NOTE: So originally I was going to make this thread just about Sprint, Thrust and Clamber because I think these are the 3 major game changing abilities in Halo 5. But because Sprint is tied to Slide and Spartan Charge, I decided to just include the rest of them. I combined Sprint and Slide however because you cannot Slide without Sprinting; I then included Spartan Charge as a separate choice, the implication being that Sprint and Slide could exist without Spartan Charge. Anyway, moving onto the thread. If you had to cut one of these abilities from the game, which one would you remove, and why? SPRINT + SLIDE: There's no denying that Sprint has had drastic effects on the game, ranging from weapon balance and spawn algorithms to map design and gameplay pacing. As a result, it's unquestionably the most disputed aspect of Halo gameplay for the last 7 years. Sprint lets players move horizontally at around 20% faster speed than default, and when chained with a crouch, allows the player to slide into battle or under geometry. SPARTAN CHARGE: An extension of melee after Sprinting from a short time, Spartan Charge is also a hotly contested ability. It not only does a full melee's damage and all but guarantees you a kill upon contact, but it also allows a player to move horizontally not unlike the Thrust. THRUSTER: Once a 3rd person ability with a long cooldown, Thrust is now a staple of the Halo 5 sandbox, allowing players to dodge attacks and move both horizontally and vertically, although the upwards height provided isn't significant on its own. CLAMBER: Referred to as vaulting or mantle in other games, Clamber lets players grab onto ledges that "they might have missed" or move vertically by scaling geometry. When combined with Sprint, Thrust and Auto Stabilize, it provides the player with incredible horizontal and vertical movement opportunities. GROUND POUND: This interesting ability lets players aim a powerful downward melee attack that kills upon direct impact, or otherwise does splash damage, sending targets flying. AUTO STABLIZE: By scoping in mid air, the Auto Stabilize lets the player hover in place for a few seconds, or until they unscope or take damage. Its most practical use however isn't during combat, but for scaling maps vertically. It's no denying that Halo is a different game with all of these abilities, and it's very unlikely that all of them would see more than refinements for the next Halo title. But if you were given the opportunity to remove one, which would you pick? ------------------------------------------- My vote goes to the Thruster, and here's why: Sprinting and Sliding around I think is actually an enjoyable way to move around a map. The movement delta isn't as drastic as it was in past Halo games, and while I don't think Sliding is all that practical in combat, it adds a certain flair to the movement that makes Halo 5 seem more immediate than previous games. I don't like the shield mechanic used to balance Sprint, but I think with instant weapon readiness and additional tweaks to the movement delta, it would be fine within Halo's sandbox. If I could remove two abilities, I would then remove the Spartan Charge, as I don't like what it does to close quarters combat. And frankly, the animation is stupidly clunky, so it has always looked out of place. But I suppose I could tolerate it if it was significantly nerfed. Clamber on its own I don't mind. The window to clamber vertically could change or tweaks could be made to its weapon readiness as necessary. While the addition of "Clamber Spots" on 343's maps can be seen as a negative, Clamber doesn't inherently create these, nor does it get rid of crouch jumping. Its usefulness is tied to map design moreso than itself. As for Ground Pound, I dislike the fact that it can be aimed, so I would simply remove that feature and force players to land where they trigger it like a basic meteor attack. It would require more skill and actually improve level design. Auto Stabilize just needs to be removed from the scope feature and tied to a different button. It makes sense within the context of shooting, but when you're holding a bigass Sniper Rifle and trying to Auto Stabilize, scoping into the wall is clunky anyway you look at it. Which brings me to the Thruster Pack. I think this is the ability that needs to go. For one, it is the main cause of map design issues when combined with Sprint and Clamber. Clamber is significantly less effective without the Thruster. I also don't think the Thruster is all that fun. During combat, every fight boils down to strafing for a few shots and then Thrusting on the last shot. And if you mistime your Thrust or you've already used it, you're waiting for a cooldown. It's just a weird pace breaker that has ruined the strafe game as opposed to enhancing it. Increasing the horizontal strafe speed would accomplish a very similar effect and be much less repetitive Thruster also ruins just about every threshold on a map by allowing players to easily disengage from battles into cover. Players no longer feel the need to commit to fights because they can Thrust out of line of sight instantly. To counter this, every thing in the sandbox is overcompensating. Sniper magnetism is ridiculously high to hit thrusting players, grenades and explosives have stupid radii to damage the player evading them, and tracking weapons are more powerful than ever. Finally, Thrust makes vehicles much less rewarding because it's way too easy to dodge splatters. Honestly, when I weigh the pros and cons, I think Thruster alone ruins the game more than any of the other abilities combined. Or rather, when combined with all of these abilities, it's redundant and does more harm than good. Everything else can be fixed with tweaks; Thruster however represents a fundamental shift in design philosophy for the game that I don't think is worth the tradeoffs. Because think about it, Thrust is the reason people can fly across the maps with flags. Thrust is the reason our threshold design and vertical scaling has to change. And above all else, Thrust single handedly gives every player a guaranteed defensive ability. And it just so happens to be the only Spartan Ability with a cooldown that doesn't reset instantly. Why do we need Thruster Pack again? Get that **** out of my Halo fam.
