The return of classic movement mechanics?

> 2533274825634883;6181:
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> > I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.
>
> I didn’t get to play the technical test much, but I felt like clamber’s reach was noticeably toned down compared to H5, thankfully. People definitely have better arguments against it than me, but I think a big factor is 343i’s insistence on forcing the mechanic into their map designs for some odd reason. People asked for a ledge climb since the old days, not because it’s fun to climb ledges in an FPS, but because they wanted to save the sort of bad jumps that were commonplace in classic Halo. Clamber would be a lot more inoffensive as a more straightforward punishment to bad movement as opposed to a required traversal mechanic, and it’s baffling as to why 343 treats it as the later.

Exactly, and just, the more crouch jumps I see and the less clamber I see, the better. I get why some people like the risk-reward aspect of it, but it seems to have made maps more…vertical? Just for the sake of clambering? It does seem like a forced mechanic, and simply by lowering the heights of jumps, these maps could be traversed by skilled crouch jumping without ever having to put your gun down

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> > 2533274825634883;6181:
> > > 2535462463027504;6177:
> > > I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.
> >
> > I didn’t get to play the technical test much, but I felt like clamber’s reach was noticeably toned down compared to H5, thankfully. People definitely have better arguments against it than me, but I think a big factor is 343i’s insistence on forcing the mechanic into their map designs for some odd reason. People asked for a ledge climb since the old days, not because it’s fun to climb ledges in an FPS, but because they wanted to save the sort of bad jumps that were commonplace in classic Halo. Clamber would be a lot more inoffensive as a more straightforward punishment to bad movement as opposed to a required traversal mechanic, and it’s baffling as to why 343 treats it as the later.
>
> Exactly, and just, the more crouch jumps I see and the less clamber I see, the better. I get why some people like the risk-reward aspect of it, but it seems to have made maps more…vertical? Just for the sake of clambering? It does seem like a forced mechanic, and simply by lowering the heights of jumps, these maps could be traversed by skilled crouch jumping without ever having to put your gun down

Honestly, thinking about it, you’re right. Maps still lean more on increased verticality than most fan-favorite designs. Didn’t one of the developers in a GDC video say that clamber’s purpose was to give players a fail-safe when doing difficult jumps? If it was, then I don’t understand why 343 would design maps around clamber.

> 2535410766963836;6183:
> > 2533274817438690;6182:
> > > 2533274825634883;6181:
> > > > 2535462463027504;6177:
> > > > I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.
> > >
> > > I didn’t get to play the technical test much, but I felt like clamber’s reach was noticeably toned down compared to H5, thankfully. People definitely have better arguments against it than me, but I think a big factor is 343i’s insistence on forcing the mechanic into their map designs for some odd reason. People asked for a ledge climb since the old days, not because it’s fun to climb ledges in an FPS, but because they wanted to save the sort of bad jumps that were commonplace in classic Halo. Clamber would be a lot more inoffensive as a more straightforward punishment to bad movement as opposed to a required traversal mechanic, and it’s baffling as to why 343 treats it as the later.
> >
> > Exactly, and just, the more crouch jumps I see and the less clamber I see, the better. I get why some people like the risk-reward aspect of it, but it seems to have made maps more…vertical? Just for the sake of clambering? It does seem like a forced mechanic, and simply by lowering the heights of jumps, these maps could be traversed by skilled crouch jumping without ever having to put your gun down
>
> Honestly, thinking about it, you’re right. Maps are still lean more on increased verticality than most fan-favorite designs. Didn’t one of the developers in a GDC video say that clamber’s purpose was to give players a fail-safe when crouch-jumping? If it was, then I don’t understand why 343 would design maps around clamber.

Ah, yeah see, if they gave every clamber jump a possible crouch jump there too, this would exactly serve that purpose. But you’re right, these maps are designed around clamber. I wish they would maybe just stack some crates next to these clamber jumps just to give us an option. But like I said, there are some crouch jumps they thought to design, so I’m glad they thought about that!

