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ChristopherRyan

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  1. Halo 5: Run Away While this video has a few good examples of how sprint helps people escape the battle to recharge shields, it does a better job of illustrating how effective thrust and clamber are in that endeavor as well. You'll note that most escapes are initiated by a thrust to cover, then often followed by a series of clambers. Only then is sprint activated, when you're more or less in the clear, and you just need to relocate to a safer area of the map. I think the main problem isn't sprint, but rather the ease of escape stemming from all three of these functions in combination. It would be great if.. -the distance of thrust was reduced -the cooldown time increased and if.. -crouch jumping returned -and is a quicker way of moving around, and is the method of skill jumping that is used for escaping -where clamber is more of a last resort option on a missed jump, or an enabler for unskilled players because it puts you at a greater risk with a longer, slower animation, and doesn't ever put you at an advantage because there is nothing that you can clamber onto that you can't crouch jump onto. and if... -no sprint (in a perfect world)
  2. It would also be nice if everything was kept in first person. These tiny moments where you go to third person seem unnecessary, and kind of break immersion
  3. Realistic Halo 5 Balance Suggestions I think it is becoming very clear that Halo 5 will release with sprint for two main reasons: 1. Josh's post regarding 343's reasons for sprint being in the game, and immersion. 2. The game has had sprint since early development, and it is very unlikely that 343 will be motivated to undo years of design work to appropriately remove the mechanic. Accepting that reality, I think our best course of action is to try and help 343 tweak their game with sprint in mind. In other words, we should be thinking of ways to better the halo experience with sprint, rather than endlessly begging them to remove it. Here is my beta feedback: Increase base movement for better strafe Allow shooting while thrusting (differentiation from sprint/added skill gap) Toggle for audible hit markers and spartan chatter for people who prefer a more classic halo sound - this is a really big one for me, please, if you don't want to remove the pinging audible hit markers and beeping shield alarm, at least allow for a toggle. Spartan Chatter is a really great idea, and has great potential. Filter out some of the not as useful sayings like compliments for a cleaner sound space. Remove AOE on ground pound for a more precision requirement and feel, allow for a steeper (more downward) angle, remap from crouch to allow for crouch jumping/ghandi hopping With crouch jumping working again, revisit the maps to see how clamber and crouch jumping can be balanced to co-exist in Halo 5. Here are some suggestions: -crouch jumps for shorter elevations, quicker and less risky -little jets on spartan give you a tiny boost when crouch jumping(?) -clamber for higher elevations, slower and more risky because of the animation (the time duration of the animation is an important balancing factor.) -you can clamber onto a surface that you could reach if your arm was pretty much fully extended in either direction, up, forwards, or diagonally. -you have to crouch and clamber for the highest and most rewarding of skill jumps remove smart scope from AR and SMG, or do something to nerf autos. Add a silencer to the smg to give some visual flare, to distinguish it from the assault rifle a little better, and to give it a more substantial, less dual wield-able look. Change the zoom function back to something that better resembles what we've seen in past Halos, or if that is not an option, then increase the speed of the going into smart scope animation, and reduce some of the blue hologram visual clutter around the smart scope reticles. Less is more in the long term scheme of things. Give the sniper rifle a clearer, unfiltered view through the scope. Spartan Charge seems useful as a mechanic to use against someone trying to escape with sprint, if they are relatively close to you. Chase them down for a moment, and charge them. Do something with the slide ability to give it more relevance in game play. Maybe make it so you can activate the ability out of sprint. Otherwise it is rather out of place and somewhat useless. Reduce the amount of medals. They aren't so special when you get 3 or 4 per kill. I'll add more if i think of more
  4. While you're doing this, it would also be a good idea to list which medals might be removed, like you said: kill, headshot, ect...
  5. The pistol certainly isn't strong enough now. I also think think that the AR being a niche weapon to control and abuse is a very bad thing, because it takes very little skill to use.
  6. Incorrect, I'm concerned that spawning with the BR will phase the Magnum out of competitive play, and the Ar too (but more the magnum). I think the smg should be removed in favor of a PR or something.
