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> > > > > > > > > When did you start playing Halo? Halo originally had no sprint, adding it was the change. Im not affraid of the change cause ive been through it. And the reason super soldier are putting their guns down is because that allows them to run faster. You dont see Usan Bolt having his arms in a gun position.
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> > > > > > > > I’ve played since CE, thank you very much.
> > > > > > > > So just because it already was like this in previous games makes it not a change? So removing dual wielding wasn’t a change either? Removing loadouts? Removing bloom?
> > > > > > > > As for the “run faster” thing, I have spent the last 50 pages or so disproving this statement. You can run equally as fast with your gun up as with yout gun down. Especially if you’re a genetically and cybernetically enhanced super soldier with a power armor which does all of the heavy-lifting and moving for you.
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> > > > > > > No you cant, have a look at the 100m sprints they are all using technique to run that fast it doesn’t matter if your a super soldier. So lets say that you could have your wish and sprint is removed what would that do for halo?
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> > > > > > What would happen in reality if a 500 pound Spartan thrusted into a wall? Would he not even flinch? Would his or her aim remain steady?
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> > > > > > Why is realism more important than gameplay?
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> > > > > Realism is not more important than gameplay, just stating some facts.
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> > > > Well, here’s another fact: the addition of sprint has led to a lower TTK, which has further changed Halo’s gameplay.
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> > > > What does sprint do for Halo?
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> > > Well for me having sprint has lowered TTK which has made for faster gameplay. I like that change. Fair enough if you don’t. Halo games always change from Halo CE, Halo 2, Halo 3 these games have each brought something different to the game style. Halo 5 is no different. Halo for me is about power weapons, power positions, communication and strategy.
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> > Well for me, I don’t remember running around a map for almost the entire match and not finding anyone. Gameplay was plenty fast on maps like Narrows. The longer the battle, the more skill that is needed to win. Also, Halo 5 has longer match times than previous Halo titles, so how can the gameplay be faster? Why would the match times need to be designed in such a way?
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> > Halo 4 completely scrapped the Halo formula, and Halo 5’s REQ system is the lamest way of unlocking armor, ever. Expectation and immersion are not solid justifications for the addition of sprint. What else did Halo 5 bring to the table?
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> > For me, Halo is about simple gameplay, solid map design, map knowledge, skill jumps, communication, teamwork, tactics, strategy, strong positioning/map control, and controlling power weapons. Oh, and kicking alien tail without having to worry about whether or not I should be sprinting, because Spartans are always running. Blood, military themes, etc.
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> The match times are the same for slayer in all halo games so that hasn’t changed.Halo 5 has from what you’ve stated every one of those things, except the if sprinting cant engage. The halo 5 REQ system is not the greatest and could be improved on. Im not sure what you mean by “Expectation and immersion are not solid justifications for the addition of sprint.” As always Halo 5 brought something different to the game like quick interactions and fun mechanics that everyone has, these changed gameplay but kept enough traditional aspects of halo like good map design, skill jumps, communication, teamwork, strategy, positioning/map control, power weapons.
Okay, so it’s the same for Slayer. What about everything else? Also, I don’t remember very many Big Team Slayer matches ending on account of time in classic Halo.
Those were the official reasons given by 343i for sprint being in Halo 5: players expect it, and it enhances immersion. Neither of those reasons are sound.
What do you mean by “quick interactions”? I think that the core changes to the gameplay would be great–with some tweaking–in a spin-off title. Riftball is fun, Pound Town is too.
Halo 5 doesn’t have simple gameplay, solid map design, or skill jumps (for the most part). Solid strategies cannot be formed based upon the unknown: classic Halo’s predictability was what gave it actual depth. Sprint and other Spartan Abilities add complexity, but they don’t necessarily enhance the gameplay’s actual depth. In fact, they seem to do the exact opposite. Spartan Charge is, hands down, the worst, but it prevents double melees out of sprint. I got an Extermination with just the Storm Rifle in Covenant Slayer the other day, because the enemy team was distracted by my team (I was just lucky enough to be in the right place at the right time), but a 2 on 1 is hopeless if one of them is sprinting. The best that I can hope for is a stick, but sometimes I don’t even get a chance to throw a grenade.
The lower TTK, which was adopted to help balance sprint, is certainly the biggest difference in the gameplay. In classic Halo, the BMS and TTK were what the maps were designed around. Many of these maps had geometry on them that could be used to traverse the terrain in ways that weren’t immediately apparent. Through a deep understanding of the movement system in classic Halo, you could outwit your opponent in ways that they often times didn’t expect (Assault on Terminal, need I say more?), but it took real skill to pull off. Beating your opponents to power weapons and strong positions required map knowledge, or a well placed grenade. Sure, there are a few tricks on some of Halo 5’s maps, but most of the maps feel like they don’t have any flow whatsoever. Riptide, for instance, has that horrible cyan room: so many players camp there.
All I’m saying is, sprint has fundamentally changed Halo’s gameplay, and I don’t like the direction that it’s going in. I thought that the limitations, and the testing of those limitations, was what made classic Halo as fun as it was. I want to like Halo, I want to be a fan, but it just doesn’t have the same solid, core gameplay that it once did. It could be nostalgia, but I’ve played a few FPS titles–both before and after CE–and Halo used to be the one that appealed to me the most. Classic Halo still does, and after I’m done stockpiling for Warzone Turbo, that’s what I’m going to be playing. I thought that the Halo formula was brilliant, and so did many other people. I think that it would still do well in today’s market, especially with a slight increase to the BMS–and/or an appropriate FoV.
Why? Because it would stand out from everything else.
There’s only one way to find out.