> 2533274820483063;6178:
> I just want to make it clear I don’t favor sprint or no sprint. I like both styles and would say I understand both decently. Also, in my previous post, I was just talking about sprint vs no sprint in general and not necessarily related to infinite.

Understood.

> The reason I stated it as an ability is because it has its certain use cases. You asked why only a forward moving speed increase correct.

You don’t need to tell me why you consider Sprint an ability; I understand. As I said in my previous posts:

  • “I didn’t ask why you considered Sprint an ability. I asked why you thought it was beneficial for a forward-only speed boost to be implemented as part of an ability.” - " Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing."I wasn’t asking why only forward movement should be faster (although I think that’s a valid question), but why the faster forward movement should be tied to an ability.

> In truth, if you are sprinting, it’s because you are trying to get from point A to B as fast as possible, to do that, you will take the most direct path there. A forward moving speed only is viable for this reason. Trying to flank someone in a gunfight, sprint around. While it could be done without Sprint, sprint makes it more possible.

I’m not really debating this, but rather asking “Why players should have to temporarily ‘disarm’ themselves to get from A to B as faster as possible via faster forward movement speed?”. Why is making flanking enemies in a gunfight more possible beneficial? Why is forcing players to ‘disarm’ to have a better opportunity to flank enemies beneficial?

> I don’t remember using the word clunky so some context would be nice.

Whoops, sorry! I was thinking of a discussion with another user (Gym Meathead starting on page 306) that used the term “clunky.” How embarrassing!

> However, we both no that halo 3 can have very fluid movement when mastered. The same can be said for halo 5. A person who is clambering every ledge and moving around the map mainly sprinting and clambering makes it clunky. What’s worse in halo 5, is someone with clunky movement will make it seem like the game has a combat mode and traversal mode. However, watch a pro or high level player would seemlesly blend them.

I agree that both approaches (“classic” and “advanced”) have learning curves to map traversal, but I can’t see how the Sprint mechanic in H5 contributes to that learning curve in any way that couldn’t be achieved (or better achieved) by other means. I feel the same way about Clamber, but one mechanic at a time.

> Now I would say for the purposes of the thread that advancent movement mechanics refers to Sprint, clamber, slide, and thrusters.

I again apologize for confusing our discussion with one I had with another user. Embarrassment 2: Electric Boogaloo!

> Now for me, advanced movement mechanics refers to whatever traversal is done beyond the basic functions of the games mechanics. A crouch jump would be advanced movement because the game doesn’t tell you how to do it. It’s simple but it goes beyond the basic jump mechanic and combining it with crouch. In halo 5, which has my favorite movement, the armor abilites alone are not advanced movement mechanics, again, it’s the stuff you can do combining many mechanics. So a thruster slide jump would be advanced movement. It is not something the game tells you is possible.

Now this is a different use of the term than I’m used to seeing. It’s more insightful than arbitrarily labeling certain mechanics “advanced” because they were added in later games or a marketing blurb said so. I’m of the same mind as tsassi on the subject of thrusters (that it’s the most promising of the Armor/Spartan Abilities 343i have introduced), and I would’ve preferred them to come back over Sprint for that reason.

> Now as in for halo infinite, I wouldn’t mind taking sprint out as along as slide stays. As stated from both of us before, the reduced sprint speed has taken away some of it’s perks such as closing down ground and also reduced it’s risk reward. They are still there but to a much lesser extent. I think BTB will be where sprint is more viable in halo infinite if it stays the same.

I agree that BTB may well have a better use case for Infinite’s Sprint, but I don’t really think it sound to design/implement base mechanics that only really serve their purpose(s) in certain maps or modes. That’s what sandbox elements (weapons, vehicles, equipment) are for, in my opinion.

The movement felt like a perfect balance between the old and new. Sprint gives you just enough speed to where the maps dont need to be artificially extended as well as the weapon ready speed is instantaneous. The regular running speed doesn’t feel like you’re at a disadvantage of getting to cover or to a location.

