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> > I agree to most of your points, except this one sentence
> >
> > **"You almost never hear people defending sprint with “I like not being able to shoot while moving at maximum speed”**The thing is - you do. I’ve seen a lot of times that this kind of restriction get’s defended. People like to call it trade off, for “beeing faster”
> > But as you mentioned in your next sentence - it seperates movement & combat, which is contradictory to the defend of sprint.
>
> But that’s the thing, they see it as a trade-off for being faster. They fundamentally can’t conceive sprint as a restriction to their maximum speed, and rather see it as an extra that needs to be restricted, or else it’s too powerful (from their perspective, not mine). They don’t like being unable to shoot while moving. They see it as a necessary restriction. The defense of the restriction is founded on a misunderstanding, not on any love of the restriction.
I got into this thread relatively late, but real quick, I just want to try defend the restriction on gun use (and shield regen) while sprinting (I think the latter is certainly a much more defensible restriction): although in some respects, the addition of sprint as a new movement mode is, by it’s very nature, the removal of the capability to shoot while moving at maximum speed, and this could, in some respects, be conceived as a reduction in the (relative) speed of combat, the effect that sprint has on shield regen, in my mind, exonerates it from any damage it conceivably causes via it’s relative slowing down of the combat: of the two restrictions placed on sprint, this is the much more significant one, as hampering shield regen, as a trade for a relative speed boost, provides a reasonably significant choice to the player (which is obviously beholden to the map design), as it may drastically increase the vulnerability of the player taking advantage of it. Thus, it’s yet another risk-reward trade, along with the millions of other similar trades that must be worked to play the game.
I think the clarity of the risk could be improved by having sprinting reduce shields, rather than hamper regen. I think a similar change could be made to abilities like the thruster boost, to produce a more risk/reward based system, but I do recognise that this is probably an idea with very glaring faults.
I see (some) merit around the argument that the inclusion of sprint produces maps that are annoying to traverse without sprint, due to larger sizes, and more bland area between spaces, however, I honestly believe its presence is a positive that outweighs this negative.
In terms of the other changes that have been made, I can’t see Armor abilities as something remotely good for the gameplay, except possibly in the context of the campaign. Same with equipment from 3; I think, competitively, the game works much better when everyone is on equal footing, and designing a sandbox that includes armor abilities, only to not include them in competitive multiplayer would probably feel worse than a design built without them in mind at all.
Finally onto the abilities in Halo 5:
I think Ground Pound, is a balanced ability with a good risk / reward, and view it as little more than just a contextually different melee.
I am not sure if Auto Stabilize should have a place in future Halo games - I like it but only as a technique to build upon the other Spartan Abilities (namely Clamber and Thrust); when used like this, it plays into the risk/reward thing I’ve been so stuck on. Very subjectively, I just enjoy chaining abilities together too, although I get that people may not enjoy that in the way I do.
I believe that Slide is possibly a necessary evil in any game with Sprint, and so I’ve got no issues with it out of the box.
I see Clamber as another ability that is pretty innocuous, however I do believe that it should maybe be replaced by some slightly buffed crouch jumping manoeuvre.
Finally, Thrust. This is a really tough one for me to be totally in favour of. It does heavily increase the options you have in combat, however I believe that, given this is the most clear combat-ready ability, its use should be less of a no brainer. I wouldn’t go so far as to say it’s overpowered, but I think the lack of consequences (except having a cool down) encourage a kind of mindless single sided decision. I think that, even if it doesn’t go so far as to reduce shields, thrusting should provide a very short cool down on using weapons, and have its reuse cool down time lowered reasonably significantly; thus encouraging plays that are almost entirely defensive (such as dodging hydra missiles), but discouraging its use in even battles.