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> > > > > > > The introduction of playing Halo on the same couch with your friend will make Halo Halo gain.
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> > > > > > Along with a better movement system, which complements Halo’s Arena Shooter gameplay by allowing you to move fast, shoot, throw grenades, and melee without ever lowering your weapon.
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> > > > > What is so wrong with a risk-reward option?
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> > > > In this case, it slows the pacing, limits the player, introduces more randomness, and encourages defensive play rather than offensive play (which also slows pacing). Why is risk-reward good or necessary?
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> > > You say randomness, others say variety. Was turning a corner and realizing that the enemy had a shotgun not considered randomness? Or when you pick up a sniper and get killed by a banshee? How does a mechanic designed to make you go faster make the game slower? Even if it did, wouldn’t that make it more like classic halo by balancing the high kill times and ranges? I could easily argue that it encourages aggressive playing, which speeds it up.
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> > Sure they’re random, in the sense that, by definition, you could probably make anything seem random. Sprint adds unpredictability and inconsistency in how people move and get around which leads to more randomness you have to account for.
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> > Seriously, have you not read any of this thread, because I could swear you’ve posted in it, so you should know by now how it effects pacing.
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> > Maybe you could argue that it encourages aggressive play, but you would probably be wrong also. You’d have to take a pretty large leap in logic to say that something that removes your ability to damage enemy players encourages offensive more than defensive play. You say you can make arguments, so make them.
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> It just adds one other option for movement: slow movement with the ability to shoot, or fast movement without the ability to shoot. I don’t really see how it’s unpredictable. Everything in halo is unpredictable and adds randomness like dual wielding, equipment, armor abilities, loadouts, Spartan abilities, and different weapons and vehicles wielded by different players. Halo 5 doesn’t have dual wielding, equipment, armor abilities, or loadouts, so already there’s a lot of randomness halo 5 doesn’t have. Once again, you say randomness, others say variety. It’s like thinking of the glass as half empty or half full.
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> I have posted on this thread a few times, but no I haven’t read a lot of this thread. Maybe at a max of 10 pages. There’s 210 pages after all.
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> I don’t have time to comment on the rest, but I might do it in a bit.
Predictability in movement has an effect on things like where and when to throw grenades, rockets, snipes or when to attempt an ambush on an incoming opponent in close quarters. It can also have an effect of predicting where an enemy can or will be at a certain time simply because you don’t know how fast they’re moving. All of those things are much harder to predict now because of the unknown factor of player speed, which effects every second of the entire game.
Also, I’m not sure what point you’re trying to make by saying dualwielding, equipment, AA’s and loadouts cause randomness. All of those things got removed and now we’re talking about a specific SA that should be removed. If anything ,you just helped my point. Different weapons are not and different vehicles are not random. Thought goes into all of those things when playing the game. Who has that weapon? Where are they? Is someone using a vehicle? When was that vehicle destroyed? When does the weapon respawn? These are all predictable and knowable simply by either knowing the game or just seeing things with your eyes.
If you’re gonna argue that everything is random, then let me know so I don’t waste my time explaining this more.
If you find variety in randomness, that’s good for you, but it’s still randomness.