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> > > > > > > > Ahh remove this from popular topics already
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> > > > > > > I have to disagree. Even tho I don’t have any issues with sprint, the ones who oppose it do have valid points and concerns. This specific thread also has the least flame bait when paired to most sprint threads as well. I think it’s worth keeping it up cuz it can at least educate those who don’t understand the effects sprint has on halo good or bad. Then there’s the chance that 343 May at least consider removing sprint if there’s enough support for it. This is actually a constructive thread if you ask me and I’m not even really in it to argue for nor vs it.
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> > > > > > There’s been enough support for the last four years, yet here it is in Halo 5 anyway. 343 claim that it was largely debated within the team on whether or not sprint should be in Halo 5. They only decided it should be because of the year, which is a -Yoinking!- insane reason to base any decision on in regards to how a game plays, by the way. If sprint isn’t in Halo 6, it’s not gonna be because people didn’t want it, it’s gonna be because Halo 5’s sales were underwhelming and they have to try something different.
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> > > > > > Needless to say, if that happens, I still won’t be convinced 343 knows what they’re doing since they would have only removed sprint because they felt like they were all out of options.
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> > > > > Right.
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> > > > > Even if 343 removes sprint from Halo 6, we have to remain hopeful that they still make a good game and don’t just replace sprint with something else.
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> > > > > Look at their track record. When making Halo 4, they took out armor lock and bloom, but replaced them with promethean vision and flinch. When making Halo 5, they took out armor abilities and replaced them with spartan abilities. The goal is to calm down the gameplay, and to have less “features” overall. I don’t think 343 understands that.
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> > > > From Halo 4 to 5 they removed all of the armor abilities that drastically, ridiculously changed the gameplay (Sentry Guns, Active Camo, Jetpacks) and removed loadouts, and instead refocused the core gameplay on map control and power weapon control. Now with 5 there’s a universal set of abilities that every player gets that they want you to master in order to control the map and the weapons that spawn on it.
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> > > > I’ve said it before, and I’ll say it again: you’re doing the exact same thing that you were doing back in Halo 1-3, the only difference is now you have an expanded toolset. The maps are built differently to accommodate that toolset (just like what other developers do with their maps! Wow!). Stop staring at a tree and look at the damn forest already.
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> > > That expanded toolset is the problem. It adds complexity and chaos where it isn’t needed. A small number of versatile mechanics is better than a large number of situational mechanics.
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> > You have six mechanics. Sprint, Thrust, Spartan Charge, Slide, Clamber, and Ground Pound. They can easily be used in conjunction with each other and in a large number of situations across all maps. The roster of abilities in Halo 5 fits under the definition “small and versatile.”
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> Let’s not get into the other abilities. This topic focuses on sprint, so let’s try to keep it that way or the thread could start going off track.
The thing is that some of those abilities can’t exist without the other. Spartan charge and slide can’t exist without sprint. I’m all for getting rid of sprint and even though a lot of people love slide I think it’s an appropriate thing to sacrifice to get rid of Spartan charge.