Every halo game with the exception of the first, took way too long to kill people. Games like Killzone SF and BF4 have decent damage rates. If anyone complains about CoD damage rates, they've obviously never played Counterstrike.
Also, every FPS will come down to who sees who first, if everyone was the same skill, so that argument is irrelevant.
Also, every FPS will come down to who sees who first, if everyone was the same skill, so that argument is irrelevant.
That isn't always true. Especially when you play with shields in halo. Alot of battles can be pulled out of to allow an equal footing (both see each other at the same time). And to be honest, I know many players that are better shooters than me as a player and I can beat them even if they see me first (not every encounter). This is based on out maneuvering or running away. Short kill times ruins this option of creativity, resetting the battle, OR trying to react to what is coming at you.
Right. CS is a great game that has stood the test of time and yet has incredibly fast kill times. I think its secret lies in its round based / purchase system and mastering the weapons, which makes playing competitively infinitely complex. But who's to say CS couldn't be even better if kill times were longer allowing for additional layers of complexity?
I don't believe that the deciding factor between two equally skilled players is who sees who first. Knowing where to look is part of a player's skill. Being unpredictable is a counter to that. Slowly draining an enemy with superior weapon and position advantage is a formidable tactic. Learning your enemy's play style is yet another layer of counter.
I just believe that constant one bullet deaths greatly limits players' options. The game then revolves more around positioning and eyeing entry points, and becomes much more susceptible to lag.
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