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> > > > Sin do you occupy the same universe as the rest of us.
> > > >
> > > > There have been many proposed solutions. H5 is as good as sprint gets. It sucks.
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> > > > Sprint CANNOT work with Halo, or you’re compromising zoning, engagements, and pacing.
> > > >
> > > > There is no in-between.
> > >
> > >
> > > (1) My point is that sprint can and DOES work in Halo and has worked over the past 3 AAA Halo titles…
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> (2) Second here is a link to a post where I’ve provided a multitude of reasons (27 points) supporting why sprint is good for Halo; including why it has been and still is working for the franchise.
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> (3) Third, earlier in this thread I cited and discussed an article where 343i’s Executive Producer Josh Holmes explained multiple reasons why 343i thinks that sprint has been and still is working for Halo.
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Keep in mind that in Reach it was just an AA, and was limited. In Halo 4 it was also limited. And in Halo 5 it has had to have further adjustments to make it fit. If the mechanic had worked over the last 3 games it wouldn’t have needed the adjustments in the first place. It’s also worth noting that no sprint worked perfectly in the first 3 Halo games. The only Halo game I ever thought would have been better with sprint was ODST. But that was very different from the main titles.
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I’m with OG Nick here;. Many of those 27 or so points actually boil down to just a few things;
(A) “Immersion/lore”. A point which you even contradict yourself with. One moment saying it’s needed for immersion/lore but then say ‘well actually Spartans can sprint and shoot at the same time, but I’ll allow the gun lowering animation for gameplay reasons’. This tells me that gameplay trumps lore.
(B) “The mechanic is expected to be in an modern FPS”. This again is just wrong. Certain mechanics are only ever expected in certain genres. Sprint is expected in military shooters. Putting sprint as it is seen in military shooters in to an Arena game would just change the game. And that is what is happening here. The addition of these mechanics have shifted Halo from it’s Arena format in the original trilogy to more of a modern military shooter. This isn’t an evolution, or just an expected mechanic of today’s games. It’s a mechanic of a certain genre, and players of that genre are expecting all games to have it.
(C) “Speed and map traversal”. You give many examples of being stuck on a Halo 3 BTB map. With vehicles gone you complain that you have no way to move across the map. But there were more ways to travel besides vehicles. There were man cannons and teleporters. There was a point to this. Something OG Nick talks about. Predictive combat. It’s an important feature of competitive games to limit the randomness, this includes map flow and predicting likely enemy movement. When you have a map like Avalanche that has one shorter inside track, and one larger outside track supported by teleporters and man cannons. You can assess the likelihood of an enemy taking a certain route, and the reverse is the same, you have to be unpredictable for the enemy team. A good team knows the route you will take to laser, so you have to surprise them, or be better. This all goes out the window when every player has quick access to almost every corner of the map. I think it’s one of the reason we’ve only ever had community forge maps in BTB. You’re more likely to forgive a forge map for being broken (which many of the original ones were).
This has another effect on the flow of not just the maps but the gametypes themselves. It’s why a pistol was needed in Halo 4, why the flag score went up to 5 instead of 3. It’s why instant respawning became an issue. Players were getting back in to the fight far too quickly. It made scoring objectives really hard when the teams were even. And I personally believe it’s why many of the gametypes were removed for Halo 5. They just didn’t work. Whereas Halo 4 screwed up the flow of the gametypes, Halo 5 just outright broke them, and they’d need completely rebuilding with this new gameplay. So while you are complaining about crossing the map, we are pointing out that was a benefit to Halo 3’s gameplay. It rewarded good positioning on the map, it rewarded good pushes and punished bad ones. Halo 5 and sprint is easier. It is more convenient, even less frustrating for the player who likes to run around solo. But that is exactly why we prefer Classic Halo. It made you think before you went running in to battle.
(D) “****Majority wants it”. OG Nick covered this too. At the time sprint was being included it was wholly rejected by the community. We saw the addition of AAs, then loadouts, and perks, ordnance drops and so on and as these things were added (things players at the time thought were “evolution” and necessary) that the player population dropped. And with Halo 5 we’ve seen several mechanics that didn’t work removed and a move back to equal starts and the population has improved. When we complained about flinch, loadouts, perks and ordnance prior to Halo 4’s release we were dismissed as “the vocal minority”. We were right about the lot of it. They were bad for Halo and the community. Don’t dismiss the anti-sprint views now just because of the belief it’s “a vocal minority”.
- Unfortunately for Josh Holmes there’s very little substance behind these claims. He’s not discussing pros and cons. He’s not providing data. He’s doing a quick run down list that is not very convincing. It’s just marketing speak.
The bottom line here is that it’s all fluff. Beyond “Sprint is good for Halo and here’s why I think why” there’s not much else to a pro-sprint argument. Purely for the fact I don’t think pro-sprinters have acknowledged the fact that while Halo 5’s gameplay isn’t bad, it is a distinct shift in genres. Also I don’t think there’s the understanding that the slower gameplay of Classic Halo held more of a tactical/strategic element that is lost in that shift of genres.
You’re point should be that ‘sprint works in a military shooter, and I prefer Halo as one’.