> 2535440283237581;6185:
> > 2533274820483063;6178:
> > I just want to make it clear I don’t favor sprint or no sprint. I like both styles and would say I understand both decently. Also, in my previous post, I was just talking about sprint vs no sprint in general and not necessarily related to infinite.
>
> Understood.
>
>
> > The reason I stated it as an ability is because it has its certain use cases. You asked why only a forward moving speed increase correct.
>
> You don’t need to tell me why you consider Sprint an ability; I understand. As I said in my previous posts:
> - “I didn’t ask why you considered Sprint an ability. I asked why you thought it was beneficial for a forward-only speed boost to be implemented as part of an ability.” - " Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing."I wasn’t asking why only forward movement should be faster (although I think that’s a valid question), but why the faster forward movement should be tied to an ability.
>
>
> > In truth, if you are sprinting, it’s because you are trying to get from point A to B as fast as possible, to do that, you will take the most direct path there. A forward moving speed only is viable for this reason. Trying to flank someone in a gunfight, sprint around. While it could be done without Sprint, sprint makes it more possible.
>
> I’m not really debating this, but rather asking “Why players should have to temporarily ‘disarm’ themselves to get from A to B as faster as possible via faster forward movement speed?”. Why is making flanking enemies in a gunfight more possible beneficial? Why is forcing players to ‘disarm’ to have a better opportunity to flank enemies beneficial?
>
>
> > I don’t remember using the word clunky so some context would be nice.
>
> Whoops, sorry! I was thinking a discussion with another user (Gym Meathead starting on page 306) that used the term “clunky.” How embarrassing!
>
>
> > However, we both no that halo 3 can have very fluid movement when mastered. The same can be said for halo 5. A person who is clambering every ledge and moving around the map mainly sprinting and clambering makes it clunky. What’s worse in halo 5, is someone with clunky movement will make it seem like the game has a combat mode and traversal mode. However, watch a pro or high level player would seemlesly blend them.
>
> I agree that both approaches (“classic” and “advanced”) have learning curves to map traversal, but I can’t see how the Sprint mechanic in H5 contributes to that learning curve in any way that couldn’t be achieved (or better achieved) by other means. I feel the same way about Clamber, but one mechanic at a time.
>
>
> > Now I would say for the purposes of the thread that advancent movement mechanics refers to Sprint, clamber, slide, and thrusters.
>
> I again apologize for confusing our discussion with one I had with another user. Embarrassment 2: Electric Boogaloo!
>
>
> > Now for me, advanced movement mechanics refers to whatever traversal is done beyond the basic functions of the games mechanics. A crouch jump would be advanced movement because the game doesn’t tell you how to do it. It’s simple but it goes beyond the basic jump mechanic and combining it with crouch. In halo 5, which has my favorite movement, the armor abilites alone are not advanced movement mechanics, again, it’s the stuff you can do combining many mechanics. So a thruster slide jump would be advanced movement. It is not something the game tells you is possible.
>
> Now this is a different use of the term than I’m used to seeing. It’s more insightful than arbitrarily labeling certain mechanics “advanced” because they were added in later games or a marketing blurb said so. I’m of the same mind as tsassi on the subject of thrusters (that it’s the most promising of the Armor/Spartan Abilities 343i have introduced), and I would’ve preferred them to come back over Sprint for that reason.
>
>
> > Now as in for halo infinite, I wouldn’t mind taking sprint out as along as slide stays. As stated from both of us before, the reduced sprint speed has taken away some of it’s perks such as closing down ground and also reduced it’s risk reward. They are still there but to a much lesser extent. I think BTB will be where sprint is more viable in halo infinite if it stays the same.
>
> I agree that BTB may well have a better use case for Infinite’s Sprint, but I don’t really think it sound to design/implement base mechanics that only really serve their purpose(s) in certain maps or modes. That’s what sandbox elements (weapons, vehicles, equipment) are for, in my opinion.

I have actually talked with tsassi multiple times in this thread. I think sprint was very healthy for halo 5 for a few reasons.

One thing being it was a nerf to many of the other abilities. It limited Spartan charge which was still an annoyance but would have been worse without Sprint.

