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> > Sorry for being late everyone. I had to go to sleep and run some errands by morning.
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> > Anyway, let’s get to why I’m here.
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> > > > > > > > > > 4. Well then what’ve you accomplished? All you have then is a slightly faster Halo 2/3, which doesn’t make a good compromise.
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> > > > > > > > > Isn’t that exactly what people wanted in the first place? To move faster than Halo 2 & Halo 3 because they felt so slow? That’s basically the main complaint (both satirical and legitimate) in this thread about those two.
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> > > > > > > > > Like there’s the solution, it solved the problem that everyone was having. The game is not (as) slow anymore, and there’s no Sprint animation anymore. What’s the problem here?
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> > > > > > > > > The weapons sucked? That’s a sandbox problem. Maps are too large? That’s a map design problem. Sprint never made any of them better (more people argue it made them worse).
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> > > > > > > > That’s the main complaint for a lot of people, but my main complaint is in that H1-3 felt restricted. A slow game can be serviced by map design, but a feeling of restriction boils down to the fundamental classic movement system itself. That’s why I’d rather keep sprint. Illusion or not, it definitely feels more free than the one geared system. I also prefer it because 2 geared caters to my flanking playstyle a lot more than a universal max speed.
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> > > > > > > > Also, remark No.4 was a lot more about the increase proposed rather than the idea of increase in BMS itself. If I’m going to tolerate a classic movement system, I’d expect bigger maps to lessen nade spamming and a bigger bump than 15%. My big problems with classic movement were the terrible nade spam and the limiting feeling.
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> > > > > > > That’s a lot of use of the word feel.
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> > > > > > Yeah, it is. To me, gameplay is half about how it feels, so that’s why I have gripes with classic. It just feels like I’m on a collar midmatch, so my concentration is constantly breaking.
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> > > > > Alright so what it boils down to is you like the feel in general of the new games while I do not like the feel and overall changes to maps, vehicles, movement and what not. This isn’t so much of an arguement of how sprint hurts, helps Halo. It is me saying why I don’t like the changes and reasons why, and to you the reasons don’t matter since the game overall feels better. Do I have that right?
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> > > > No, that’s an intentionally skewed take to try and make my argument look bad. What I am saying is that the feel of the gameplay can not be compromised because uncomfortable gameplay leads to broken concentration, which is a big no-no in a sweaty game like Halo. What I find to be flawed in the argument on the antisprint side is that often the arguments disregard comfortable gameplay for maximum competitiveness. Sure, Classic may give you some more competitive maps, but the restrictions on movement options aren’t as easy of a barter as you make it seem and can even be seen as a net detriment.
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> > > > In short, I find that the detriments of Sprint aren’t as serious as they’re often made out to be and the apparent benefits of interception and comfort, even if said comfort is illusory, far outweigh the resulting map elongation and other detriments. But, that’s my opinion, and you’re entitled to yours.
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> > > So to you, Halo CE- ODST had uncomfortable gameplay? As in it fidn’t feel good and broke concentration? That maximum competativeness with simplicity was what made Halo the juggernaut it was.(I know I know, we can’t for sure know why… but Halo 3 was very popular) The movement options are literally, move however you want with gun up, run looking dead ahead with gun down. Don’t entirely see the restictions.
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> > > Serious or not, there were a lot of changes made to accomidate sprint that affect many aspects of the game.
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> > > So uselessness of vehicles, teleporters, man cannons, motion trackers, redesigns of maps, weapon aiming, shield system, and all that jazz is worthwhile to implement an animation that locks you out of using your weapons and looking around, and slows the base movement speed (by map traversal, I know you”technically” move faster in Halo 5), for interception and more comfortable gameplay that millions did not have issues with?
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> > I’ve already stated earlier my complaints with classic. What I do disagree with in that first but is the assertion of maximizing competitiveness. I think a balance between the 2 should be struck, personally.
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> > Now what I really object to is the assertion that things like mancannons, the radar, teleporter and all that became useless. Mancannons and teleporters still move you around a lot faster than sprint, the teleporters especially. I don’t personally see how a 20% faster second gear automatically renders the 2 useless. The radar’s uselessness stems from the fact that it’s tiny. All it needs a range bump and it’ll be fine.
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> > Sprint isn’t outrunning a mongoose anytime soon buddy. Vehicles still hold a lot of transportation and offensive value.
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> > I don’t really see how weapon aiming becomes useless with sprint. Do you mean it’s harder? I mean that’s pretty subjective, but hitting a sprinter with a 5 shot from a Magnum or 3 shotting him with a LightRifle isn’t all that hard with decent aim and positioning. If you’re talking about aim assist, you’ll need to elaborate a little further with the exact issue.
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> > All in all though, I’m speaking for myself here, not the millions who played H3. Even then though, I wonder how a full switch back to classic may be received after a game like H5. It would be incredibly jarring to say the least.
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> Have to have a life am I right?
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> That extra amount of speed plus other abilities and what not has let to a severe lack of them on maps. All radar needs is a bump, but it hasn’t so that’s why I’ve listed it.
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> Vehicles hold offensive value, but since the implementation of sprint, the transportation use has seen a lot less use.
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> The aiming was part of the redesign area of my quote, I’ll dig for it, but you can snipe someone as they run behind a wall and still get the headshot.
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> As I said in this post or another, if you bake chocolate cakes and do well, then decide to change the frosting or make it red velvet and start to lose sales, you may not be able to determine if that change caused the drop in sales, but you’ll probably try to sell chocolate cakes again. There is no reason to think going back to classic movement would be jarring, not to mention games that have been “going back to their roots” have been seeing more success.
The extra amount of speed isn’t really a good excuse of keeping them out of maps. I wouldn’t mind increasing their numbers, and I don’t think sprint really does all that much to negate their usefulness. I’d be 100% for having more mancannons and teleporters.
Even with sprint, vehicles still have a lot of transportation value. Sprint still isn’t outrunning a mongoose. Whenever I play BTB or WZFF, I still do see a lot of vehicles like the mongoose. They!re often used not only for the awesome splatter value, but to save time in getting to the boss.
The aiming thing? I guess I can see the negatives, but I’ve personally never seen it happen (rarely ever use snipers, that might be why). I guess it can go, sprint isn’t as fast as to warrant a violation of physics. Reducing sniper aim assist is never something I’m particularly against.
Ok, good point. That “jarring” bit was a bit of a side remark and some speculation (because going from H5 straight to H2-style is still a massive jump), but you are right that going to classic alone might not cause a big shakeup.