Thruster isnt predictable. I can be moving one way and completely change my direction by tapping a button. It would be better if you had to be moving the same direction for x amount of time that way its more predictable at least. Like you need momentum almost I guess you could say. Either way its still dog ****. I hate thrust/spartan charge the most.
@Dweeb Why do you quote my mega posts And yea, I don't know when you will Thrust, but it's more or less expected in any given 1v1 encounter because it's instantly rewarding in that scenario. Speaking of momentum, how do those tiny Thrusters completely change a 2000 lb suit of armor's momentum to move in the opposite direction?
Sprint, because it gives me the most bang for my buck. Eliminating Sprint also gets rid of Slide and Spartan Charge.
I agree with Chunk and his reasons stated. In day to day MM I find spartan charge the most triggering of all, but the biggest offender in terms of map design is Sprint--well not really the biggest offender is sprint-jump strung together with thrust and clamber, etc. You can jump far too far in this game. If this thread was worded "which one ability would you keep?" It would probably be thruster, but idunno. Also **** groundpound--that quicktimey third person bullshit doesn't belong in halo.
I'm going to remove my own brains from my own head if any one of these are in Halo 6 so yes I'll be killing myself soon
id personally remove Thrust, Spartan Charge and Stabilize. Sprint, Slide and Clamber are fine and if Ground Pound loses its directional aim, i dont mind it. If it doesnt, then i think it should go as well. But i wanted to see which ability people thought affected the game the most.
I mean if it were up to me, there would be no Spartan Abilities. I don't like putting my gun away. I don't like quicktimey ****. I don't like stretched maps. I don't like how easy every weapon is to use. There are so many negatives to Spartan abilities with stabilize as a possible exception, but even then I don't know how much it adds to the game without a combination of other abilities.
Obviously most people here would say remove all of the abilities but that's not the point of the thread. We've been there and done that. And besides, if you do that you're going backwards because all you can do to Halo after you remove everything is increase the movement and strafe speed, which is cool for 2v2ers and Quake nerds, but doesn't do enough for the game in the long run. The game would need a complimentary mechanic to supplement the repetitiveness and open up map design opportunities. I'm against Thruster for the reasons I listed in the OP, which I don't think will change provided every other ability is removed. I could get behind a Double Jump depending on its implementation.
I would get rid of clamber and increase jump height and a SLIGHT increase in air mobility. Another alternative to the jump height would be to utilize the thruster option better. As is, it leaves a lot wanting competitively due to each shot per engagement has a 1/5 average chance (with increasing probability per shot taken) to use thrusters. Sure people will get the occasional juke after some sneaky beavering, but most times it is fairly predictable on when its going to be used. By implementing a continuous thruster use (a hold x akin to jet pack, except ground level) you could have the benefits of a faster movement speed (replacing sprint, temporary boost in strafing control). I'd be alright with a slight boost jump by pressing both jump and thrust (which would drain thrust reserves completely); it's use would be limited to ground contact only (Spartans are heavy yo, none of this Nintendo double jump stuff). The thrust could still be used mid air by either replacing stabilizations purpose, or add increased air mobility horizontally.
Anyone who was more than one spartan charge kill in any one game deserves felony charges. Auto-stabilize is actually pretty useful on occasion. The fact that you can disable it in settings as a default feature and still turn it on in-game when needed (pressing the sprint button when scoped) makes it far less game-changing than sprint, ground pound, etc.
I was going to bring up the fact that you can turn auto stabilize off, but you beat me to it. I would remove Spartan Charge, because it's almost inconsistent based on slight changes in positioning. Sometimes the Spartan will charge and fly into the air to hit a jumping enemy, othertimes it'll pass straight under them. Sometimes it'll throw off someone's aim, sometimes it won't. You can't balance an inconsistent ability of weapon.