Another thing it nerfed was the thrusters. Many of the advanced movement mechanics required you to gain top momentum using sprint first. This meant many of the crazier jumps could not have been spammed. Imagine someone thruster slide jumping away from you mid fight. Having sprint made this impossible to do.

They could have theoretically changed the way these functioned if sprint was not in the game but I’m going of what we had.

I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.

Also I think sprint is good for infinite because of big team battle. The benefits are less but maybe it will be worthwhile when we try BTB. And maybe not haha

> 2533274820483063;6187:
> > 2535440283237581;6185:
> > > 2533274820483063;6178:
> > > I just want to make it clear I don’t favor sprint or no sprint. I like both styles and would say I understand both decently. Also, in my previous post, I was just talking about sprint vs no sprint in general and not necessarily related to infinite.
> >
> > Understood.
> >
> >
> > > The reason I stated it as an ability is because it has its certain use cases. You asked why only a forward moving speed increase correct.
> >
> > You don’t need to tell me why you consider Sprint an ability; I understand. As I said in my previous posts:
> > - “I didn’t ask why you considered Sprint an ability. I asked why you thought it was beneficial for a forward-only speed boost to be implemented as part of an ability.” - " Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing."I wasn’t asking why only forward movement should be faster (although I think that’s a valid question), but why the faster forward movement should be tied to an ability.
> >
> >
> > > In truth, if you are sprinting, it’s because you are trying to get from point A to B as fast as possible, to do that, you will take the most direct path there. A forward moving speed only is viable for this reason. Trying to flank someone in a gunfight, sprint around. While it could be done without Sprint, sprint makes it more possible.
> >
> > I’m not really debating this, but rather asking “Why players should have to temporarily ‘disarm’ themselves to get from A to B as faster as possible via faster forward movement speed?”. Why is making flanking enemies in a gunfight more possible beneficial? Why is forcing players to ‘disarm’ to have a better opportunity to flank enemies beneficial?
> >
> >
> > > I don’t remember using the word clunky so some context would be nice.
> >
> > Whoops, sorry! I was thinking a discussion with another user (Gym Meathead starting on page 306) that used the term “clunky.” How embarrassing!
> >
> >
> > > However, we both no that halo 3 can have very fluid movement when mastered. The same can be said for halo 5. A person who is clambering every ledge and moving around the map mainly sprinting and clambering makes it clunky. What’s worse in halo 5, is someone with clunky movement will make it seem like the game has a combat mode and traversal mode. However, watch a pro or high level player would seemlesly blend them.
> >
> > I agree that both approaches (“classic” and “advanced”) have learning curves to map traversal, but I can’t see how the Sprint mechanic in H5 contributes to that learning curve in any way that couldn’t be achieved (or better achieved) by other means. I feel the same way about Clamber, but one mechanic at a time.
> >
> >
> > > Now I would say for the purposes of the thread that advancent movement mechanics refers to Sprint, clamber, slide, and thrusters.
> >
> > I again apologize for confusing our discussion with one I had with another user. Embarrassment 2: Electric Boogaloo!
> >
> >
> > > Now for me, advanced movement mechanics refers to whatever traversal is done beyond the basic functions of the games mechanics. A crouch jump would be advanced movement because the game doesn’t tell you how to do it. It’s simple but it goes beyond the basic jump mechanic and combining it with crouch. In halo 5, which has my favorite movement, the armor abilites alone are not advanced movement mechanics, again, it’s the stuff you can do combining many mechanics. So a thruster slide jump would be advanced movement. It is not something the game tells you is possible.
> >
> > Now this is a different use of the term than I’m used to seeing. It’s more insightful than arbitrarily labeling certain mechanics “advanced” because they were added in later games or a marketing blurb said so. I’m of the same mind as tsassi on the subject of thrusters (that it’s the most promising of the Armor/Spartan Abilities 343i have introduced), and I would’ve preferred them to come back over Sprint for that reason.
> >
> >
> > > Now as in for halo infinite, I wouldn’t mind taking sprint out as along as slide stays. As stated from both of us before, the reduced sprint speed has taken away some of it’s perks such as closing down ground and also reduced it’s risk reward. They are still there but to a much lesser extent. I think BTB will be where sprint is more viable in halo infinite if it stays the same.
> >
> > I agree that BTB may well have a better use case for Infinite’s Sprint, but I don’t really think it sound to design/implement base mechanics that only really serve their purpose(s) in certain maps or modes. That’s what sandbox elements (weapons, vehicles, equipment) are for, in my opinion.
>
> I have actually talked with tsassi multiple times in this thread. I think sprint was very healthy for halo 5 for a few reasons.
>
> One thing being it was a nerf to many of the other abilities. It limited Spartan charge which was still an annoyance but would have been worse without Sprint.
>
> Another thing it nerfed was the thrusters. Many of the advanced movement mechanics required you to gain top momentum using sprint first. This meant many of the crazier jumps could not have been spammed. Imagine someone thruster slide jumping away from you mid fight. Having sprint made this impossible to do.
>
> They could have theoretically changed the way these functioned if sprint was not in the game but I’m going of what we had.
>
> I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
>
> Also I think sprint is good for infinite because of big team battle. The benefits are less but maybe it will be worthwhile when we try BTB. And maybe not haha

