I. Already. Addressed. Those. You. Did. Not. Address. My. Response.
There were two clips you provided by the time I responded
AS MENTIONED Previously - the only thing that let this player avoid you for so long was YOUR LACK OF SKILL AND MAP AWARENESS/ROUTE PLANNING. Literally all you had to do to avoid this whole thing was
A) actually hit your shots during your chase
OR
B) slowly walk left of B zone to cut off the escape rather than sprinting and chasing around the right
OR
C) prenade left of B to deny an escape and choose another route
Those were immediate options that popped up as I watched the gameplay.
Conclusion for first clip: you problem, not game problem.
Now for context, I’ve watched a clip where you blame sprint for a player getting away. I saw something completely different - your need for improvement - so I’m not going to bother to look at your entire second video because clearly what you consider “sprint squirming away” I consider you messing up ample opportunity to finish the encounter WAY earlier. So I’m probably going to see more of the same - if that was your prime example.
So I watched the part of the second clip you EXPLICITLY POINTED OUT.
I also addressed this (as did others). Sprint had nothing to do with you losing this encounter - you lost this encounter because you had bad traversal and bad positioning and made bad combat decisions. Nothing wrong with that, everyone does, but that’s not the game’s fault.
What you should have done was completely possible in the moment and easy to pull off. I’ve said it before.
A) you see the player escaping, prenade flag near the doorway to stairs to deny his escape and walk up to him and finish him off
OR
B) jump up to flag to cut off his angle - you almost did this but failed your jump - that’s on you.
What have we learned so far? Your first 2 prime examples were just you dropping the ball in multiple ways, one of which didn’t include sprint at all! (you lost the second encounter at 3:40 when you decided to walk up from bottom of stairs without prenading the doorway near flag ).
The game gave you MULTIPLE TOOLS in each scenario that you COULD HAVE USED but CHOSE NOT TO - so you can’t blame the game for that.
Now onto the other issues. First of all, your OP is not about equipment and spawns AT ALL. When you are debating/discussing something you don’t just keep bringing up unrelated things (in this case, game systems) after your first point has been refuted.
If you are saying the new systems are tightly integrated (which they aren’t: player spawning is a separate system from sprinting and equipment), then you need to explain how. You have failed to do so.
With that I’ll go to the rest of your post.
Just naming 2 games isn’t proof that halo without equipment is enough or is peak halo! I thought halo was made better with equipment, so did the majority of the player base. So PROVE IT that it’s enough without equipment.
“It just is” isn’t proof but that’s what you’ve said.
So what are you saying, halo should be BR only? Everything else is fluff? That’s the implication you’re making.
And now is where I start to feel second hand embarrassment. Spawns are not picked by you… They are picked by the developers. They select FIXED initial spawn locations based on loads of data, playtesting, and measurement. They pick them to be fair distances/times from important power positions.
You are missing a critical detail which is that ALL initial spawns are filled by your team mates. So collectively, as a team, you are collectively spawning across 4 fixed spawn locations. If you ID then A, B, C, D. A spawn is always in the same spot. So is B, C, and D. Your team ALWAYS spawns in A, B, C, and D. So you always have an even start as a team. This is true in every single halo. So you need to think carefully about the implications of your statement. Either your premise is wrong (it is, because the spawns are fixed locations that are the same from game to game and are all used at game start), or you are arguing that no halo game ever is even starts.
I can’t read your mind so you have to pick which one you are trying to argue.
2 words: MAP CONTROL. if at any time you don’t want the enemy to get grapple, contest it. There is no reason not to: spawn timers are known, spawn locations are known. If the enemy teams gets the grapple from your dead body - then stop dying? If they pick it up off spawn off your body, exercise better map control to force their spawn elsewhere. If you can’t do that, then stop over extending with grapple on your pocket.
If the enemy keeps getting grapple from grapple spawn, then exhibit better map control to force their spawns elsewhere.
Again, the recurring theme is that the game already gives you all the tools to fix your so called “pervasive” issue.
This is a map issue because equient is opt-in. High ground is not unbalanced because of the grab lift equipment only for attacking team. It’s highly mode and map dependent. I agree it is possible for an assymetrical map to be unbalanced because of weapon OR equipment spawns. That doesn’t mean the equipment or weapons are unbalanced - it means the map is.
The claim is not that you remove ALL skill gaps with only flat ground, it’s that you remove a substantial portion of them.
Equipment spawns on Behemoth are extremely balanced. What you just described is a scenario where the enemy team failed to exhibit map control and contest your pickup of the equipment. That’s on them. They should have spawn controlled you away from there or timed the respawn to pick it up on time. If you are having this experience a lot then it means you are being matched with lower level players.
One grapple play CAN change/end the entire game - so can a sniper kill, a rocket kill, a grenade toss or a single melee. This is a fact based on… Every pro halo tourney ever where a single kill ends up turning the power balance of a battle, leading to a team wipe, and massive time captured in a game of oddball, or enough time to run the flag across the map, or strategically grab an on map power up.
Please don’t respond with “grapple can do things no otber weapon can”. Do you know what that statement also applies to? Just about every pickup on the map. “Rockets can do things no other weapon can” “Sniper can do things no other weapon can” “Dynamo grenades can do things no other weapon can” “camo can do things no other weapon can” “OS can do things no other weapon can” repeat… Another thing you fail to mention is that once you grapple somewhere you have to still make your kills. You also fail to mention that Many grapple plays leave you EXTREMELY exposed (every cross map traversal I know of) and at high level play you will get killed before you even finish your grapple.
Finally I think I’ve replied to your whole post.
I WILL ONLY RESPOND IF you actually reply to the points in my response, point by point, with actual counterpoint, not “it just is”.
I seriously think you need to look at how big your ego is and maybe consider shrinking it down. You have a lot of skill you are missing, so do I, and so do many others, but don’t let your ego blind you into thinking it’s a game problem, not a you problem as the reason you are losing these encounters you keep talking about.
grapple basketball could be kinda sick tho fr, maybe add zero g to it and make all six walls/ceiling/floor the court area except for some out of bounds at the edges?could work


