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> > > > All your matches on Halo 5? I’ve reached your SR at least a half-dozen times at this point. I’ve also played Halo for 15 years. The sandbox is reasonably balanced for the inclusion of sprint, sure, but that’s pretty much were “fine and balanced” ends for me. Of course there are things that are more important in this world, but it isn’t very constructive for you to act condescending towards those who don’t agree with you. In other words: it was unnecessary for you to share that opinion.
> > > >
> > > > What are these “new and interesting combat interactions”?
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> > >
> > > . . . .
> > >
> > > Halo 1-3
> > >
> > > - Slower paced, and with much less interaction due to this especially on larger maps such as Zanzibar, Backwash, or Sandtrap. You needed vehicles to even have fast and fun interactions there, which rendered staying on foot almost useless.
> > > - Inactivity, which makes it more boring. You meet with others less, you don’t feel as important and the gameplay only really gets good when you finally can find both teams about to clash.
> > > Halo 5 (I did not include Halo 4, because I don’t feel like it should considered part of this. It’s multiplayer feels much different.)
> > >
> > > - Faster paced, which means more player interactions on any size of map, which makes staying on foot more viable. Vehicles still are fun, but now being on foot can be too.
> > > - More activity, which leads to more fun and intense gameplay. This can help players feel more important, and feel as if this gameplay’s on a larger scale than it really is by having player interaction happen constantly around the map.
> > > Now this is just what I think, no need to go all “I know much more than you because I played longer!”, that just makes me not even want to try and talk about this subject and rather go talk with other people who can accept criticism and opinions on gameplay better.
> >
> >
> > Sharing your opinion on why sprint is a good thing is fine. Sharing your opinion on whether or not this thread is a good thing, however, isn’t–hence, my original reply. “If you aren’t a part of the solution, then you’re a part of the problem.” Show some respect, ya know?
> >
> > Can you please explain how Halo 5’s gameplay has become faster paced?
> >
> > What do you mean by “feeling more active in the game”?
> >
> > What makes Halo 5’s gameplay “fast and fluid”?
> >
> > You feel that there are less engagements in classic Halo? The only map that I remember wandering around on for ages without spotting someone was Lockout, and that was during Head to Head. I’ve had matches in Halo 5 where I spent more than half of the match trying to find someone to shoot, on several maps.
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> >
> >
> > - Zanzibar was obviously designed to be an objective map. Backwash, was absolutely AMAZING for hide and seek (or anything involving active camo, really). So many skill jumps, omg. But yeah, it was a bit of an odd map for normal gameplay. Sandtrap? You must’ve never played Ninja Squirrels (300% movement speed, lowest gravity possible, rocket launchers). I remember employing risky strategies by playing pirate with the Elephant. Other than that, what exactly is wrong with maps that encourage vehicle-based gameplay?
> > - Strange, I felt that teammates, and being part of the team effort, was really important in classic Halo. Setting up to push bomb into the base on Zanzibar, and then enacting the strategy, was pretty fun to me. It took real skill. Why does the gameplay only get good when both teams are “about to clash”? CTF on Zanzibar, blue team has the flag and is on the beach. You spawn at Sniper and have two choices: 1.) run to the left, up the stairs, and out onto the wall, which takes an extra couple of seconds, or 2.) you nail the skill jump into cave, get out onto the wall, and kill the flag carrier right before he captures the flag. Round Ends. There were so many last second saves over the years, all thanks to teamwork and skill jumps on well-designed maps.
> > What about Reach?
> >
> > - If there’s more player interactions, regardless of map size, then why are the match times longer in Halo 5? Shouldn’t they be shorter? If no, then why? Vehicles are still fun? How fun is the Wraith on Guillotine? Oh, right, sprint undermines tanks in Big Team Battle, so they just aren’t included on most maps/game variants. I remember having plenty of interactions on Valhalla, and Standoff. There were a lot of fierce battles over mid, and in the instance of Valhalla, you got to that action via a mancannon–which can get you pretty far with a well-timed slide-jump.
> > - How is there more activity? Lockout, Midship, Ivory Tower, Zanzibar–all of these maps had intense gameplay. Truth (CTF aside) doesn’t feel intense to me. A lot of the maps don’t feel intense, to me. Riftball, on the other hand, is incredibly intense, and actually makes use of all of the Spartan Abilities. Anyway, Why is this? The low TTK, which is part of the balancing for sprint. Sure, jump-thrusts look flashy, and yeah, they’re fun, but I don’t seem to get into those kinds of battles very often. Strafe battles always felt a lot more intense than running away–to me.
> > I’m willing to accept criticisms and opinions if they are sound, otherwise I simply tolerate them (well, most of them). This thread is about discussing the pros and cons of sprint within the context of the Halo franchise, is it not? As for me playing longer, doesn’t that lend some credibility to my claims, especially when I back them up with evidence? Besides, I openly stated that it was my opinion. What’s wrong with having an opinion? If you don’t want to discuss my opinion, then that’s fine, but you really don’t have to make this into something that it isn’t.
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> I never stated that maps encouraging vehicles were bad, just that they should still cater to players who may not like vehicles as much as others. Because from a gameplay standpoint, they’ll eventually end up on those maps then have a pretty bad time trying to figure out how they should tackle the situation. And I’ll admit that Valhalla did handle this problem I had with older Halo pretty well with it’s mancannons. I also was basing this off my experience transitioning from old to new Halo. So, overall, I’ve just had a better experience with Halo 5 as apposed to older Halo. And I personally think that sprint was a back part of my enjoyment, but I enjoyed Reach most for this, I feel like it balanced out the abilities and sprint perfectly well. SO while I enjoy Halo 5, I prefer Reach’s gameplay. And like a few people are saying, maybe almost of all this complaining as a whole could be stopped with classic playlists that have no abilities or sprint?
Uh, why? I mean, there were teleporters and mancannons on most of the larger maps in classic Halo. Sprint could be a potential solution for some maps, sure, but the way that it has been applied fails to cater to the portion of the community that wants a deeper gameplay experience. In classic Halo, the maps that had vehicles were medium/large, and most of them were designed for Big Team Battle. I don’t remember anyone complaining about vehicles.
I’m sorry, did you just say that Armor Abilities were perfectly balanced? o.O Yeah, maybe it could, but 343i would have to design two separate sandboxes, and maps that were suited for that kind of gameplay, so in other words, it probably won’t be happening (unless they make two games in one–or put Halo 5’s gameplay in a spin-off instead, like they should’ve). Why can’t 343i just put sprint and Spartan Abilities in custom games only, like they did with classic Halo gameplay in Halo 5?