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> > > > > seriously… go back and play CE- h3 and notice how painfully slow that is.
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> > > > > im a halo fan, i loved every halo game that has come out… i’ve been with it since it was released when i was in college. even more, i was a huge bungie fan before halo.
> > > > >
> > > > > but facts is facts… and in this day with shooters there shouldn’t be a desire to remove sprint or slow down the game - you are a super solider, and a SS that can’t run is pretty ridiculous.
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> > > >
> > > > We’re not talking about CE-H3, we’re talking about Halo 6.
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> Show me an example of a modern game without a sort of speed boost like sprint. i purposely used legacy halo titles because i know of no modern FPS that has been made without it.
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> I guess i don’t understand the no sprint argument like your so childishly pointed out.You’d like to be able to utilize sprint without any recourse. no delay in aiming the weapon? Please, enlighten me.
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> im not suggesting game speed would be the same as the legacy halo games, simply the evolution of FPS games in general have included sprint and boosts, even going further to say halo was a very late adopter of this function. play a custom game with your friends, everyone map your sprint button to jump, play some games. let me know how often you jump around the map trying to run, more so would you consider that better gameplay than the current?
The anti-Sprint argument is arguing against Sprint, not going faster. There is a difference and you would do well to realize that. As for “modern” examples (I assume you mean games released in the last 2 years or similar), what about DOOM and Overwatch? Sure, Overwatch has a sprint mechanic for one character, but considering there are currently 22 I’d say that’s still a fair example.
For me (an anti-Sprinter), the problems with the mechanic can be described with two points:
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Players can only optimally navigate the map when moving forward
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Players can not optimally navigate the map and engage others at the same timeThe general mentality I see from the “pro-Sprinters” is that it gives players more options, but there’s a caveat to these added options. To make use of them, you must first relinquish so many of the existing options, and that distinction simplifies how engagements can go down.
As we’re playing a FPS, we only deal damage to targets we are facing (that shouldn’t change, for what should be obvious reasons). With that said, in Halo players can move in any direction the map allows regardless of which way they are facing… or at least that’s how it used to be. The additions of Sprint and Clamber have influenced map design to encourage/necessitate their use at various times and both of these abilities can only be used when facing the direction you wish to move.
Do you see how these added mechanics fundamentally changed the game? It tied movement options to the direction the player is facing, and for what? These mechanics are lauded by many as added options, but they actually remove so many possible ways to approach/escape an encounter. To actually be able to make many of the jumps and reach certain platforms, you have to face the direction. You oftentimes have to face away from your opponent just to navigate the map.
That’s a two-edged sword, too. If Player A manages to get out of Player B’s line-of-sight and start sprinting away, Player B will have to sprint (lowering his/her weapon to do so) just to keep up with Player A. Since its easier for Player A to just keep running (knowing that Player B won’t be able to keep up if he/she stops sprinting to shoot), that’s likely what he/she will do. At the same time, Player B will either keep pursuing until another player comes into play (friend or foe) or just give up the chase.
There is little to no incentive for Player A to stop sprinting and try throwing a grenade or firing. There is discouragement in Player B slowing to throw a grenade or fire a few shots because it presents the extreme likelihood that Player A will be able to survive and further widen the gap between them. Its a two-edged sword that detracts from everyone’s experience when unsheathed (unless you prefer just running around in a FPS). Moreover, it detracts from the “shooter” aspect of the first-person shooter.