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> > > > > > Halo 5 Guardians movement mechanics are perfectly fine.
> > > > > >
> > > > > > Look, I understand that the “old movement” mechanics are wanted back by the some of the old conservative fans. (I am an OG Halo player, but I have a more progressive view) But they are from 2001. There were hardly any “sprints” back then.
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> > > > > > Personally, I think the Spartans should move like super soldiers. Now I don’t want them to handle like Titanfall. But H5G has a good balance
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> > > > > Ah, the good old “Lore” Argument. But Spartans are able to keep their gun up while sprinting, what about that, Mr. more progressive?
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> > > > Yeah it’s pretty solid. Imagine if Chief would have insisted on putzing along instead of sprinting after he killed the Prophet of Regret… Under your logic he shouldn’t have ran as fast as he could so Chief should have just been killed in the middle of H2.
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> > You don’t really have an argument because top speed requires sprinting. When the situation dictates, Spartans (clearly) need to sprint in order to achieve maximum speed, which means (just like Chief sprinting away in that clip) sprint is much more realistic and true to lore.
> >
> > Also Chief had a weapon in his hand at the end of the fight with Regret, but clearly the situation dictated that it was more important that he moved as fast as physically possible so he either holstered it or threw it away intentionally in favor of sprinting away from the situation (lest he literally become glassed just to satisfy your anti sprint requirements). Even in classic Halo games, Bungie reinforced that top speed cannot be accomplished when walking around with a weapon at the ready.
> >
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> > Plus (in regards to Halo Infinite), when you’ve got traitors like Mickey running around in your formation you definitely don’t want them to walk around everywhere with their weapon at the ready at all times… Especially if they’re standing behind you.
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> So, you admit that you have to throw your weapons away to achieve maximum speed (which is true), but this doesn’t fit into gameplay, because you have to drag your weapons always with you in multiplayer and in the campaign (for the most part).
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> > I can’t agree with classic movement. By today’s standards and industry developments when it comes to revolutionizing games, it’s always a step forward, not backwards. We were limited in the past with what engines could do, and while nostalgia can run rampant in the minds of people who loved past experiences, the Halo franchise as a while literally cannot go back to classic movement.
> >
> > It’s not feasible and only slows down and restricts gameplay immensely. Happy 5 is my favorite engine to play on of any Happy game to date simply because of the vast amount of options and mechanics readily available to the player. It emphasizes strategy and multiple more playstyles than the simple run-n-gun, grenades, and melee. The reason I love Halo so much is maps are aesthetically prepared based on the tools we have available. Older maps we’re so simple. So boring. Look at what we get no compared to the past.
> >
> > It’s a no-brainer to keep what we have and keep moving forward.
>
> 1) What has sprint to do with “revolutionizing” games? Sprint existed back then in several games, it’s not a new mechanic. Sprint & Clamber just slow down the gameplay, but to realize that, you have to see the bigger picture and calculate various factors (Stretching the maps, Halos Sandbox, no teleporters & man cannons anymore (dev. made maps), Cat-Mouse Gameplay, waiting to recharge your shields, radar has become useless, putting your gun down for every single animation, not able to turn 360 at full speed, limit the players view) etc. etc.
>
> 2) Restricts the gameplay? Nah, the less abilities you build in your spartan, the more you can get creative with your maps (Like the wheel on zanzibar, or w. vehicles, man cannons, teleporters)
> If you have all these abilities right from the start, you have to design every map around them - which leads to repetitive gameplay, every map plays basicially the same.
>
> 3) What you call “simple Run’n’Gun” is an etablished way to play FPS, while the enhanced mobility trend was there for 4-5 years and is already gone.
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> 4) I look at what we have now and what I see is the same map over and over again with a different skin. No wonder. The maps with the most likes & bookmarks (For slayer & objectives, made by the community) are the ones with “simple”, good layouts. These maps lead more towards boots on the ground gameplay.
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> So, if they keep this “we have to copy elements from other games” mentality, it would be more of a “no-brainer” to bring out another game with enhanced mobility and a step backwards. But it doesn’t look like it. It seems more like they are willing to put in work for a new, unique game. It seems like they’ve learned from their mistakes.
- Removing sprint also comes with a host of issues. For one, removing sprint and tightening the maps (which, by inference, you seem to be for) makes issues like nade spam worse for one (lest we forget the godawful nade spam on Guardian), especially when you take out evasive abilities like Thrust. Also, there’s nothing about sprint and EM that stops map designers from implementing things like mancannons and teleporters with sprint. Sprint is a speed boost, but it doesn’t make mancannons or teleporters useless and incompatible with the maps. If anything, adding the sheer speed of mancannons and teleporters with the flexible nature of sprint would make the game go a lot faster, which is something you also seem to be for.
“Radar is useless”. That’s not only completely baseless, but false. The radar is still a great tool even with sprint.
”Cat-mouse gameplay”. That runs completely contrary to how I’ve seen sprint is used. Sprint, if anything, leads to far more gunfights because of its interception value, not constant running away. Running away from a gunfight is near impossible with sprint because it’s balanced by the recharge time. If someone got away from you with sprint, you simply have terrible positioning or bad engagement timing.
- Care to tell me how EM has affected the offensive capability of vehicles or the sheer speed of mancannons and teleporters? Mancannons, teleporters, and vehicles can still coexist with EM nicely. Sprint still isn’t outrunning a mongoose, and it’s not winning a race against a teleporter.
Also, Classic is restricting in the sense that it takes away many of your raw movement options. In that sense, there is no movement style more limiting than classic.
Also, by removing sprint, you also take away the flanking and tactical value that comes with it. How do you remedy that? Designing flank and pinch routes? Designing maps around such routes would hit map design diversity.
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Despite Run N’ Gun being supposedly established, it’s still boring to me and many others. Some of us also like EM, do we just get hung out to dry then because we don’t like what is supposedly “established”?
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Maps can still be diverse with EM. Maps in games like Titanfall 2 are very diverse and that game is the definition of enhanced mobility, even with the maps being designed around the abilities. Map diversity is the fault of not EM centric design, but the map designers themselves. EM can still function great on maps with wildly different designs than the ones we have in H5.