true, this argument ignores the fact that Zanzibar is also a vehicle map. These open areas arenât meant for infantry, and most of them are located below walkways, specifically as punishment for players who were missing jumps. Theyâre intentionally designed in such a way that players who find themselves in the open because of bad plays are easy to pick off.
Ascension doesnât have vehicles (except the banshee) but the idea behind the central dish is also completely different: It provides a shorter distance between power positions than the outside walkways, at the risk of being exposed. Quick movement or good teamwork will allow a player to cross it unharmed, but bad players/teams end up as cannon fodder. This is the often-quoted ârisk vs. rewardâ choice, but instead of shoehorning it into a base player trait, it emerges naturally from good map design.
Asking for sprint because of areas like these completely misses the point as to why they even exist in the first place.
Furthermore, sprint being a base player trait forces the implications it brings with it onto the game at all times. For example, instead of having certain areas in certain maps offering a risk/reward management (sniper/rocket spawn on Hang 'Em High, etc.), itâs now built into the game by default. There is no way of designing maps/modes without risk/reward gameplay, because the player literally spawns with it, which actually ends up reducing gameplay variety.
> 2533274820483063;6026:
> Sprint will allow for open areas on maps to be used with a smaller risk than before. In general, there are less obstacles and corners because the movement would make it too difficult to kill if it were the same.
Except the post that I responded to explained how sprint is needed in order to make open areas less tedious. Yet a game with sprint will inevitably have more of these areas because the movement mechanics require them in order to work properly. Itâs a circular argument: Adding sprint to remove tediousness actually ends up adding more tediousness, which makes those people that requested sprint for this reason think even more that its addition were necessary.
> 2700819419400084;6036:
> Sprint adds a mechanic to the game that is an absolute necessity in todayâs fps. It doesnât matter who agrees. It is.
Itâs not. It doesnât matter who disagrees. It just isnât.
Doom alone proves you wrong. And Counterstrike. Or Team Fortress. Also Overwatch (Well, 99% of it anyways).
> 2700819419400084;6036:
> Map design is in reference to maps designed just to spawn, sprint, die or kill. No team work. No strategic advantages.
As has been mentioned before, the addition of sprint itself requires maps to be designed with more open spaces and a decreased importance of map control in favor of map movement. While this does not completely negate tactics and teamwork, it severely hampers it, as a consequence of less power positions and them being less important than before anyways. Why would teams bother strategizing in order to capture a specific location when the advantage gained is miniscule?
> 2700819419400084;6036:
> I would argue sprinting should help with map design.
Help to what end? What is the goal youâre trying to achieve by including sprint?
> 2700819419400084;6036:
> Open spaces donât have to be an automatic death zone in higher level play.
No, and they never were, because that isnât something accomplished by sprint but by competent map design.
I mix of advanced movement, and a classic style would be perfect. No way I ever want to crawl around the map like in Halo 3 ever again, but Halo 5 seems to be too hectic. Ledge grappling at the very least is a must for me. The momentum of Reach including its well-balanced sprint speed, and duration, plus ledge grappling is what I personally wish for.
> 2533274801176260;6037:
> > 2533274820483063;6026:
> >
>
>
>
> > 2533274820483063;6026:
> > Sprint will allow for open areas on maps to be used with a smaller risk than before. In general, there are less obstacles and corners because the movement would make it too difficult to kill if it were the same.
>
> Except the post that I responded to explained how sprint is needed in order to make open areas less tedious. Yet a game with sprint will inevitably have more of these areas because the movement mechanics require them in order to work properly. Itâs a circular argument: Adding sprint to remove tediousness actually ends up adding more tediousness.
Having these areas can be an option for map design but does not need to be just because sprint is in the game. It is not a must and halo 5 has many maps without really open areas. Maps like empire, torque, and especially overgrowth show this off well. Just because sprint is in the game does not mean there is one way to design a map.
It is a circular argument because what you find tedious, may not be to others. I can say itâs tedious in halo 3 when I get the jump on someone and get them to one shot but they survive by turning a corner because I donât have a method to close in on them.
I can also say it is tedious in halo 5 when someone clambers out of my sight when they are one shot.
Iâm just saying that both movement mechanics will offer different maps. Each map can play entriely different within the same game. But likeing one over another is a preference.
> 2535436322352331;6039:
> I mix of advanced movement, and a classic style would be perfect. No way I ever want to crawl around the map like in Halo 3 ever again, but Halo 5 seems to be too hectic. Ledge grappling at the very least is a must for me. The momentum of Reach including its well-balanced sprint speed, and duration, plus ledge grappling is what I personally wish for.
Somewhere between H3 and H5 there is a nirvanous sweet spotâŚ