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> I seriously think you guys just don’t playtest for inconsistencies. The small map sizes make zero sense. Same with the shortened radar.
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> It’s very possible that the outcome we have now is due to the order in which the devs thought up the ideas.
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> However, I have the impression that increased mobility and verticality were there from the beginning. Now, if your ability to get around the map is significantly greater than in any other game iteration, wouldn’t it make sense to design slightly larger maps? Instead, all of the arena maps are super freaking small. Would this be a big deal for doubles? No. 3v3? Maybe, maybe not. But in Slayer games, you often can’t move 10 meters before running into someone, if you’re lucky. And if you spawn by yourself, the likelihood of meeting more than one foe is exponentially high. Which means being at least temporarily stuck in a vicious cycle, where you can’t link up with your team because there’s almost always more than one person to deal with.
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> Objective gametypes on these maps are a bit stupid. Stronghold is the worst. Let’s say you spawn, and you’re closest to a captured base. Naturally, you try to take it. Unfortunately, it takes no time at all for at LEAST one person to reach you. And, before that battle is even finished, if you happened to survive then another enemy will be there to happily finish you off.
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> All of this is made exponentially worse by the shortened radar. Many of the above issues could be dealt with by having a normal radar. Yes, I watched the video where they said that, after the beta, they felt it was too big, due to the small map sizes. I fail to see how.
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> Let’s follow this logically for a minute. We know that there is more than one gametype (Arena and Warzone), with opposite map sizes. So if shortening the radar were to improve Arena–which it doesn’t seem to me that it does–then on principle alone it automatically punishes Warzone players.
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> But we can take this argument further. In general, regardless of map size, each player always has greater mobility. Greater mobility means it’ll be easier for players to surprise you, so paying attention to your radar is more important. So here’s an idea: let’s shorten the radar, ensuring that 80% of the situations where you’ll be shot in the back or the side are unavoidable, because you simply cannot know that anyone is there.
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> Mechanics should ALWAYS take precedent. Instead, you gave us the opposite–sacrificing crucial mechanics because you couldn’t plan your maps better.
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> Because it’s not a joke. I could make an obscenely long montage showing how many times I’ve been shot in the back or side by someone not far away, but doesn’t appear on the radar. At least in prior Halos, watching your radar was helpful. Now, there’s almost no point.
Since Halo 1, I only play no radar. MLG and Pros have always played no radar which means not having radar is the definition of a competitive Halo which is what Halo 5 is trying to return to and an 18m radar was a comprise between those who want radar and those who don’t. The 18m seems to be fine for those who like a competitive Halo, but seems to be a major issue in Halo 5 for casuals. I’m not the best Halo player in the world, but I haven’t been assassinated yet in this game, watching my surroundings is not an issue because like you said, maps are small so I can see where everyone is using my eyes. You know why, because I don’t stare at radar all game.
The solution is that no radar playlists must be added for those who actually want a competitive Halo. All other playlists must then be changed to 25m. A larger radar only rewards campers. The larger the radar, the less reason you have to move on a map. You camp one base with the lead and wait for the other team to come to you and your team can see every direction they are coming from, it leads to awful games, unless you play at a low level in Halo in which everyone runs around aimlessly, then you don’t have to worry about the camping problem. But I for one, love playing Halo because it’s one of the few games that doesn’t reward camping and rewards those who move around the map to flank the enemy, some would call this strategy.