A Reasonable Compromise For Sprint

I have been noticing that a lot of people are either advocating sprint or hating on it. What I do not see is actual reasons as to why people have these beliefs other than the “Halo feel” argument.

Let’s talk about gameplay, and why we like it or do not like it. I’m going to assume that the sprint advocates like it because it gives them more maneuverability, and it quickens up the pace of gameplay. And from reading several anti-sprint threads I have seen the argument that it allows your opponent to get away when they should have lost, sprint makes the player move too fast, and I think I have seen one where they have said they think it slows down gameplay (don’t really see the argument in that one).

Assuming that sprint will be in the game for sure, a <mark>reasonable compromise</mark> could be to slow down the speed of sprint. Possibly making the player move at 110-115% normal player speed (don’t know if this is too slow, but I think you get the point to not make sprint move so fast). I don’t know what the current walk/sprint movement speed is in Reach, but I am going to assume it is at the very least 120% normal speed.

What’s your opinion on the matter? Don’t simply say sprint is awesome or it sucks, look for middle ground. If you had to make a compromise, where would it be?

I think sprint is fine IF it is nerfed somewhat.

My best compromise for sprint is to increase overall base player speed and have sprint be only a slight speed boost.

I would also like for sprint to be disabled when being shot at, but this isn’t a huge deal for me.

-NUT

> I have been noticing that a lot of people are either advocating sprint or hating on it. What I do not see is actual reasons as to why people have these beliefs other than the “Halo feel” argument.
>
> Let’s talk about gameplay, and why we like it or do not like it. I’m going to assume that the sprint advocates like it because it gives them more maneuverability, and it quickens up the pace of gameplay. And from reading several anti-sprint threads I have seen the argument that it allows your opponent to get away when they should have lost, sprint makes the player move too fast, and I think I have seen one where they have said they think it slows down gameplay (don’t really see the argument in that one).
>
> Assuming that sprint will be in the game for sure, a <mark>reasonable compromise</mark> could be to slow down the speed of sprint. Possibly making the player move at 110-115% normal player speed (don’t know if this is too slow, but I think you get the point to not make sprint move so fast). I don’t know what the current walk/sprint movement speed is in Reach, but I am going to assume it is at the very least 120% normal speed.
>
> What’s your opinion on the matter? Don’t simply say sprint is awesome or it sucks, look for middle ground. If you had to make a compromise, where would it be?

As long as its not to slow. For example when it was added to gears of war you basically cant move when being shot. It kinda makes sense in theory but when you do it in a game it looks stupid. Most people complaining about sprint are just plain stupid and are just making excuses for not getting a kill. I mean if we nerf sprint whats next, nerfing your normal walk speed so you mite as well stand still trying to get a kill. Hey you know what game standing still while shooting reminds me of? Its totally not cod… you know the game most of you compare halo to for some weird reason.

> I think sprint is fine IF it is nerfed somewhat.
>
> My best compromise for sprint is to increase overall base player speed and have sprint be only a slight speed boost.
>
> I would also like for sprint to be disabled when being shot at, but this isn’t a huge deal for me.
>
>
> -NUT

Explained it perfectly.

> I have been noticing that a lot of people are either advocating sprint or hating on it. What I do not see is actual reasons as to why people have these beliefs other than the “Halo feel” argument.
>
> Let’s talk about gameplay, and why we like it or do not like it. I’m going to assume that the sprint advocates like it because it gives them more maneuverability, and it quickens up the pace of gameplay. And from reading several anti-sprint threads I have seen the argument that it allows your opponent to get away when they should have lost, sprint makes the player move too fast, and I think I have seen one where they have said they think it slows down gameplay (don’t really see the argument in that one).
>
> Assuming that sprint will be in the game for sure, a <mark>reasonable compromise</mark> could be to slow down the speed of sprint. Possibly making the player move at 110-115% normal player speed (don’t know if this is too slow, but I think you get the point to not make sprint move so fast). I don’t know what the current walk/sprint movement speed is in Reach, but I am going to assume it is at the very least 120% normal speed.
>
> What’s your opinion on the matter? Don’t simply say sprint is awesome or it sucks, look for middle ground. If you had to make a compromise, where would it be?

I would prefer a base player speed of 125% myself over sprint, for all maps. if the BTB maps are excessively large we might still need sprint though. in the end there can be no compromise though.he people demanding “no sprint” are not arguing for “no sprint” as much as they are arguing for there version of sparten duck hunt.

Ways to make sprint work:

  1. Lower potential kill times (e.g., Halo CE - 3SK with pistol is < 1 second, but it’s pretty hard to execute consistently)

  2. Increase base player movement speed so sprinting is not REQUIRED just to move around / dodge incoming fire

  3. Sprint interruption - taking a certain amount of damage (e.g., 2 shots with BR) knocks players out of sprinting so they can’t just use it to run away

  4. Increase the amount of dead time after sprint is finished before the player can attack - avoid the sprint + beatdown

This combo lets sprint simply be a means to move around the map more quickly, but not a way to run away when losing a fight. It also gets rid of bailout moves like a sprint + beatdown.

Hmm, I’m not for it if I feel like a fat man.

I don’t see why people complain about someone sprinting away from you. Sure your gonna miss the kill or 2 over it but if you feel someone’s gonna run away throw a grenade in their most likely path of escape.

Sorry to say kid’s but if you engage someone and they get away before dieing, the only one outplayed is you.

I’m for sprint, but I do think some things need to be changed about it.

