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> > You must not fully understand what I mean by “sprinters”. Everyone sprints in halo 5 because of map movement capability, but some people use sprint as their playstyle. The maps are the main problem because instead of making maps that allow sprinting, they have made them to give it an advantage. That is the problem. Also, any kind of added mechanic will increase the skill gap, removing it does not make the game any harder whatsoever. People who are going to challenge too much or push too far always will, whether sprint is in the game or not.
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> People who justify the use sprint as a “playstyle” are kinda lying to themselves. It’s not a playstyle mechanic like ground pound would be. It’s a habitual thing you need to use on a consistent basis to even operate properly. It’s not something that emphasizes or helps your playstyle, because it’s not optional, nor offensive, it’s forcibly added onto it. And the thing is, no map can be made with sprint in mind without giving it an advantage, because, again, justification for its use and presence in the first place. It’s either, you design the map so sprint has an advantage and thus, justification, or you just don’t add sprint and design the maps around a uniform movement speed.
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> And no, adding a mechanic doesn’t automatically increase the skillgap. If anything, the added mechanics in Halo 5 have decreased the skillgap, on top of adding needless clutter and complexity. Simplicity in game builds your skillgap in most shooters. With that simplicity giving way to depthful options, like CE’s movement and the multitudes of things you could do with it, all while keeping your weapon up. In fact, most of the “abilities” Halo 5 presents as these new and hip things are things that were in old games, but had a skillgap behind them and weren’t shoved in your face, nor was the game designed around their constant use. Thrust compensates for a strafe, clamber compensates for crouch jumping, slide compensates for a crouch strafe. Like, none of those things increase the skillgap and if anything, decrease them since you make these once legitimately difficult/skill taking options easy, and commonplace. But on top of that, you decrease accessibility for the casual audience by increasing the amount of buttons you need to press for basic movement among other things. For example, to go as fast as I can possibly go in Halo 5, I need to press four buttons in a strict sequence. In Halo 1-3, I needed one. My left analogue stick. Mashing these buttons isn’t skill, it’s habitual, annoying, and tiring.
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> If you were to remove all of these abilities and design certain map areas/combat scenarios around crouch jumping and strafing/crouch strafing respectively, you’d have a game that’s not only accessible, but has proper depth to its movement abilities without being gimmicky, alienating, and without decreasing the required skill needed to perform them. You’d also have maps that aren’t consistently designed in an inconsistent manner based around these inconsistent abilities, and would be more widely received in a positive light. But more importantly, you’d have a game that could sustain its own population because it’s:
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> A.) Accessible without being dumbed down.
> B.) Not trying to do other game’s strong suits in a weaker manner, thus homogenizing the FPS market while shooting itself in the foot.
> C.) Most importantly, trying to be of its own in identity and style, like Halo once was doing in 2007, before it followed market trends.
Thrust does not compensate for strafe, it is an added movement ability. Mid-air strafing is not possible without a thruster. Want to talk about being friendly to newer players? Why force someone to crouch jump then? Clambering is easier, and most new people use toggle crouch. Also in many jumps, if you are experienced enough, you can crouch jump without clambering it, and keep your gun up at all times. Boom, more of a skill gap between players at lower levels. I also don`t use a sprint playstyle, I keep my gun up as much as possible and I do perfectly fine. Sprinting most definitely is a playstyle. TONS of players love to sprint everywhere, and they pay dearly for it because they almost never land the first shot if they are spotted. In fact, ground pound is NOT a playstyle, it is a game mechanic. Sprinting and quickly going to CQC is a playstyle. Is it a good one? Hell no, so im not sure why all of these “competitive” players on this forum say it needs to be removed. Sprinting is most definitely optional. If you are saying “I need to sprint everywhere to win because sprint is OP” then you are lying to yourself. Just like if you dont sprint, sometimes you die, there are many more cases to where if you are sprinting you will die. It MOST CERTAINLY adds to the skill gap. Denying that sprint doesnt add to a skill gap, but jumping without clambering does is sheer cognitive dissonance.
343 is just now starting to figure out how to make somewhat decent maps where sprint isnt as annoying after 2 full games. Do you seriously want them to revert back to something they have never even done by telling them to design maps without the sprint factor involved? That is just asking for a horrible release of Halo 6. H3A will be out later and I probably will play that the most of anything. Yes it doesnt have sprint, like I said im not some sprinting fanboy COD kid, but H3 was its own game and made strides in its own way. H5 has made progress and is a very smooth FPS because of how well the abilities make the player feel. They feel they have more control over their character in almost every way more than the other games. Trying to stunt this will lose a lot of players, period.
And furthermore, I never blamed sprint for every fault in the game. It certainly is what makes up a lot of the faults, but not the sole reason to my issues.