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> Ok this is getting quite annoying. First of all, there is a huge difference between things like sprint affecting gameplay and the BS unpredictable reqs and such in warzone. Even in WZ where there are TONS more different things that could happen, the better team STILL generally wins. So im sure having sprint is not going to make a 4v4 with standard map weapons “unpredictable” Because I predict the enemy all day. I predict the enemy correctly the majority of the time even if I still end up dying. Acting like its “too much to deal with” is ridiculous. I can basically look at my watch and call out to you where people are going to be based on a situation, and that comes with experience. So does using sprint efficiently. Sprint adds to the skill gap for H5. Not the other games. This “sprint is killing halo” BS is all in your head. I use to think the same thing, once you start paying more attention to how the game is being played by others, you will see the truth that sprint is not the problem in H5.
Ignoring the implausibilities you spout out in your paragraph, go on. How does sprint add to the skill gap? I can list multiple ways in which it doesn’t, objectively. It allows for players to get out of situations they’d have normally died in, because they can use Halo 5’s segmented map design (A byproduct of sprint) to evade enemy lines of sight and get out unscathed when they should’ve been punished. This rewards the lesser player who was being outplayed and punishes the one who was winning, which shouldn’t happen. This leads to the game’s pace being slowed down, because no combat’s happening, because it can’t when your opponent’s running full torque away from you. This in turn lessens the impact of map control, because map control means nothing when your opponent doesn’t advance on you. It’s a domino effect.
And with that, a lack of the ability of prediction given the game’s complexity isn’t ridiculous. You can’t predict if your enemy’s sprinting, where they’re sprinting to, given there’re many lanes to go with, or if they’re using their base movement speed to walk with their weapon up. And that’s just sprint, not accounting for any other abilities present. To say you can “predict the enemy correctly a majority of the time” is more ridiculous. But I’m not going to argue your statements, because they mean nothing without any evidence or weight behind them. I can say “I can outshoot Snipedown pretty consistently”, but that doesn’t give my argument more weight. It’s a fallacy.
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> Ground pound is NOT a playstyle. A playstyle is a SET of strengths/preferences in a game which dictates how their gameplay comes together. I am a support player. My skills are cross map shooting, predicting/blocking spawns, thrust shooting and using parts of the map in my strafe. My buddy Jamie is a CQC guy. He uses the sword like no one else I have ever seen. He sprints, he is good with melee and short distance weapons, and he uses ground pound quite a bit. GP is PART of his playstyle, not his playstyle. I disregarded your entire paragraph because you obviously ignored my previous on that told you the exact thing I just had to repeat. It is a skill, not a playstyle. It is PART of someone`s playstyle if they choose to use it. A sprinting playstyle is so common I dont understand how you are not grasping this. In COD and even in Reach and such there were dedicated sprinting classes for those who choose a sprinting playstyle. Im going to leave it at that.
Exactly. It’s a preference in a game. Using ground pound instead of attacking from above by other means is a preference, and that is your playstyle because that is the manner in which you play. Your playstyle is to go ground pound, over the other three options (Grenade, gun, melee). And no, you’re not a “support” player. Halo has no defined classes because the player’s given the tools to do everything. EVERYONE can cross map shoot, block spawns, and thrust shoot. It’s not something exclusive to you. If anything, spawn blocking is much more team based than it is individually, and you’ll see teams focus on that a lot in higher level play, because you need to spread your entire team out properly for spawns to be affected in your favor. That isn’t an individual effort. Much like CQC isn’t exclusive to your friend, nor is sword use. And you realize you’re conceding on my point, but just using a technicality. It goes without saying that ground pound is a part of your overall playstyle, but still a playstyle. Ground pound obviously doesn’t encompass everything you do, but is still specific to going into the certain situation in which it’s present in.
With that, sprint again, isn’t a playstyle. It’s basic movement. Basic movement isn’t a playstyle, it’s how the game works and operates in general. It isn’t something you adopt, it’s something you’re forced to do, due to map design among other things. The reason the “Sprinting playstyle” is so common is because it’s forced on you and other players. Just because you don’t sprint as often doesn’t mean it isn’t forced on you, nor does it mean it doesn’t punish you. CoD doesn’t have a “sprinting” class. It’s a basic movement ability provided to everyone. Reach is arguably the only game which had a “sprinting playstyle” because it was either choose it or lose it, much like any other abilities present, meaning you and your team potentially had roles, assuming you communicated. You didn’t have it consistently. That isn’t the case with Halo 5, though.
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> And ok, I wont use the scary numbers anymore. I will just say that anyone who has played this game consistently will agree that Halo is about smart plays and experience more than shooting by a longshot.
You realize that smart plays and experience mean nothing when you can’t shoot straight to save your life, right?