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> Let’s clear this up: in halo ce-3, chief never sprints during the gameplay. We see him sprint in a cutscene in halo 2 after he kills regret and in halo ce as he runs to the ship after the warthog run. Both of those times we can assume he was running it was trying to run at full speed. Spartan or not, it is impossible for one at to run max speed and not have a messed up aim. We can assume that when the Spartans in halo 4/5 are sprinting, they are aiming for top speed.
It’s not impossible, I’m doing it myself in paintball- or lasertag-games. Having a pointy gun in front of you is actually beneficial, since it has a better drag coefficient (<0.5) than the human body itself (1.0-1.3). The only reason that real soldiers can’t do it is because their weapons weigh so much compared to their body mass/strength, that it applies a constant strain on their arms. That, however, does not apply to Spartans, as their weapons basically have no weight compared to their Mjolnir armor or even their body mass.
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> Halo 5 doesn’t follow Reach’s gameplay. I know it’s tempting to compare 2 things with five word “abilities” in it, but you have to know that Spartan abilities and armor are 2 very different things. Armor abilities were abilities that each Spartan could invidually choose and are way more powerful than a single Spartan ability, but they could only pick one. Spartan abilities are abilities that everyone has and each one is not too powerful. If you compare Reach to 5, then 3 to 5, I think you’ll find that halo 5 has more similarities with 3 than Reach (if you do, don’t generalize).
I did compare H5G to all the original trilogy games, and no, it doesn’t. Spartan abilities are still the same as Armor abilities, they just removed the loadout system, so you now have all at the same time. Which, in the case of most of them, I actually don’t mind: Thrust, Ground Pound, Clamber. They are pretty situational and don’t change the gameplay that much. (In my opinion, other people will probably draw different conclusions.) But sprint is a different beast: It’s not a situational mechanic and it’s changed the entire basis of the gameplay: Halo used to be a run’n’gun game, like a slower-paced Quake or Unreal Tournament. But with sprint, you cannot shoot while moving at max speed, so you need to slow down in order to fight, turning this into a stop and pop game like a higher-TTK CoD. I know people don’t like this analogy and I usually try to avoid it wherever possible, but it can’t be helped now. I’m not saying that H5G “plays like CoD”, but they are within the same sub-genre of FPS.
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> How many times do we have to say this, removing sprint won’t return halo to its former glory!!!
You can say this however many times you want, but there is no proof either way until some developer actually sits down and tries.
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> I saw your post on how sprint affects the campaign, and I disagree with it. It totally doesn’t negatively impact the game in any way. If you want proof, look at SPV3.
I’m currently playing SPV3 and the reason why its leveldesign is different is because A) 90% of it is still Halo CE’s levels, which weren’t designed for sprint and B) sprint is merely one of various Armor abilities, so the designers had to account for people not having sprint in the parts of the levels they added themselves.
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> Plus, we are talking about the mp, not the campaign.
I’m not. I’ve said it before, I’ll say it again: I buy Halo games primarily (and sometimes exclusively) for Story, Campaign and other Single-Player-Modes (i.e. Firefight). Personally, I don’t really care that much what happens in multiplayer. 343 could reduce the game to one map, one weapon, have blue team walk on the ceiling and the only movement option being backwards, and I would still buy that game and play the living -Yoink- out of the campaign as long as it has Halo’s traditional run’n’gun gameplay.
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> Excluding campaign, about 40% of the game would be classic. What’s wrong with that? Warzone is closer to halo reach and 4 gameplay (20%), new style arena is closer to halo 5 (40%), and classic style arena is closest to halo 2/3 (40%).
Weapons need to be balanced for two entirely different playstyles. It’s one thing designing maps for one style or another, but they’d probably also need to create two entirely separate weapon sandboxes for both styles. That blows development of one game out of proportion, especially if both sides of the community only get 40% of a game. At the rist of sounding like a parrot: It would be better to dedicate an entire game to one style and then do a spinoff for the other one.