no sheild regen while sprintiing in halo 5 is such a garbage mechanic and made things worse because now i cant use sprint effectively when shot whille the enemy undamaged team have no problem sprinting towards me with full shiellds. Basically, halo 5 made shooting someone once inccrediibly powerful because of no shield regen and rushing enemies and thats not halo for me. It was also almost impossible for matchmaking to balance that with casuals too who never work as a team.
Thank you! Yes, speed boost should have made a return. I know it wasnât included in live multiplayer for H3, but 343 should have found a way to work it in. Moving faster without having to put your weapon down shouldvâe been the emphasis. Iâm glad they nerfed sprint into the ground, but it also highlights how pointless it is imo.
Will have to toss my vote in that I think Sprint is fine in Infinite. Slow enough to make the No-Sprinters to consider it as non-existent but present enough to do some trick slides if people want for additional movement. About as good as a medium as it can get, I think.
Thatâs quite literally why I liked it. The fact that you couldnât use Sprint effectively. It punshied you for trying to rengange. Exactly. Shooting should be powerful. Itâs an fps. the chained ablities bypassed leaving your weapon down while sprinting. You werenât suppose to just Sprint. Thatâs why you had to be clever and find ways to move without Sprint when you were shot. Aka the thruster pack. The stabilize and ground pound also added to it as well. Simply put, the ones who are against this game donât play the game they way it was suppose to. Sprint plays shouldnât be rewarded. Gunplay should
Not when it makes teamwork too over powered. That kind of gameplay just does not function well in respawn modes and like I said, matchmaking for casuals fails because of the snowballing effects.
if you want to understand my point about over powered team work. Imagine playing apex in an arena respawn mode. Matchmaking would be terriblle. apex can only function with one life modes because the snoowball effect is unable to happen or last long.
For general map design I personal would be happy about this things. I like forging maps in the older Halo games. And making an area accessible only by jumping was a key part of that. I donât want to have to factor sprint into that, and Clamber totally ruins having to make the jump. And for hard to access areas youâd have to make them hard to clamber jump to, instead of just hard to jump to, and that ruins the flow of platforming. I know clamber sounds cool to some people, but I do think Iâd be happier with the changes you suggested.
No sprint or AAâs.
Up movement speed.
Experimentation can be implemented in anything that is external to the player, like map design (e.g. mancannons), equipment (environment changing things), environment interactions (e.g. Last Resort, High Ground, Waterworks) etc. 343 keeps trying to change the abilities of the player. Instead, put those tools inside the arena to be fought over and controlled.
No equipment just good map design. A good way to explain it would be like one section is anti gravity and when you walk through it you float. Something like that. Where the map itself changes the gameplay. Not a fan of personal equipment that lets you change the gameplay. I like SA. But aside from that classic with good map design is something I want to see
I hope someone saved it. There were a bunch of good posts breaking down Sprintâs implication (and movement abilities in general) on match flow and map design.