> 2533274886529017;10587:
> Sounds awkward. About as awkward as having to press 3-4 buttons to get to full possible speed in Halo 5, every few seconds.
>
>
> > 2533274899826363;10593:
> > Now you’re over exagerating.
>
>
> I’m not exaggerating at all. I hold forward, press A to sprint, press X to thrust, down on the left stick to crouch, I then slide, and use LB to jump when I hit the apex of my forward momentum.
>
>
> > 2533274899826363;10593:
> > I said it is your choice whether to use it defensively or offensively. well now you are given with more options of engagement. Not only that, but there is risk when running away, no recharge, and open to fire. To say it hinder’s pace is incorrect. With more options given to engagement, the pace has changed.
>
>
> Yes, exactly, the pace changes, but it doesn’t become faster. It becomes slower. But to that point, nothing that I said concurs with what you said, because as I said, it’s not a choice as to whether or not you use it offensively, because you’re forced to use it for basic map movement anyway. It’s not offensive at that point, and its use for defense is still staggeringly present when it shouldn’t be there at all. There is next to no risk when you run, because your enemy can’t follow AND shoot you, because to get to you, they’d need to use sprint as well, which means they put their weapon down, which means combat between you and the enemy stops for however long you chase/get chased for. That slows the game’s pace, and assuming you get out, rewards you, despite you having every reason to have been killed. Cat and mouse gameplay isn’t good for Halo.
>
>
> > 2533274899826363;10593:
> > Either I crouch or evade to dodge gunfire, clamber on an ledge to gain height, get behind an object to recharge. You can correct yourself. Everything you said about sprint in situations you described completely concurs with my previous statement. all of these circumstances you pointed out reinforces the idea of choice whether it may be used for defensively or offensively. It is a thought process.To say there is no thought process is baffeling on its own because of what you said. With choices, there are decisions to be made.
>
>
> But the entire point is, you shouldn’t be able to correct yourself with these extra abilities. You shouldn’t have sprint, clamber or anything else save you bar either your own wit, or strafe and gunskill. It’s a thought process to hide behind cover and juke your enemy when you’re in a losing situation, sure. It’s not a thought process, nor right, when you’re able to run, or clamber away. You should not be giving more defensive options to players in a game that you want to set a fast pace for, because preventing the kills from being obtained in that manner rewards the wrong players for the wrong plays and actions. It makes it less punishing, and less skillful.
>
>
> > 2533274899826363;10593:
> > C’mon man, I answered this. A greater dimension of combat means the rule of engagement is widened. You are given more decisions in how to fight one on one or agasint a whole team when you ahve all of these other abilities. with more defensive, offensive, and counter attack options. It’s not muddled. I don’t understand how you and others think it is muddled. There is a whole fluidity to it.
>
>
> Yes, and this insane amount of options with the insane amount of mobility is exactly the issue. It leads to an improper lack of predictability and flow. Where, for example, Halo: CE gives a grounded sense of predictability in its simplicity, a quick pace due to the TTK of weaponry and empowerment, and possesses basic movement options that while rudimentary, are full of depth, Halo 5 gives you next to no predictability, no set pace, and a cluttered set of movement options that can all be achieved by simply allowing the player to move forward with one stick. They provide no depth and only add complexity. Refer to the button combo I need to use to move at the fastest possible speed one can in a simple multiplayer game. I shouldn’t need to use four buttons to move forward as fast as I can. There isn’t fluidity to that. Just needless complexity.
>
>
> > 2533274899826363;10593:
> > It may feature the same abilities but the way it is implemented coinciding with it’s core gameplay. I can use the same agrument about the previous halo when i comes to other FPS because of the shared game mechanics yet those who argued against the addition in H5 would defend it.You don’t seem to like the widened dimension of gameplay. Is it too much for you? it’s a legitament question. I fail to understand why people find it so horrible. It’s incredibly fluid.
>
>
> But the thing is, how it’s implemented affects core gameplay and makes it not function like it used to. And is it too much? No, I can mechanically handle it, so it’s not “too much” physically, but it’s literally needless clutter in regards to how it’s handled and forced upon you. Too outwardly complex in the name of trying to be accessible. And it’s so far from fluid when control’s yanked from you every time you perform one of these actions. Thrust will leave you unable to do anything when it’s performed, disallowing you from being able to even fire your weapon. Same for slide, which has a delay in which you can begin to regain control over your character. Clamber is the exact same way. You need to face the location to jump up to it, since crouch jumping generally won’t work anymore.
>
> You know I could do the equivalent to every single one of these actions, without abilities, on a single joystick, and the accompanying button, without putting down my weapon at all, or having to face a certain arbitrary way to climb for the sake of movement? If the developers would design a game with simple, but depthful controls, you could replace sprint with a proper BMS that just allows you to move forward with no impediments to your combat capabilities, you could replace thrust with a good, solid strafe. You could replace clamber with crouch jumping, and you can just toggle crouch if you for some reason need to lose height. But the thing is, the game isn’t designed around simple, but depthful options like that. They’re based around crutch maneuvers like that, over learning to do these things by skill, and skill alone.
>
> The thing is, this “widened dimension” of gameplay was ALWAYS there. But it wasn’t spoonfed to you. You needed to learn it by experience, rather than just having a button do things for you and without the maps themselves suffering for the sake of making these things super prominent. When you had to crouch jump in the past, you needed to control your camera, your momentum, and when you leaped, so the highest arc of your jump would net you that leap over the ledge you seek to climb. Now? You just hit the button and it’s done for you. It’s a lazy option. It literally takes all the effort and skill out of the action, and then makes the action irrelevant by being implemented in a ay that screws the map vertically, so your jump height can NEVER get you those leaps by default. You never have to “learn” anything in depth, because it’s all given to you.
>
> I just don’t get this mass idea of the process now somehow being “streamlined” or “fluid” when it is so incredibly clunky and un-intuitive compared to the tools we were given in the past. It’s not only clunky, but the way it’s been brought in has made those prior skills next to irrelevant. I know one area in Halo 5 where I need to crouch jump, while using stabilize to reach a ledge, but the thing is, it isn’t even the crouch jump that gets me up. It’s clamber. Just a constant reminder that depth has been given the sideline in favor of… “this”.
Sorry I couldn’t write more. No space. >_<