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> > > > > Sprint makes the game a lot more faster, this is an special key for competitive.
> > > >
> > > > Second, it’s argued that players can more easily escape situations the find problematic than they could in an environment without sprint. Viewed as a reduction in the skill-gap, which quite a few see as something that goes against the competitive aspects of a game.
> > >
> > > That may be true, but its a logical fallacy. You can’t interject a different mechanic and say that they would have died if “x” happened, when that mechanic doesn’t exist. A good player acknowledges these variables and reacts to them according to defeat an inferior opponent. Correct me if I am wrong, but I don’t think what you just said is indicative of a smaller skill gap, as long as the player can’t use a cheap mechanic to get a free kill. Games where everyone has the same abilities generally make skill gaps fairly large. I just can’t think of an example in Halo 5 where the inferior player can get cheap kills on a better player, with the exception of certain weapons like the suppressor that are easy to obtain.
> > > See, I could be using this time to work on homework, but what better time to get into a senseless internet spat.
> >
> > Compare it to a situation where you try to disengage from a fight where your chaser can maintain distance and can deal damage to you. In order to properly get out you need to be good at juking, no? A good juker does not benefit as much from Sprint as an average Juker, because the good one knows most the tricks. The average user doesn’t, but Sprint allows him/her to get a better chance of escaping due to eliminating one out of two important aspects of chasing, damage or distance.
> >
> > So, in that sense I see Sprint shrinking the Skill Gap.
> > So no, same abilities for all players does not automatically mean a large skill gap. Because it’s about what an expert user can do, and how easily it can be done, what features there are that boost others, or limit the experts.
> > For instance, I probably joked about it in this thread.
> > What if there was an auto-aim / aim-bot / aim-lock-on feature? Press a button and you’d have a second or two time where they game aim’s perfectly for you and all you need to do is press the trigger.
> >
> > Edit: When I had homework, I’d usually clean, do the dishes, make the bed, before I did the homework.
> > Now I’m spending time here instead of playing Divinity Original Sin 2, or rather, doing both.
>
> You certainly seem to know your stuff, but I still don’t see how the sprinting here would lessen the skill gap when both players have it. I wouldn’t say that the aimbot comparison is a fair one, because there would still be more of a skill gap than if some players had weapons that killed quicker. I guess my argument is not about how much of a skill gap there is, but rather that sprinting doesn’t seem like it lessens that gap. I just don’t see the connection in what you just posted when other players can take the tactics into account.
Planning something or taking a tactic into account is an entirely different thing than actually executing it.
You need to be good relative to your opponent in order to achieve success regardless of what you do, juking, aiming, jumping, whatever you do to execute your plan, whatever tactic you cook up requires you to actually do something. These tasks require your playing skills.
If you find yourself not as good as others at specific things, and a mechanic comes along which allows your minimum effort required using that mechanic surpass the max effort you could put out without the mechanic, for a specific thing. Then that mechanic bring your output, your skill, up without you actually doing much to get better.
Anyone who was already good at that task, and would possibly not even need the mechanic to begin with, won’t see the same benefits other than having to do less for the same result, as the other player.
Everyone having the same mechanic does not mean there’s no reduction in the skill gap, because it depends on what the mechanic allows you to do with the effort put in as opposed to not having the mechanic and what’s required for the same, or close to, result.
You can take anything into account as much as you want. Doesn’t matter as long as there’s a mechanic in place which allows someone to do better than they would otherwise, possibly even surpassing your abilities to counter whatever you took into account, when they otherwise wouldn’t have without the mechanic.
For Halo 4 it was argued players are more likely to escape with sprint, or drag the encounter out. As a response to that feedback i343 put in the shield recharge thing. Less likely now than Halo 4 but it’s still there.
So unless that’s just complaints by bad players who can’t effectively deal with escaping players. Why that response from i343? What data were they sitting on?
If players weren’t escaping and prolonging encounters more successfully in Halo 4, why implement the shield no-recharge mechanix for Halo 5? What other reason is there for that specific “nerf”? Last time I played escaping wasn’t as much an issue as I remember Halo 4’s MP matches, but it’s still there because the three main questions still remain between a sprinting escaper and the assailant.
-Distance
-Damage
-Ignore
Does sprint-juking require the same effort as no-sprint-juking?
Is it as difficult taking out a sprint-juker as it is to take out a no-sprint-juker?