Let’s try to see from an objective manner how sprint and clambering affect the gameplay instead of going to the either extreme of “Halo 5 being the greatest/Killing off the Franchise”.
Let’s compare Halo 5 with the older titles, you know, the ones who had statistically more success than either Reach and 4.
Halo 2/3 used two things : A Fast movement speed and a good jump height, none of which had sprint. The thing about sprint is that it does not really make one get to point A to b faster as maps need to be made large in order to compensate for this feature. Not only is the mechanic itself a physical illusion but it also keeps you from using your weapon, which separates gunplay from movement, which in turn, slows down gameplay as people won’t be able to fight while traversing the map at an adequate pace.
Now lets see what clambering does: It allows you to climb on to a ledge in order to get to a platform, an animation being played out when this happens. How is getting into a short animation which disables you from using your weapon in any way “speeding up gameplay” instead of simply jumping at the platform.
In any case, these two features butcher the economisation of movement just for the sake of “looking cool”
Careful,this place has been like the wild west since the reveal, opinions are not taken kindly around here anymore. In my opinion however, I think sliding is a useless gimmick in most games so I don’t see its place in halo unless they add an advantage to it that we don’t yet know, have to wait for the beta. Please don’t hang me.
> 2533274874792909;2:
> I can agree with Sprint, but I still have to see more of Clambing to form an opinion on it.
Clambering seems to be an automatic animation that occurs when someone jumps near a ledge. Speaking of jumping, you can actually see Spartans jump height being pretty short in the video
Well the thing about sprint, is that it is tied to both shields and melee. Running away is a disadvantage because your shields don’t recharge, forcing you to stay put and fight. Because it is tied to melee though, we need it to execute the charge ability, making sprint not a movement mechanic or speed enhancing mechanic, but an offensive mechanic. This is different then how sprint has been done in the past so judging it based on its past intent doesn’t make much sense. This is coming from someone who is normally apposed to sprint.
i will agree with you on clamber though. There is really no real reason to have it, and hopefully it gets cut along with sliding.
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> > 2533274874792909;2:
> > I can agree with Sprint, but I still have to see more of Clambing to form an opinion on it.
>
>
> Clambering seems to be an automatic animation that occurs when someone jumps near a ledge. Speaking of jumping, you can actually see Spartans jump height being pretty short in the video
> 2533274898131165;3:
> Careful,this place has been like the wild west since the reveal, opinions are not taken kindly around here anymore. In my opinion however, I think sliding is a useless gimmick in most games so I don’t see its place in halo unless they add an advantage to it that we don’t yet know, have to wait for the beta. Please don’t hang me.
While I believe we are on the same side when it comes to Halo, if each side treats the other as unreasonable then we will never be able to reach actual discussion. And while SOME people are embedded in their beliefs that the ones who do not approve of the change done in Halo 5 fallaciously want the game to be a carbon copy of the earlier trilogy. There is still hope that, regardless of which side you support, you can still reach a middle ground and actually discuss as opposed to brand others with labels and keep spewing -Yoink-
> 2535443515466656;5:
> Well the thing about sprint, is that it is tied to both shields and melee. Running away is a disadvantage because your shields don’t recharge, forcing you to stay put and fight. Because it is tied to melee though, we need it to execute the charge ability, making sprint not a movement mechanic or speed enhancing mechanic, but an offensive mechanic. This is different then how sprint has been done in the past so judging it based on its past intent doesn’t make much sense. This is coming from someone who is normally apposed to sprint.
>
> i will agree with you on clamber though. There is really no real reason to have it, and hopefully it gets cut along with sliding.
Honestly I would prefer if sprint couldn’t be used when shields are down , or that players get knocked out of sprint when taking damage but I guess we will have to wait for the beta to see how this new sprint thing works out.
> 2535443515466656;5:
> Well the thing about sprint, is that it is tied to both shields and melee. Running away is a disadvantage because your shields don’t recharge, forcing you to stay put and fight. Because it is tied to melee though, we need it to execute the charge ability, making sprint not a movement mechanic or speed enhancing mechanic, but an offensive mechanic. This is different then how sprint has been done in the past so judging it based on its past intent doesn’t make much sense. This is coming from someone who is normally apposed to sprint.
The problem is that sprint STILL affects map design. I can actually see the effect sprint having on shields being counterproductive as some people may start playing gazelle, waiting for their shields to recharge BEFORE trying to engage again.
