Gunplay is obviously paramount, and we focus a crazy amount of time on nailing the feel of firing the weapons in our game to make sure that they have weight and impact.
That's the one thing I really look forward to in this beta. Halo's gunplay has always been tight and from what I've seen in the H5 videos, it will be on par with if not better than previous Halo games.
We want each of the new abilities to expand the possibility space for competitive combat in meaningful ways. They should provide players with new tools to create on the battlefield and present interesting choices on both sides of an encounter. [...] Some of the Spartan Abilities are core mobility options like Clamber, Sprint and Thruster that allow for more fluid and natural movement through the environment. They should augment combat in interesting ways, when used effectively.
I played a lot of Halo PvP, even competitively back when Halo 2 was in its prime. And even though I'm one of these guys who's always skeptical of change regarding their favorite shooter franchise, let me tell you: Halo's movement and floaty jumping mechanics were always wonky at best. You had to get used to it, learn its intricacies and the "trick jump" spots in the maps to be any good at maneuvering. The one thing to get down was the fact you had to crouch mid-air to make certain jumps and that was it. Still, 1on1 shootouts never really went past (movement-wise) some strafing and jumping. Sure, you can pretend this constitutes a large enough skill gap but I really think it doesn't, it was needlessly complicated to pull off some good movement, counter-intuitive even.
If you look at it objectively, you've got to admit that they're right in addressing this, considering this will be a 2015 game. I'm only fearful that they've done too much at once, but I'll wait until after I've played the beta before passing final judgement. From what I can tell from the videos, a good player can out-maneuver and out-play a lesser skilled player hard, way harder than before. The problem that I see with it that you can also remove yourself from a critical situation much faster, safer and better than before.
Clambering it particular seems way too easy to pull off. Can you clamber sideways or do you at least have to face the edge you're clambering?
Other abilities are offensive in nature and more oriented toward “crowd-pleaser” moves (like Charge or Ground Pound) that provide a big punctuation point in a match. At a competitive level you are not going to see many GPs attempted in close games because the risk is too high. But when someone does go for it and manages to land it, they deliver a big wow moment that pays off both for them and the viewers of the match.
This is a joke, right? Explaining the implementation of a new game mechanic with its appeal to e-sports viewers, is he serious? This cannot be a valid reason at any point. I come from a eSports background but I still don't see their point here. Firstly, I hope that they give a proper audio cue if someone is charging up ground pound above you; secondly, as a viewer (as well as a player) I'd find it much more exciting to see or pull off a drop-down-into-backsmack because it's way harder as you cannot stand still mid-air and aim for a 1-Hit-Kill-AoE effect.
And lastly, I think they are pushing this way too hard as an eSports title. If it has merit, it'll become one. I've seen a photo of one of their LAN finals - some dudes at a table - I've played at more pompous LAN tournaments back in 2006.
On offense you can commit to an aggressive push or flank at a slight cost to weapon readiness.
From what I've seen, it really doesn't take long to go from sprinting to aiming, has to be less than half a second and is a minor penalty at best.
On defense, you can try for a rapid retreat but it carries the trade-off of stalling your shield recharge. Should you be able to escape from a situation where you are over-matched or have lost the upper hand? Yes, in a skillful manner (using mobility and spatial awareness to your advantage) and so long as your opponent has opportunity to counter using their own skills. The key for us has been to balance the potential escapability of sprint with mechanics like shield recharge and sprint ramp-up, while maintaining a sprint mechanic that feels good.
Problem is that using your skills (as in: sprinting?) lowers your weapon, rendering you unable to fire. On top of that, "chasing" a low/no-shield target in Halo has always been a bad idea. You are just asking to be naded or drawn into more enemies as you chase.
I've seen a video of this Greenskull guy (granted he was apparently playing vs scrubs) sprinting towards and ground pounding into a group of enemies (while being low shield), killing one then thruster-dashing to the right into a hallway to safety. I'm unsure if I like that kind of movement, it seems a little bit too... unpredictable? Predictability of enemy movement (by not going overboard on having tons of movement options) and therefore less randomness should be paramount IMHO.
but the larger Halo community is very diverse and we are building a game for an audience with many different perspectives represented amongst them. Within that larger audience, most people expect to be able to sprint
You got to give it to them: They don't beat around the bush. They are basically saying "screw you, vocal minority". Nothing new, but it's surprising to read this in a publicly released statement in this manner.
I'm not a fan of sprint, obviously. The reasons against it I'm sure others have pointed out already. The question is: would those silent masses NOT buy Halo 5 if it had no sprint? Would they even care or notice? Surely they won't creating threads about it, right?
I'd rather have a base movement speed increase by 10-15% as it was with the MLG settings of old. Those were quite nice to play with.
Particularly as this [sprint] is the third Halo game to feature the [sprint] mechanic.
Ah, it's tradition now, I see. Tradition's always good.
When a player crosses over from Campaign to Arena, or from Arena to big team MP, we want the mechanics to translate across consistently. It’s jarring to become accustomed to a core mechanic only to have it disappear, or vice versa.
Weak argument. Previous Halos even had different engines, aiming or mechanics for single- and multiplayer. But I can agree nontheless with this.
The other big change has been the addition of our internal pro team. They have been invaluable in helping us to identify issues with mechanics and map design that become obvious at the highest level of skilled play, and we’ve had the time and focus to react to that feedback.
The question is how often they actually listen to them. I can't fathom the idea that those pro players, some well known in the scene, welcomed the prophet's bane's 25% movement speed bonus (in addition to sprint and thruster pack dash).
Why are we still left with per-default enabled motion trackers in almost all playlists and SMG spawns? This time around, at least the pistol will be a suitable starting weapon and from what I hear, the SMG is op now?
Well, we'll see. I'm moderately hyped. As I said, the gunplay appears to be good and perhaps you can turn off some features in custom games (sprint, thruster pack, motion tracker). You'd still be left with maps designed around that features, but whatever, we got Forge, right?