> 2533274838217981;12148:
> Yes clamber does. Choosing when and when not to clamber or taking certain routes that require clamber can cause you your life. Spartan charge is an offensive attack attached to sprint. Not really a movement, even though some try to use it as such, its not even close to being effective enough to qualify as a movement capability.
You know the same applied to crouch jumping and jumping in older Halos in regards to choosing when and when not to take certain jump routes? And the thing is, with clamber, you’re much more limited in regards to movement, because you need to face in an arbitrary direction to be able to perform the ability, unlike earlier Halos, where you were always fighting when you did it. In Halo 5, it could cost you your life because you literally can’t fight back or look to your opponent while doing it, because of the lack of control. In older Halos, it would cost you your life if you improperly performed the action.
And Spartan Charge holds the same range as a normal thrust does. You’ll see higher level players use Spartan Charge outside of an attack maneuver to get to places faster due to the large maps. It’s effective as a movement option. Doesn’t exactly make it good, given the game basically gives you two thrusts.
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> If a player dies because the are caught sprinting at the wrong time, that is the mistake they made that needs to be learned from. If I miss a kill because someone sprints away, that is a mistake on my part for not properly positioning myself. You people act like someone has to die every time 2 players come into contact with each other. They dont, it is a team oriented game and always has been. If it really was that way, combined with the lower TTK of H5 then it would almost be considered a twitch shooter. Sprint and SA`s add to the “work for your kill” factor. How you do not see evasiveness being a valuable asset is beyond me. If you want to just shoot each other silly then go play octagon all day.
People don’t have to die every time two people come into contact, sure, but the difference is making the ease of escape harder in older titles compared to now, where it’s easy. No one said evasiveness isn’t a valuable asset, nor did they see it as such. The issue is the ease of evasiveness due to what you’re given and how the maps are designed around that. And again, that goes past positioning. You can be in a good position and be screwed out of a kill because of abilities and how the map’s designed around them, something that’s been reiterated over and over. It doesn’t matter how good you are, you can be screwed out of a proper kill or win because of that, no matter how well you do things. You can be punished like you made a mistake, even if you didn’t. And that’s a problem.
And you know what the “work for your kill” factor should be? A solid strafe and difficult gunfights. No gimmicky abilities that help you run from those. CE for example has projectiles, low aim assist, and low bullet mag, and as a result has unarguably the hardest gunfighting element in the series, despite having a utility perfect kill time of less than a second. Average was obviously longer. That empowered individuals and made it more than a team shot oriented game (Which isn’t teamwork. It’s an artificial teamwork). Strafe’s arguable but it’s better than most Halo games and is compounded by the weapon’s mechanics. That was all that was needed for a proper “work for your kill” factor. Something that actually demanded your skill be a factor in, and wasn’t just a static, control yanking ability.