> 2535422275901409;14315:
> Prepare the hot take cannon!!!
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> I like sprint in Halo 5. I was not a big fan of it in reach or in H4 but with the introduction of Warzone and other spartan abilities, I have grown to love it. There are a few things I dislike about sprint, mainly the radar doesn’t show someone sprinting far away enough. That is really important to balance and it needs to be fixed, otherwise spartan charge becomes a major issue in games. Mostly because unskilled players can get a bunch of kills by running around and shoulder bashing people all day. I also think the “cooldown” time between sprinting and using a weapon needs to be shortened, this would drastically improve game play in my opinion.
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> Now to the positives. It makes map movement more important for arena games. This cuts down camping, which if you played H3 and H2 anniversary, you know was a serious issue in FFA and in some team slayer. It also makes it easier to get out of danger when you have a sniper which allows for better rotations and taking advantage of the angles built into the H5 maps. On the other end, it makes it harder for a sniper to give you a hair cut so it makes that more of a skill weapon and less of a free kill (like rockets cough cough). The addition of slide is really useful, love that for entering bases in WZ and dodging shots.
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> Overall, I really like the abilities and sprint in H5. It makes halo feel like more of a modern shooter and less like a throw back game. I have been playing halo since CE, and love the old mechanics but I can just open up MCC if I want to play that way. I would be really bummed if sprint were taken out of H6, I would likely not play as much if it returns to the same old same old.
I find it funny how you say that because Spartan Charge was created because of Sprint being too powerful with regular melee. Same thing with having to change how the radar works because of Sprint.
Map movement was always important, in fact it was probably more important back then. You were always capable of being shot and you were always capable of shooting back while moving, no matter which direction you’re going and which direction your facing. Now, you have to make a decision between moving at your max speed and shooting, promoting this start-and-stop gameplay and cat-and-mouse-encounters.
I also find it funny how you talk about the Sniper and the Rocket Launcher when the H5 Sniper has an absurd amount of aim assist and the Rocket’s blast radius has increased because they were meant to hit Sprinting targets. Don’t see how it’s more of a skill weapon when making shots is essentially easier.
See what’s happening? Because of this one mechanic that’s forcibly added to the game, we have to basically change how the game works just so it can be balanced in the first place.
> 2535422275901409;14316:
> except for that not really being true:
> One week after launching worldwide on October 27th, 2015, Halo 5: Guardians made history as the biggest Halo launch and fastest-selling Xbox One exclusive game to-date, with more than $400 million in global sales of Halo 5: Guardians games and hardware, pushing the franchise to over $5 billion lifetime.
Yes, in terms of how much profit it made it did the best, because of bundles, digital sales which are hard to track, and most notably REQ packs. Notice how you’re never told how many copies were sold.
Before Halo 5, Halo 4 had the biggest Halo launch, grossing $220 million, surpassing Halo Reach’s record of $200 million, and $300 million in its opening week, which is about as much as Halo 3. But clearly it didn’t last long, right?