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> > > > > > I agree, but i dont agree. the Pro is that halo will be more unique from other games, and be its originial version, which some people like.
> > > > > > The con is that most of the games gamemodes are suppost to be fast pasted. and walking in a fast paced game seems… well hard to do.
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> > > > > > - GradeBoose
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> > > > > I don’t understand, what’s so hard about it?
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> > > > it wont really be a fast paced game. it will be like grandmas taking a walk. but they are in a war trying to kill eachover. And they are in mech powered suits with a AR and a pistol.
> > > > -GradeBoose
> > >
> > >
> > > Wrong, Base movement speed increase will make the game feel far more “faster paced”. DOOM movement speed being an example, as those games are so much more hectic and fast paced than any Halo I have played. Now if you want to bring that up in BTB or Warzone, that is why Halo had the vehicles, one of those features that made Halo stand out from the market competition, yet with the implementation of Sprint, we have seen a steady decline in vehicle placement and usage.
> >
> >
> > I’ve up the speed in Custom games and have had an even faster but more broken game play. The power weapons in Halo are too strong for Doom speed and vehicles become useless against players who can dash across the map with alarming speed. Vehicles should have never been used as a means of transportation in halo (except for air craft) it should be used as a tool of destruction for you too bathe the battlefield in the blood of your enemies or, if you’re Kat, the blood of your teammates.
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> This is seriously just gibberish. How the hell much did you increase the base movement speed? Sprint as it is in H5 is not “alarming speed.” Why would having base movement the same or a bit lower be? The increase from base to sprint speed is like 20%. And what possible relevance does the strength of Halo 5 power weapons have to the viability of faster base movement? The two are completely unrelated. “more broken gameplay.” What does that MEAN?
>
> It basically sounds like you hacked together some ill-conceived, half–Yoinked!- settings in 5 minutes, played one game, and then concluded it didn’t work and rationalized that conclusion later.
First off, let me say just chill out. That post wasn’t anything to get butt-tickled about. Now sit back and let me give you the statistics I was too lazy to put before.
As you see, I upped it to what I would like to call Doom speed, which is about 40% more than Halo’s. How did I come to this conclusion? I kept in mind of both base movement and FOV increases in Doom. I believe that the movement speed is actually 30% faster than Halo and the FOV is 15 more so I added another 10% as a minimum. Also, take note, I didn’t say that sprint was an alarming speed, but that Doom speed was, in case you’ve ever played it. You can literally bumrush any vehicle before it can get enough speed to flee, and if you have an Rocket Launcher or Fuel Rod, then it’s clear who’s the winner.
Now onto the power weapons in relation to this Doom speed. As we all know, most of Halo 5’s arsenal is full of power weapons that only need one shot for a kill. So when you speed it up, you can literally just run around like a maniac with a shotgun and become a 1 man army, bouncing from cover to cover. When you add the fact that you regenerate health, you will see that a player will less likely want to engage in direct combat and choose a run 'n gun method of fighting.
So I didn’t just make it in 5 minutes, it probably took a good 10 minutes to decide on what would be the closest to it’s speed. After that I ran a few tests to see if the speed was right and see what other altercations I could make to be more accurate. When I finally got the speed I felt was best, I ran about 3 games of Slayer, FFA, CTF, Strongholds, and Assault with 8 players. The results of FFA were skewed because there were too many factors to determine the speeds effectiveness on the game play. As for the objective matches, CTF was sort of impossible with people gliding across the map and killing the carrier and returning the flag (all carrier speeds were at 120% to maintain the 20% difference), and the same thing with assault. As for Strongholds, it was pretty back and forth between teams as it became easier to attack then defend because it was hard for defenders to react to an enemy player’s movement. Slayer was hard to determine with the objective as kill enemies. It was basically if you had a Rocket Launcher or Fuel Rod, you had clinched the win
Now before you go saying that 140% is a ridiculous speed to use, know that I have done it at 130% and 120% as well, and in most gametypes, 130% doesn’t work properly as you’d expect and 120% was quite better after some sensitivity adjustment and player adaption, with the exception of Slayer and Strongholds which are effected about the same as the current base speed with sprint. I will add that for FFA at 120% it ran pretty well despite it being 8 players. Also some noticeable differences are that Vehicles become somewhat relevant and useful against 120% but require more skill against 130% as well as the lower effectiveness (being too op) of power weapons based on the lowering of the speed.
Now to finish it off, if you’re going to -Yoink- and moan about my lack of supporting details, at least make it compressible because I had to reread it about 5 times before I got what you were saying.
Thank you, good Sir.