I dont remember if this was confirmed but isnt thruster making a return as a pickup?

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> > 2533274820483063;6187:
> > > 2535440283237581;6185:
> > > > 2533274820483063;6178:
> > > > I just want to make it clear I don’t favor sprint or no sprint. I like both styles and would say I understand both decently. Also, in my previous post, I was just talking about sprint vs no sprint in general and not necessarily related to infinite.
> >
> > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
>
> I dont remember if this was confirmed but isnt thruster making a return as a pickup?

It appeared in the control binding screen of the Technical Preview, but the Repulsor (which can redirect projectiles and be used to launch the user) was notably absent. The way the controls for individual equipment was displayed also makes me wonder if we’ll be able to carry multiple ones at once in Campaign. I suppose only time will tell.

> 2533274919356236;6188:
> > 2533274820483063;6187:
> > > 2535440283237581;6185:
> > > > 2533274820483063;6178:
> > > > I just want to make it clear I don’t favor sprint or no sprint. I like both styles and would say I understand both decently. Also, in my previous post, I was just talking about sprint vs no sprint in general and not necessarily related to infinite.
>
> I dont remember if this was confirmed but isnt thruster making a return as a pickup?

It is confirmed yes, a pc setting was shown in their video before the tech demo launched which was listed as “enable thructer pick up”

I’ll ignore your wall of text- sprint good

> 2533274820483063;6187:
> I have actually talked with tsassi multiple times in this thread. I think sprint was very healthy for halo 5 for a few reasons.
>
> One thing being it was a nerf to many of the other abilities. It limited Spartan charge which was still an annoyance but would have been worse without Sprint.
>
> Another thing it nerfed was the thrusters. Many of the advanced movement mechanics required you to gain top momentum using sprint first. This meant many of the crazier jumps could not have been spammed. Imagine someone thruster slide jumping away from you mid fight. Having sprint made this impossible to do.
>
> They could have theoretically changed the way these functioned if sprint was not in the game but I’m going of what we had.
>
> I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
>
> Also I think sprint is good for infinite because of big team battle. The benefits are less but maybe it will be worthwhile when we try BTB. And maybe not haha

If anything, I’d say Spartan Charge was a nerf to Sprint. It doesn’t kill the recipient of the impact (unless applied to the back) and propels them out of range for a second melee that would be fatal, all while locking the user into a “recovery” animation. Without SC, a sprinting player can run up and melee their target twice (or melee and follow up with a headshot).

In the context of H5, Sprint indeed served as a limit to how often players could spam advanced movement maneuvers.

As you said, though, a gradual ramping up to top speed/momentum doesn’t have to be reliant on Sprint as it is in H5. It could just as well be achieved by increasing forward movement speed over time.

What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?

