So far, a great many things have been addressed about Halo 5, however, I can’t say I like how sprint still even exists, or how they chose to keep the equally subjectively and objectively ugly smart scope, but one thing I’ve noticed is that they didn’t mention the low Time To Kill speeds, even though that its at least the third most complained about mechanic in Halo 5, behind Smart-Scope and Sprint.
So are they keeping low kill times? Or will they make them feel a bit longer due to sprint being a bit nerfed, considering many of the twitch mechanics had the low TTK compensate for them.
They did say that they were looking at general weapon tweaks.
Did anyone ever get accurate killtimes for the weapons? I’ve never seen any actual figures in the forums.
https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/all-complaints-over-time-to-kill/0da2d2f9-4084-493a-9997-950c62338e61/posts?page=2#post35
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> > > and the Halo 4 has a faster DMR than Halo Reach.
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> > reach is like a categorie on its own since Bloom in reach made the ttk extremely long
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> Pre-TU, yes. Post-TU, far from true.
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> As for feeling like the TTK was much faster than previous Halos, it’s likely due to spongey netcode and way off data-centre gaming, both in the MCC as current and due to H5’s state. Both are not consistent and leave feelings of whaaaaa?
> That and it’s quite comical to read about these experiences being about deaths being too quick, not kills.
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> Someone has claimed to have made a comparison:
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> > Flawless AR (all to the head) - (31 frames) - 1.03 seconds
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> > Flawless SMG - (32.5 frames, vid editor is 30fps/lag possibly) 1.08 ish
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> > Pistol - (33 frames) 1.10
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> > LR - Scoped once, then 2 unscoped - 1.10
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> > LR - Scoped 3 times - (34 frames) 1.13
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> > LR - unscoped 4 times - (37 frames) 1.24
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> > BR - (40 frames) 1.34
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> > DMR 1.40 (42 frames)
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> > In comparison to other games
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> > CE Pistol - 0.6
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> > H2/H4 BR - 1.43
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> > H3 BR - 1.52
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> > H4 5SK BR - 1.8
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> Now if we just look at the BR as a comparison, time between shots is about TTK/(perfect shots - initial shot).
> A pre-TU H4BR is 1.8ms to perfect 5-shot kill (they rounded up from like 1.75ms). That’s 1.8s/4, which is 438ms between shots.
> An H3BR is 1.52s at 4-shots. That’s 1.52/3, which is 507ms between shots.
> The post-TUH4/H2BR is 1.43s/3, which is 477ms between shots.
> The Beta H5BR is 1.34s/3, which is 447ms between shot.
> The CEM6 is 600ms/2, which is 300ms between shots.
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> It’s quite clear that H3 will feel slow in average and perfect TTK as it’s the longest 4-shot killer and longest delay between shots. A missed shot will put the H3BR at a longer kill time than even the pre-TU H4BR and non-hitscan shots can elongate the fights even further by comparison to the other BR’s.
> The pre-TU H4BR does have the longest best and average TTK’s because it’s a 5-shot BUT it still feels closer to an H2BR in RoF.
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> Now we can also clearly see the Beta H5BR barely has a higher RoF than the H2 or H4 variants AND the H3BR is just barely slower than the H2 and H4 variants by equally as much.
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> We can also clearly see that CE offers the greatest differences between “main slayer” weapons.
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> And that’s all using non-force multipliers… To which Halo has always rewarded insta-kills to those that place melees and explosions promptly before a headshot!! Or the use of powerweapons.
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> H2 and H4 are no slower to H5 than H3 is to H2 or H4. Going from H3 to H5 will feel like a difference (especially with non-hitscan), going from H2 or H4 to H5 will feel about the same as going from H3 to H2 or H4.
I would note I ranked high the beta and had a 47% accuracy with the AR where it didn’t feel like pulsing helped. I’d say average TTK for fullautos was closer to 2 full seconds as puuurfect kills would require very close range, even with Smart-Scope.
I found my M6 to kill more reliably quicker than the AR.
Lower kill times are understandable. The weapon sandbox has a proper balance now (not perfect), and players are generally more agile in this game. Still not lower than CE’s kill times though. That game was crazy fast.
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> Lower kill times are understandable. The weapon sandbox has a proper balance now (not perfect), and players are generally more agile in this game. Still not lower than CE’s kill times though. That game was crazy fast.
Halo 5’s kill times were definitely faster than Halo CE’s. I mean, at least in Halo CE you could actually turn around and face the guy and possibly have a chance to kill him. In Halo 5 if the guy shoots you first, you’re done for. Also, that’s what I meant by the whole, “The game needs to compensate for low kill times” because everyone would just be able to run away and not die. Halo 5’s whole agility scheme does not work in its favor.
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> Halo 5’s kill times were definitely faster than Halo CE’s. I mean, at least in Halo CE you could actually turn around and face the guy and possibly have a chance to kill him. In Halo 5 if the guy shoots you first, you’re done for. Also, that’s what I meant by the whole, “The game needs to compensate for low kill times” because everyone would just be able to run away and not die. Halo 5’s whole agility scheme does not work in its favor.
They seemed to address this with increasing base speed and strafing effectiveness. I think the whole “who sees who first” thing relates more with automatic weapons. I got plenty of reversal kills during BR fights.
