I see what you mean and it makes since but I do not see the new movement to be more complex rather than deep. While clamber can be useful for many players there are many jumps that don't need it and you can benefit from. It is not a night and day difference but it rewards players who take the time to know how to avoid using it. At the same time it is still inviting to a casual player. Just as there was crouch jumping before there are similar jumps that use it still and some also require stabilization. Is it needed in the game, no, can it be useful for those who learn it, yes. These to me are just build ups to what we had in Halo 1-3. Sprint is seldomly used because sprinting all the time makes you an easy target. It's used to get into combat or go to aid a teammate. You could argue then why have it at all which is fine. I still think having that option is good without having to make incredibly hard decisions. Knowing a map helps because there are areas where Sprint is easy due to different sight lines. There is a risk reward with Sprint and to me that is fine. I like the extra thought I have to put into using it carefully.Wild Vegetable wrote:You could argue that there is a case of "Does there need to be a decision for X scenario?" If there is such a minute difference in enjoyment between whether it exists or not, and we are perfectly capable of designing both decisions in one action, why does it need to be split?pharoh dude wrote:Sorry but to say melee and grenades are a huge importance in gears is a bit of a stretch. All the skills that were needed to play Halo 1-3 were still very much needed in Halo 5. The new movement did not change that but only gave us more decisions that need to be made. I would still like to see Spartan charge removed and ground pound for me is 50/50 due to it being too difficult to pull off that the vast majority who play don't even use it. I still want everything else to stay. Now I'm not saying I dislike the old movement. I did like and still like it as well but I now prefer to have tweaks to the Halo 5 system.DARTH CEDIOUS wrote:I would disagree...some of those points might be part of what should be in a Halo game, but they are far from being the defining aspects, as I said, somewhat even starts small teams, skilled gunplay, combining gun work (I assume you are talking about using different weapon pick-up?), grenades, melee, map movement and control are key features of Gears as well but I'd never consider Gears and Halo to be the same...pharoh dude wrote:Even if, there is no denying that is the core of Halo multiplayer. I'm sure anyone would agree every Halo game should have these thingsDARTH CEDIOUS wrote:Going by nothing but those things, you could just as well be talking about Gears of War...pharoh dude wrote:If we have even starts, 4v4, skilled shooting rather than twitch shooting like cod or battlefield, a reliance on combining gun work, grenades, melee, map movement and control are what makes halos games to me.
You working definition does not work...
For example, every time I'm told that there needs to be a "Tactical" difference between combat readiness and faster movement, all I think is "why?" More options on a minute to minute basis isn't always a good thing (more often than not it's a bad thing, because you're being too complex over too deep) and even the game itself doesn't believe you should have that option, because once you're in combat, you can't switch to faster movement anymore.
And Spartan Charge & Ground Pound are themselves more decisions for the player to use, and the latter even has a very visible risk-reward system that people say is the reason Sprint needs to say. But what makes them different in the sense that those two are the ones that need to be removed?
Spartan charge is too powerful. Here is why in my opinion. A bad use of Sprint can easily be corrected by Spartan charge. It takes down your shield and it's hotbox is too big. It is an escape goat for people using Sprint poorly. It's rewards are far out wieghing it's risks. As for ground pound I am split 50/50 on it. I think it's balanced thus far and adds a little to the game. It's the one ability I feel we have not seen it's full potential yet. Whether it stays or goes does not bother me.
Overall I don't feel that the new movement is overly complex without being deep but really the opposite. For me it is an extension of what I loved in Halo 1-3. Can there be tweaking, off course. I feel most likely we will get something between the new and old movement with infinite. Thrusters will stay im sure but the rest is up for grabs. Sprint will either return or we will bet a bump in base movement speed. Time will tell