> 2535440283237581;6192:
> > 2533274820483063;6187:
> > I have actually talked with tsassi multiple times in this thread. I think sprint was very healthy for halo 5 for a few reasons.
> >
> > One thing being it was a nerf to many of the other abilities. It limited Spartan charge which was still an annoyance but would have been worse without Sprint.
> >
> > Another thing it nerfed was the thrusters. Many of the advanced movement mechanics required you to gain top momentum using sprint first. This meant many of the crazier jumps could not have been spammed. Imagine someone thruster slide jumping away from you mid fight. Having sprint made this impossible to do.
> >
> > They could have theoretically changed the way these functioned if sprint was not in the game but I’m going of what we had.
> >
> > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
> >
> > Also I think sprint is good for infinite because of big team battle. The benefits are less but maybe it will be worthwhile when we try BTB. And maybe not haha
>
> If anything, I’d say Spartan Charge was a nerf to Sprint. It doesn’t kill the recipient of the impact (unless applied to the back) and propels them out of range for a second melee that would be fatal, all while locking the user into a “recovery” animation. Without SC, a sprinting player can run up and melee their target twice (or melee and follow up with a headshot).
>
> In the context of H5, Sprint indeed served as a limit to how often players could spam advanced movement maneuvers.
>
> As you said, though, a gradual ramping up to top speed/momentum doesn’t have to be reliant on Sprint as it is in H5. It could just as well be achieved by increasing forward movement speed over time.
>
> What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?

I hated Spartan charge so I am happy to see it go. I felt it was just wierd to use and ruined the fuidity of halo 5’s movement.

Ground pound I thought was actually okay. It had a basic risk reward. I liked how it can sometimes be used for traversal as well. It was never intrusive to me at least so I don’t care for it being gone or not.

I actually will miss stabilizers. I found it to be useful at times like peek sniping. I also loved how it was used to make certain jumps. Truthfully though it goes hand in hand with thrusters. Thrusters added so much depth to halo 5’s traversal. It’s why halo 3 and halo 5 have my favorite multiplayers.

343 clearly wants to make a Halo game that has more advanced movement than say, Halo 3, but isn’t so far removed from classic halo like H4 and H5 were. I like the idea of tying movement options to consumable equipment pickups, and keeping innate mobility relatively low, but not nonexistent. Sprint making you show up on radar is a smart balancing choice. If you want to be speedy, you show up on radar. But I think there needs to be a shorter range part of the radar that also detects walking movement. Another option is to have a frontal cone part of the radar that detects walking instead. Right now the radar can be pretty useless if everyone plays slow and only walks everywhere. At that point it just shows you where nearby gunfire is coming from. Not super helpful.

> 2535458667421433;6191:
> I’ll ignore your wall of text- sprint good

lucky for you sprint has been included in the game then

> 2533274820483063;6193:
> > 2535440283237581;6192:
> > > 2533274820483063;6187:
> > > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
> >
> > What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?
>
> I hated Spartan charge so I am happy to see it go. I felt it was just wierd to use and ruined the fuidity of halo 5’s movement.
>
> Ground pound I thought was actually okay. It had a basic risk reward. I liked how it can sometimes be used for traversal as well. It was never intrusive to me at least so I don’t care for it being gone or not.
>
> I actually will miss stabilizers. I found it to be useful at times like peek sniping. I also loved how it was used to make certain jumps. Truthfully though it goes hand in hand with thrusters. Thrusters added so much depth to halo 5’s traversal. It’s why halo 3 and halo 5 have my favorite multiplayers.

Spartan Charge was an odd addition, for sure. I do think it was primarily a “nerf in buff’s clothes” for Sprint, but the loss of momentum and “recovery” animation that came with using it definitely didn’t do any favors for the game’s fluidity.

Ground pound was usually a pretty niche ability to me and I appreciated that it had more than one use case, but getting what felt like undeserved kills like this* always left a bitter taste in my mouth.

I never thought much of Stabilizers until I saw the maneuvers that used them to get that bit of extra distance needed. I’ve actually warmed up to them, but wish they weren’t tied to zoom/“Smart Scope.” I do wonder if Infinite’s Thrusters equipment will integrate Stabilizers’ functionality, perhaps activating if you hold [whatever your equipment is mapped to] rather than pressing it?

