Longtime Halo Fan here. I read "The Fall of Reach" before the Xbox OG was launched.
I just watched this video and I think it gets to the root why people have a problem with Halo's Time To Kill. It's not length, but the time delta between average and perfect.
https://www.youtube.com/watch?v=KoxcQ9-UNc8
The gist of it is that, in Halo 5, if somebody who has really good aim goes up against someone with mediocre aim, it's much less likely that the better player will come away with much health left after the encounter than some of the previous Halo games. This is measured in the delta between "perfect accuracy time to kill" and "average accuracy time to kill". Things like bullet magnetism have the effect of reducing that delta.
This may sound fair at first because everybody receives this helpful magnetism, so it all evens out in the end. But that's only under perfectly fair conditions, something which matchmaking can hardly guarantee. Very often, when playing in a match making playlist, you are teamed up with less than scrupulous random players. Players who don't like to lose, and so they quit when a match is going poorly for them.
It used to be that this could even boost your ability win, as the opposing team had one less target to hit. But this isn't so with Halo 5.
In the video it suggests that average time to kill is only 1.4x perfect with a pistol in Halo 5, where as average used to be 2.3x perfect in Halo CE.
So what does this look like as a person going into a 1 v 2 situation?
If in a gun fight, my opponents get average aim and I somehow got perfect aim, I stood a chance of killing both of them by 0.3x to spare, with the exact same weapon.
With a 1.4x delta, you cut their time in half, and they both kill me before I even kill one of them, even if both of their aims are average, and mine is perfect.
I'll say that again for emphasis. (In this hypothetical) I have PERFECT aim, they have AVERAGE aim, and I don't even kill one of them. What a difference 0.9x makes!
This problem is made even worse by sprint. Let's say we start off a gun fight 1 v 1. My inability to fight and retreat at the same speed as in coming reinforcements makes it much less likely that I'll even be able to perform things like guerrilla tactics, and be able to escape in time to make up for the fact that even though I aimed perfectly, I have less than half an average encounter's length to live.
This disparity has a cascading effect the moment someone on your team quits. As I said earlier, It used to be that you stood a decent (or improved) chance of winning if that person quit. Now, if somebody quits, you have to be near perfect for the rest of the game. And if 2 people quit? Forget about that game, you should quit too. With a 2.3x delta, it becomes plausible for you to win again. This is the true way to feel like a BA (badass). Having 2 people quit on you, and STILL pulling out a win was one of the greatest moments. And it was realistic for a larger number of people when missing shots was much more likely.
To be honest, I actually like dodge, slide, bash, and ground pound. I think clamor would be awesome if it didn't interrupt firing (maybe with an aim penalty), and if it worked when moving backwards (e.g. to help with staying on ledges when you can't even see it, something a spartan should be able to sense). So I'm not opposed to change. But sprint and bullet magnetism break the ability for players to have a reasonable expectation of a fair fight, even with the teams aren't "fair".
Best,
Sam
Edit: apparently this is unconstructive, so this got banned on Reddit https://www.reddit.com/r/halo/comments/8oyp9t/make_3v4_great_again/e075k45/?context=3
I just watched this video and I think it gets to the root why people have a problem with Halo's Time To Kill. It's not length, but the time delta between average and perfect.
https://www.youtube.com/watch?v=KoxcQ9-UNc8
The gist of it is that, in Halo 5, if somebody who has really good aim goes up against someone with mediocre aim, it's much less likely that the better player will come away with much health left after the encounter than some of the previous Halo games. This is measured in the delta between "perfect accuracy time to kill" and "average accuracy time to kill". Things like bullet magnetism have the effect of reducing that delta.
This may sound fair at first because everybody receives this helpful magnetism, so it all evens out in the end. But that's only under perfectly fair conditions, something which matchmaking can hardly guarantee. Very often, when playing in a match making playlist, you are teamed up with less than scrupulous random players. Players who don't like to lose, and so they quit when a match is going poorly for them.
It used to be that this could even boost your ability win, as the opposing team had one less target to hit. But this isn't so with Halo 5.
In the video it suggests that average time to kill is only 1.4x perfect with a pistol in Halo 5, where as average used to be 2.3x perfect in Halo CE.
So what does this look like as a person going into a 1 v 2 situation?
If in a gun fight, my opponents get average aim and I somehow got perfect aim, I stood a chance of killing both of them by 0.3x to spare, with the exact same weapon.
With a 1.4x delta, you cut their time in half, and they both kill me before I even kill one of them, even if both of their aims are average, and mine is perfect.
I'll say that again for emphasis. (In this hypothetical) I have PERFECT aim, they have AVERAGE aim, and I don't even kill one of them. What a difference 0.9x makes!
This problem is made even worse by sprint. Let's say we start off a gun fight 1 v 1. My inability to fight and retreat at the same speed as in coming reinforcements makes it much less likely that I'll even be able to perform things like guerrilla tactics, and be able to escape in time to make up for the fact that even though I aimed perfectly, I have less than half an average encounter's length to live.
This disparity has a cascading effect the moment someone on your team quits. As I said earlier, It used to be that you stood a decent (or improved) chance of winning if that person quit. Now, if somebody quits, you have to be near perfect for the rest of the game. And if 2 people quit? Forget about that game, you should quit too. With a 2.3x delta, it becomes plausible for you to win again. This is the true way to feel like a BA (badass). Having 2 people quit on you, and STILL pulling out a win was one of the greatest moments. And it was realistic for a larger number of people when missing shots was much more likely.
To be honest, I actually like dodge, slide, bash, and ground pound. I think clamor would be awesome if it didn't interrupt firing (maybe with an aim penalty), and if it worked when moving backwards (e.g. to help with staying on ledges when you can't even see it, something a spartan should be able to sense). So I'm not opposed to change. But sprint and bullet magnetism break the ability for players to have a reasonable expectation of a fair fight, even with the teams aren't "fair".
Best,
Sam
Edit: apparently this is unconstructive, so this got banned on Reddit https://www.reddit.com/r/halo/comments/8oyp9t/make_3v4_great_again/e075k45/?context=3