And it also makes one wonder, if such a mechanic is problematic enough as it is. Why not just remove it instead of trying to fix something that is fundamentally broken when put in Halo’s design (Short kill times, Lack of ADS and all that)
> 2533275012271742;9:
> And it also makes one wonder, if such a mechanic is problematic enough as it is. Why not just remove it instead of trying to fix something that is fundamentally broken when put in Halo’s design (Short kill times, Lack of ADS and all that)
Isn’t halo’s main thing long kill times compared to say, cod?
> 2533275012271742;9:
> > 2535443515466656;5:
> > Well the thing about sprint, is that it is tied to both shields and melee. Running away is a disadvantage because your shields don’t recharge, forcing you to stay put and fight. Because it is tied to melee though, we need it to execute the charge ability, making sprint not a movement mechanic or speed enhancing mechanic, but an offensive mechanic. This is different then how sprint has been done in the past so judging it based on its past intent doesn’t make much sense. This is coming from someone who is normally apposed to sprint.
>
>
> The problem is that sprint STILL affects map design. I can actually see the effect sprint having on shields being counterproductive as some people may start playing gazelle, waiting for their shields to recharge BEFORE trying to engage again.
>
> And it also makes one wonder, if such a mechanic is problematic enough as it is. Why not just remove it instead of trying to fix something that is fundamentally broken when put in Halo’s design (Short kill times, Lack of ADS and all that)
Making a map bigger is not inherently an issue, especially when we have abilities that close those gaps, and I’m not talking about sprint accomplishing this, thruster does a good job of shrinking a larger map, I’ve seen the gameplay, it was fast and it looked like it flowed well as far as I could see. As for your predicted outcome with sprint, it’s about as possible as mine is, only actual gameplay experience will tell.
> 2533274898131165;8:
> > 2535443515466656;5:
> > Well the thing about sprint, is that it is tied to both shields and melee. Running away is a disadvantage because your shields don’t recharge, forcing you to stay put and fight. Because it is tied to melee though, we need it to execute the charge ability, making sprint not a movement mechanic or speed enhancing mechanic, but an offensive mechanic. This is different then how sprint has been done in the past so judging it based on its past intent doesn’t make much sense. This is coming from someone who is normally apposed to sprint.
> >
> > i will agree with you on clamber though. There is really no real reason to have it, and hopefully it gets cut along with sliding.
>
>
> Honestly I would prefer if sprint couldn’t be used when shields are down , or that players get knocked out of sprint when taking damage but I guess we will have to wait for the beta to see how this new sprint thing works out.
That also seems like a good idea, and would work well with what is already in place. If your taking damage you can sprint away but won’t recover health, and if your shields are gone you just can sprint until your shields recover.
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> > 2533275012271742;9:
> > And it also makes one wonder, if such a mechanic is problematic enough as it is. Why not just remove it instead of trying to fix something that is fundamentally broken when put in Halo’s design (Short kill times, Lack of ADS and all that)
>
>
> Isn’t halo’s main thing long kill times compared to say, cod?
> 2535443515466656;11:
> > 2533275012271742;9:
> > > 2535443515466656;5:
> > > Well the thing about sprint, is that it is tied to both shields and melee. Running away is a disadvantage because your shields don’t recharge, forcing you to stay put and fight. Because it is tied to melee though, we need it to execute the charge ability, making sprint not a movement mechanic or speed enhancing mechanic, but an offensive mechanic. This is different then how sprint has been done in the past so judging it based on its past intent doesn’t make much sense. This is coming from someone who is normally apposed to sprint.
> >
> >
> >
> > The problem is that sprint STILL affects map design. I can actually see the effect sprint having on shields being counterproductive as some people may start playing gazelle, waiting for their shields to recharge BEFORE trying to engage again.
> >
> > And it also makes one wonder, if such a mechanic is problematic enough as it is. Why not just remove it instead of trying to fix something that is fundamentally broken when put in Halo’s design (Short kill times, Lack of ADS and all that)
>
>
> Making a map bigger is not inherently an issue, especially when we have abilities that close those gaps, and I’m not talking about sprint accomplishing this, thruster does a good job of shrinking a larger map, I’ve seen the gameplay, it was fast and it looked like it flowed well as far as I could see. As for your predicted outcome with sprint, it’s about as possible as mine is, only actual gameplay experience will tell.