*This clip was taken when I had tried out H5 after over a year away from it (and holding an Xbox controller, for that matter), so please excuse my bumbling in it.

> 2535440283237581;6196:
> > 2533274820483063;6193:
> > > 2535440283237581;6192:
> > > > 2533274820483063;6187:
> > > > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
> > >
> > > What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?
> >
> > I hated Spartan charge so I am happy to see it go. I felt it was just wierd to use and ruined the fuidity of halo 5’s movement.
> >
> > Ground pound I thought was actually okay. It had a basic risk reward. I liked how it can sometimes be used for traversal as well. It was never intrusive to me at least so I don’t care for it being gone or not.
> >
> > I actually will miss stabilizers. I found it to be useful at times like peek sniping. I also loved how it was used to make certain jumps. Truthfully though it goes hand in hand with thrusters. Thrusters added so much depth to halo 5’s traversal. It’s why halo 3 and halo 5 have my favorite multiplayers.
>
> Spartan Charge was an odd addition, for sure. I do think it was primarily a “nerf in buff’s clothes” for Sprint, but the loss of momentum and “recovery” animation that came with using it definitely didn’t do any favors for the game’s fluidity.
>
> Ground pound was usually a pretty niche ability to me and I appreciated that it had more than one use case, but getting what felt like undeserved kills like this* always left a bitter taste in my mouth.
>
> I never thought much of Stabilizers until I saw the maneuvers that used them to get that bit of extra distance needed. I’ve actually warmed up to them, but wish they weren’t tied to zoom/“Smart Scope.” I do wonder if Infinite’s Thrusters equipment will integrate Stabilizers’ functionality, perhaps activating if you hold [whatever your equipment is mapped to] rather than pressing it?
>
> *This clip was taken when I had tried out H5 after over a year away from it (and holding an Xbox controller, for that matter), so please excuse my bumbling in it.

I actually didn’t mind that clip. Those kinds of kills were predictable and avoidable. I’m not going to say it takes a ton of skill, because it really doesn’t. It really is just there and I hardly ever use it. That’s why I don’t care if it comes back.

We have no idea how thrusters will work in Infinite as equipment if the key bindings are in fact true. Not having it linked to smart scope would be a decent change. The thing is, the thruster has a 5 second cool down in halo 5 but that doesn’t interfere with stabilizers. It will be interesting to see if they make a return for sure.

I know you prefer halo without Sprint so I’m assuming you hated halo 5 correct?

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> I hope the game emphasises vehicle travel to get around if it is open world.

I completely agree with what you mention, for me it would be a very pleasant experience if we can explore everything in that way.

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> > > > > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
> > > >
> > > > What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?
>
> I know you prefer halo without Sprint so I’m assuming you hated halo 5 correct?

It’s a bit more complicated than that, but yes. I think Halo 5 is a fine game (albeit not really my cup of tea), but hold resentment towards it because it isn’t the sort of game I expect from Halo as a franchise. I probably would’ve viewed it more favorably had it been a new IP. From my perspective, what Halo 5 is took the place of what Halo 5 could’ve been and what I wanted it to be: a return to CE-3’s foundation with a sandbox-oriented approach to iterating on the gameplay.

I was open-minded towards many of the Spartan Abilities leading up to release, with Sprint and Smart Scope being the two I couldn’t stand. You already know what my deal is with Sprint, so I won’t retread that ground. Smart Scope (and how the default control scheme mapped it) stood out as an attempt by 343i to cater to people who don’t play Halo, rather than people who do. These two mechanics made me feel that I (someone who had been a Halo fan for years, bought/played every prior game in the franchise) wasn’t the target audience.

Once the game was released, I felt it was pretty sparse on content. No BTB, no Firefight, no Forge (I know these things made their ways into the game eventually). The campaign that I had high hopes for not only felt disjointed, but dismissed plot points set up in H4’s campaign and Spartan Ops. I enjoyed some of the locations explored in H5 (especially Sangheilios), but the missions themselves didn’t entice me to replay them like CE-Reach did. The game’s co-op bots didn’t help matters, nor did the cliffhanger ending.

