Why the switch to man cannons?

Logically , it does not make sense. Why exchange instant travel for something that flings you like some catapult.

For fun.

There’s like, 1 gravity lift in the h4 campaign, I think forerunners dont use ‘gravity launchers’ anywhere else in the campaigns.

Its possible that like when it comes to large-scale spaceships, using slipspace teleportation grids too much can screw things up. Or else why do they even build gondolas?

If you’re referring to the layout of levels in the Campaign and Multiplayer, it’s likely to avoid forcing a player to reorient themselves. There probably is no canonical explanation.

(Unless the exit is visible from the entrance, when you walk through a teleporter, you have to figure out where you just ended up – and you have to do it quickly. Man cannons remove the need for this, while providing a more seamless experience.)

I agree with all the above. It’s more fun for the player and it’s less disorenting for the player. I’d rather see where I’m going then suddenly be there and find myself looking down the barrel of an opponent.

> I agree with all the above. It’s more fun for the player and it’s less disorenting for the player. I’d rather see where I’m going then suddenly be there and <mark>find myself looking down the barrel of an opponent</mark>.

THAT WAS THE BEST PART!

> > I agree with all the above. It’s more fun for the player and it’s less disorenting for the player. I’d rather see where I’m going then suddenly be there and <mark>find myself looking down the barrel of an opponent</mark>.
>
> THAT WAS THE BEST PART!

For the guy with the barrel.

So people don’t camp at teleporters farming assassinations.