  7. I'm confused. I never said the Pistol would fill a close range niche roll, I said it would be a competent utility weapon, which is more of a medium ranged idea. That's your opinion and I respect it. I love the gameplay of Halo CE, but its a whole lot of the same weapons over and over again. Variety and moderation are potent spices to life. The idea of a diverse sandbox of sub-power weapons (well put, by the way) is appealling to me personally because it simply allows a greater variety of weapons to be used, which results in a more diverse visual and aural palette, which results in a less monotonous, more vibrant game. They did, and you're right. But why does Halo have this bad habit of having poorly designed guns and sandboxes that just get cut out of competitive play? I'd like to play Halo competitively and be able to use a larger array of weapons than br/snipes/rockets, wouldn't you? Pistols are cool! Assault Rifles are cool! It sucks that past Halo game's haven't had well balanced sandboxes and that we weren't able to enjoy all of the weapons. Halo 5 could be different. Thank you for your replies
  8. Hello all, I just want to start a theory based discussion on BR starts, as they will be implemented into the beta tomorrow. I personally am concerned to see how this plays out, as BR starts will inevitably sideline both the AR and the Magnum for most of/the entire game's life, especially if BR starts are implemented across the board for ranked/social. Let's remember the reason why we ever had BR starts to begin with: In Halo 2, you started with the SMG, and the pistol, both of which were laughably underpowered compared to the experience of the Halo CE Pistol. (Even the H2 BR is laughably underpowered compared to the Halo CE pistol) Similarly in Halo 3, the AR wasn't as effective at long range than the BR, and the Magnum was ineffective because it was balanced as a dual weilding weapon, with no scope. The situation is different here in Halo 5, as we are currently spawning with an over-powered AR, and a zoomable Magnum. Lets say the AR is nerfed, and restored to a Halo4/H2A esque AR, with no zoom or headshot multipliers, and the Magnum is buffed to 4sk, with classic zoom. Also, buff the BR to a 3sk. With this setup, the Magnum is the starting utility weapon, and has the capability to compete with BR's, DMR's and Carbine's, unlike an SMG(nerfed) or AR(nerfed), but the BR is more powerful, thus there is an incentive to pick up the weapon off the map. This way the all of the weapons are used, and have a point in the meta AR - Easy to use, close range, mostly for newer players Magnum - Competent starting utility weapon BR - Pickup burst midrange utility weapon DMR - Pickup single shot long range utility weapon Carbine - (don't even know if its in) Pickup single shot trigger spammy utility weapon tldr I am concerned that BR starts will backseat the Pistol and AR so much so that they are not really used in competitive play. Thoughts?
  9. ...if you're both outside the room, there is the possibility that either of you could enter the room soon. Rocket guy can't read your mind, but he's gonna blow the whole fucking room up, so he's advising you against entering
  10. You don't want friendly fire, we get it. You are communicating to us in this post that you fully understand the meta that friendly fire adds to the game, because you present two of the most common situations where it would come into play, and likely the top two scenarios people would try to present you with. Another situation might be throwing a nade on the side closer to the enemy, but that's pretty much the same as your #2. You just don't want to be convinced. You're set in your decision. Which is fine, honestly. There isn't much more to discuss, readers have a wealth of points and counter points to help define their own opinion.
  11. Canonically, I have understood spartan movement as follows: Spartans are effectively always sprinting, or at least running very fast, via the aid of their suits. They can aim and shoot and "sprint/run very fast" all at the same time because there is coordinating software onboard the suits that helps them not trip on their feet, and hold their weapon in a consistent direction. Its all about capability, and how you look at it. Which is the more capable spartan? The one that can run at maximum speed and shoot, grenade, and reload all at the same time? Or the one that can move around pretty quick, but has to put his gun down to go maximum speed? in my opinion, they should remove sprint, up the speed, remap and rebalance ground pound, allow shooting during thrust, allow shooting during sliding (activate sliding via some other method without sprint), and change or remove the shoulder charge ability, while remapping it in a similar fashion as gp and slide.
  12. Canonically, I have understood spartan movement as follows: Spartans are effectively always sprinting, or at least running very fast, via the aid of their suits. They can aim and shoot and "sprint/run very fast" all at the same time because there is coordinating software onboard the suits that helps them not trip on their feet, and hold their weapon in a consistent direction. Its all about capability, and how you look at it. Which is the more capable spartan? The one that can run at maximum speed and shoot, grenade, and reload all at the same time? Or the one that can move around pretty quick, but has to put his gun down to go maximum speed? in my opinion, they should remove sprint, up the speed, remap and rebalance ground pound, allow shooting during thrust, allow shooting during sliding (activate sliding via some other method without sprint), and change or remove the shoulder charge ability, while remapping it in a similar fashion as gp and slide.
  13. I feel like this is true. But why are you so eager to cut Halo off at 99.5%? Why not let it Halo be %117?
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