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> > Halo 5’s kill times were definitely faster than Halo CE’s. I mean, at least in Halo CE you could actually turn around and face the guy and possibly have a chance to kill him. In Halo 5 if the guy shoots you first, you’re done for. Also, that’s what I meant by the whole, “The game needs to compensate for low kill times” because everyone would just be able to run away and not die. Halo 5’s whole agility scheme does not work in its favor.
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> They seemed to address this with increasing base speed and strafing effectiveness. I think the whole “who sees who first” thing relates more with automatic weapons. I got plenty of reversal kills during BR fights.
Honestly getting rid of sprint and increasing TTK would solve the crisis completely, and would even make maps better designed as well. Sprint, Low TTK, and Smart Scope are Halo 5’s biggest downfalls.
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> Honestly getting rid of sprint and increasing TTK would solve the crisis completely, and would even make maps better designed as well. Sprint, Low TTK, and Smart Scope are Halo 5’s biggest downfalls.
I can understand. At least they’re sorta listening. I can’t stress enough how much of an improvement this is over Halo 4.
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> > Honestly getting rid of sprint and increasing TTK would solve the crisis completely, and would even make maps better designed as well. Sprint, Low TTK, and Smart Scope are Halo 5’s biggest downfalls.
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> I can understand. At least they’re sorta listening. I can’t stress enough how much of an improvement this is over Halo 4.
Definitely! They’re being so stubborn with sprint though, it seems childish. People have come up with so many constructive critiques on why sprint is bad for Halo, and the real only reasons for why people want sprint in Halo are usually along the lines of, “It immerses them.” or, “It makes Halo faster paced”. The former being completely subjective, and the latter being completely against what Halo is about.
The problem I’m having is that 343i could make Halo 5 WAAAAYYY better than what it currently is, but they’re so keen on attracting new audiences and “making their own halo”, that they’re forgetting about some of the key features that make Halo what it is (Not having to shove a gun up your nose to shoot, keeping your cross hairs on an enemy for more than 3 seconds just to kill them, and having really well designed small arena maps that don’t dwarf your character).
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> Definitely! They’re being so stubborn with sprint though, it seems childish. People have come up with so many constructive critiques on why sprint is bad for Halo, and the real only reasons for why people want sprint in Halo are usually along the lines of, “It immerses them.” or, “It makes Halo faster paced”. The former being completely subjective, and the latter being completely against what Halo is about.
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> The problem I’m having is that 343i could make Halo 5 WAAAAYYY better than what it currently is, but they’re so keen on attracting new audiences and “making their own halo”, that they’re forgetting about some of the key features that make Halo what it is (Not having to shove a gun up your nose to shoot, keeping your cross hairs on an enemy for more than 3 seconds just to kill them, and having really well designed small arena maps that don’t dwarf your character).
Oh yes, they are stubborn. I think it’s here to stay. While I know having sprint deviates from some of the classic mechanics of Halo 1-3, I don’t believe sprint is the “end all, be all” of competitive Halo. H5 is doing a lot of things right… which a lot of people seem to ignore. Like, we haven’t seen equal starts since Halo 3, or static weapon spawns since Halo CE. Same with weapon launching and some proper weapon balance. On top of that, a strong focus on map control and teamwork, a competitive tier system, a spectator mode, an eSports league…
You could say it’s bittersweet.
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> > Definitely! They’re being so stubborn with sprint though, it seems childish. People have come up with so many constructive critiques on why sprint is bad for Halo, and the real only reasons for why people want sprint in Halo are usually along the lines of, “It immerses them.” or, “It makes Halo faster paced”. The former being completely subjective, and the latter being completely against what Halo is about.
> >
> > The problem I’m having is that 343i could make Halo 5 WAAAAYYY better than what it currently is, but they’re so keen on attracting new audiences and “making their own halo”, that they’re forgetting about some of the key features that make Halo what it is (Not having to shove a gun up your nose to shoot, keeping your cross hairs on an enemy for more than 3 seconds just to kill them, and having really well designed small arena maps that don’t dwarf your character).
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> Oh yes, they are stubborn. I think it’s here to stay. While I know having sprint deviates from some of the classic mechanics of Halo 1-3, I don’t believe sprint is the “end all, be all” of competitive Halo. H5 is doing a lot of things right… which a lot of people seem to ignore. Like, we haven’t seen equal starts since Halo 3, or static weapon spawns since Halo CE. Same with weapon launching and some proper weapon balance. On top of that, a strong focus on map control and teamwork, a competitive tier system, a spectator mode, an eSports league…
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> You could say it’s bittersweet.
I do agree they are taking it 3 steps in the right direction, but with that being said;
They are also taking it 3 steps backwards. I don’t think Halo 5 will be bad, but I think it will only be a slightly medium percentage better than 4. The problem doesn’t lie entirely in sprint, but it lies in the large mass of twitch mechanics it’s trying to incorporate, poorly doing so. I think a couple of spartan abilities like thrusters, stabilizers, ground-pound, and spartan charge could stay in Halo 5 if they balanced them right, but other than that, the rest of the spartan abilities, including sprint, need to go, as they do nothing but either ‘water down’ the skill gap (Clamber), mess with Halo canon/cause some weapons to be overpowered (Smart Scope), or are borderline useless (Slide).