Yes it is because not every game mode plays out well in what essentially are big maps (like 4 v 4 objective modes). Also the thing about the thruster pack is that it is not used as much to traverse the map faster (fast base movement speed does that) but to be able to do things like dodge rockets/vehicles or closing the gap; its moving fast but instantaneously and in way that are useful to combat
Clamber seems minor, I can live with it. Thrusters I feel are a great idea and can add alot. Sprint ruins map flow, creates monstrosities like Bigship, etc. etc. I don’t see a point to sliding, and Spartan Charge is more than likely going to be cut due to redundancy. Ground pound could be cool or could be terrible, will need to wait for the beta to see.
I’m quite disappointed in the actual amount of innovation in Halo 5, since most of it’s additions don’t seem to do much and with the exception to thrusters, all have come from other games. Well, in matches where the player doesn’t sprint the game looks quite good:
But I can't help wishing some new, truly innovative mechanics were introduced. Even though it was ill-fated, dual wielding any choice of two sidearms you wanted in H2/3 was unique and creative for its time. Just wish we'd get more of that creativity.
> 2533274862758826;15:
> Clamber seems minor, I can live with it. Thrusters I feel are a great idea and can add alot. Sprint ruins map flow, creates monstrosities like Bigship, etc. etc. I don’t see a point to sliding, and Spartan Charge is more than likely going to be cut due to redundancy. Ground pound could be cool or could be terrible, will need to wait for the beta to see.
>
> I’m quite disappointed in the actual amount of innovation in Halo 5, since most of it’s additions don’t seem to do much and with the exception to thrusters, all have come from other games. Well, in matches where the player doesn’t sprint the game looks quite good:
>
> https://www.youtube.com/watch?v=mhA1kGWsHnM
>
> But I can’t help wishing some new, truly innovative mechanics were introduced. Even though it was ill-fated, dual wielding any choice of two sidearms you wanted in H2/3 was unique and creative for its time. Just wish we’d get more of that creativity.
>
> But thrusters do seem nice.
I’m not as opposed to Clambering and Sprinting as some people seem to be, but I do agree that Sliding and Charging seem pointless and will hopefully be put on the chopping block. Thrusters do seem to have the most potential, on paper. We’ll have to see what happens at beta.
Sprint, clamber and slide all have the potential to increase skill gap if implemented properly they can also hinder gameplay granted but you have to take the rose tinted glasses off all those against this and look at it from a different perspective. For example sprint with the new charge ability can be good for a quick kill but it has a trade off in that if you miss or the other person dodges see it coming you leave yourself completely open for attack and defenseless and will most likely die.
Moving on to clamber this gives you many more options for traversing the map in new ways and can add many skilled jumps if the maps are laid out correctly and could potentially give people with good knowledge of the maps a huge advantage. When it comes to getting to powerweapons and controlling the map if you can learn to transverse it properly, as long as there is only a certain window in which you can press A to clamber on to a ledge. Imagine a jump you can only make be sprinting jumping at the last second from one platform and clambering onto the next but only if you perfect your jump and timing of pressing the clamber button this will only increase the skill gap.
Slide again as far as i know you can shoot while performing this and it is good for closing down to cover quickly, especially if you are trying to get from one side to the other to say to take out a pesky sniper on the opposing team. If you time your slide wrong you will leave yourself out in the open and an easy target get it right however and you may just make it to that vital piece of cover before your head gets taken off by the sniper. Also it could be good for a quick kill with a shotgun to close the gap quickly on someone who has a BR or something etc.
Ground pound is another ability which is risk vs reward I do not think personally it will be great against good players once everyone gets used to this. As for one you must be above the player from a vantage point for this to be effective anyway, secondly you do have to land right next or hit the target to get an instant kill and thirdly if someone notices you trying to use this ability it will be more than easy enough to thrust out of the way and the ground pounder will be an easy kill.
Finally sprint and thrust both of which now have reason for use sprint as above must be used to activate charge and sliding and now whenever you sprint, your shield will not recharge for 4 seconds after you stop. This is more than enough time for another person to come and flank the person who is trying to flee or more than enough for the attacker to follow in a get the kill on the fleeing player when they stop sprinting it also have the potential with good team work to set up ambushes etc risk vs reward gameplay. The thrust perk again can be used for many purposes offensive and defensive and will only increase skill gap when it comes to knowing when to use the ability is it best for the situation to try and out strafe your opponent or use the thruster. Another use is now using the thruster to hover which will leave you can easy target as you cannot move but may just give that little bit of time to jump hover and snipe the weak guy across map over cover. Again there is a trade of for using thrust as you can only use it once every 4 seconds so timing of using it is absolutely crucial.