On the multiplayer side of things, I mostly played Warzone with a friend (he loves being a Warthog gunner and likes me driving him around). I enjoyed experimenting with the handful of actually interesting REQ variants of weapons (Void’s Tear, for instance). When it came to Arena, I appreciated the return of equal starts and thought the weapons felt satisfying to use, but grew to hate how often I felt it was necessary to clamber. My gripes with Clamber compounded on those I had towards Sprint: “Why am I having to engage in these animations that disarm me just to traverse the map effectively?”, “Why should I only be able to make this jump when facing that ledge?”, etc.

TL;DR- I dislike & was disappointed by H5 for more reasons than just Sprint’s inclusion.

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> > > > 2533274820483063;6193:
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> > > > > > 2533274820483063;6187:
> > > > > > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
> > > > >
> > > > > What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?
> >
> > I know you prefer halo without Sprint so I’m assuming you hated halo 5 correct?
>
> It’s a bit more complicated than that, but yes. I think Halo 5 is a fine game (albeit not really my cup of tea), but hold resentment towards it because it isn’t the sort of game I expect from Halo as a franchise. I probably would’ve viewed it more favorably had it been a new IP. From my perspective, what Halo 5 is took the place of what Halo 5 could’ve been and what I wanted it to be: a return to CE-3’s foundation with a sandbox-oriented approach to iterating on the gameplay.
>
> I was open-minded towards many of the Spartan Abilities leading up to release, with Sprint and Smart Scope being the two I couldn’t stand. You already know what my deal is with Sprint, so I won’t retread that ground. Smart Scope (and how the default control scheme mapped it) stood out as an attempt by 343i to cater to people who don’t play Halo, rather than people who do. These two mechanics made me feel that I (someone who had been a Halo fan for years, bought/played every prior game in the franchise) wasn’t the target audience.
>
> Once the game was released, I felt it was pretty sparse on content. No BTB, no Firefight, no Forge (I know these things made their ways into the game eventually). The campaign that I had high hopes for not only felt disjointed, but dismissed plot points set up in H4’s campaign and Spartan Ops. I enjoyed some of the locations explored in H5 (especially Sangheilios), but the missions themselves didn’t entice me to replay them like CE-Reach did. The game’s co-op bots didn’t help matters, nor did the cliffhanger ending.
>
> On the multiplayer side of things, I mostly played Warzone with a friend (he loves being a Warthog gunner and likes me driving him around). I enjoyed experimenting with the handful of actually interesting REQ variants of weapons (Void’s Tear, for instance). When it came to Arena, I appreciated the return of equal starts and thought the weapons felt satisfying to use, but grew to hate how often I felt it was necessary to clamber. My gripes with Clamber compounded on those I had towards Sprint: “Why am I having to engage in these animations that disarm me just to traverse the map effectively?”, “Why should I only be able to make this jump when facing that ledge?”, etc.
>
> TL;DR- I dislike & was disappointed by H5 for more reasons than just Sprint’s inclusion.

I did actually enjoy halo 5. I mainly played arena, only played warzone to get ready points for armor.

I enjoyed even starts and how competitive the game felt. Something we havent had since halo 3. It mailed all my halo needs and expectations of a halo game so I actually enjoyed it alot. There were some things like Spartan charge that bothered me but I was happy with almost everything else.

Going to infinite, I think they really nailed it on the head with a great balance between old and new. So for me halo infinite is shaping up to take top spot in my eyes. The things I want changed are just balance changes and tweaks. Time will tell.

My biggest concern for Infinite is content. They have been talking about it being a live service constantly. They also announced assassinations coming after launch. I’m worried only BTB and arena will be their at launch and it’s not enough.

I do not like slide in Halo Infinite. My main gripe is that it is a base ability that we might see a lot of. I don’t want to see the character model in this position much at all. I would like to see the character model in an upright position as much as possible.