  • Focus more as an alternative transportation: By this I mean that sprint has no meter to how long it can be used, it’s solely there to get you someplace faster. To balance this there should be a delay from changing from sprinting to attacking, so you cannot fire or melee right out of sprint. A player should stop sprint just before entering combat.

  • Interruptible or disruptable sprint: I feel if a player takes “x” amount of damage, they should be dropped out of sprint, probably about the equivalent to 3 DMR shots or enough to drop shields. Alternately it could be made so a sprinter could be slowed down when they are taking damage but not dropped from sprint, so in a situation where an enemy is charging you to get into melee range, an AR equivalent weapon could dramatically hinder their progress from getting close to you.

  • Have sprint be a basic ability: Unless a playlist or map has it disabled, I feel that sprint should be a basic function just like crouching and jumping. Even a type of evade could be included as well to the same button (e.g. tap LB to evade, hold LB to sprint). No silly strap on device required.

Its all map dependent. How often does a sprinter get away from you on hemorrhage?

Of course, my comprimise would be to have regular speed decrease for a time and/or amount based on the extent of the sprint. Sprint too far and your Spartan needs some time to recover, not just to sprint again, but back up to normal combat speed.

In Halo Multiplayer you take the role of Spartans or Elites. What do they both have in common? They are WARRIORS. Not crybaby’s like many of the buzz-kill MLG’s that complain about every single detail. Warriors adapt and try their best to fight another day, and thrive to become better then the day before.

> I have been noticing that a lot of people are either advocating sprint or hating on it. What I do not see is actual reasons as to why people have these beliefs other than the “Halo feel” argument.
>
> Let’s talk about gameplay, and why we like it or do not like it. I’m going to assume that the sprint advocates like it because it gives them more maneuverability, and it quickens up the pace of gameplay. And from reading several anti-sprint threads I have seen the argument that it allows your opponent to get away when they should have lost, sprint makes the player move too fast, and I think I have seen one where they have said they think it slows down gameplay (don’t really see the argument in that one)
> …
> What’s your opinion on the matter? Don’t simply say sprint is awesome or it sucks, look for middle ground. If you had to make a compromise, where would it be?

it slows down gameplay because people can get away and don’t just die. The problem is that you either have to just let him go or take the chase and try to kill him, but since you have to use sprint to keep up, you can’t shoot simultaniously, so that has to be done at a later point, it is delayed, and thus sprint has slowed the gamepley down. there’s less interaction and engagement and more chasing and running.

I would really fancy some sort of mechanic that would make you get put out of sprint if you get hit. That way, you could prevent these chases from having to happen if you could just hit the guy fast enough and make him run at regular speed, which you would be able to keep up with.

This way, it would still allow you get about on the map quicker, but it wouldn’t cause all of those annoying chases that you can do bugger all about otherwise.

> In Halo Multiplayer you take the role of Spartans or Elites. What do they both have in common? They are WARRIORS. Not crybaby’s like many of the buzz-kill MLG’s that complain about every single detail. Warriors adapt and try their best to fight another day, and thrive to become better then the day before.

dyb. Silliest thing I’ve ever seen. It’s irrelevant what a “warrior” would have done in some random event, to whether sprint is bad or not.

> I don’t see why people complain about someone sprinting away from you. Sure your gonna miss the kill or 2 over it but if you feel someone’s gonna run away throw a grenade in their most likely path of escape.
>
> Sorry to say kid’s but if you engage someone and they get away before dieing, the only one outplayed is you.

It’s not like the said kids don’t outsprintrunaway others too. They just don’t like the concept. Dyb.

And you can’t throw grenades around corners or through walls. The reason they can get away is usually that they can get out of your view in a shorter time than one can possibly kill them, and then you need to sprint after them if you don’t want to lose them, but then you can’t shoot them either. That’s hardly being outplayed. It’s really just bollocks.

> > I don’t see why people complain about someone sprinting away from you. Sure your gonna miss the kill or 2 over it but if you feel someone’s gonna run away throw a grenade in their most likely path of escape.
> >
> > Sorry to say kid’s but if you engage someone and they get away before dieing, the only one outplayed is you.
>
> It’s not like the said kids don’t outsprintrunaway others too. They just don’t like the concept. Dyb.
>
> And you can’t throw grenades around corners or through walls. The reason they can get away is usually that they can get out of your view in a shorter time than one can possibly kill them, and then you need to sprint after them if you don’t want to lose them, but then you can’t shoot them either. That’s hardly being outplayed. It’s really just bollocks.

If you know that they can get out of dodge before you can kill them. Why make your presence known and attempt an engagement anyway? You too have sprint (in most circumstance’s) so instead of engaging why not attempt a flank or cut them off?

If Reach emphasized anything more then any other Halo game it was positioning and timing of engagements.

No. I read your post, and I still think sprint needs to die.

Nothing can ever change the fundamental effect sprint has on gameplay, no matter what you want to do to it.

What do you guys think about decreasing the duration of sprint?

For example, instead of being able to sprint across half of the map of powerhouse with one use of sprint…what if we used sprint and it only lasted long enough to cover half the equivalent distance (or maybe even less, 1/3, 1/4?)?

It could still be used to get across a bridge quickly…or through a doorway quickly but at the same time, limit the distance a player could sprint in each use.

> > > I don’t see why people complain about someone sprinting away from you. Sure your gonna miss the kill or 2 over it but if you feel someone’s gonna run away throw a grenade in their most likely path of escape.
> > >
> > > Sorry to say kid’s but if you engage someone and they get away before dieing, the only one outplayed is you.
> >
> > It’s not like the said kids don’t outsprintrunaway others too. They just don’t like the concept. Dyb.
> >
> > And you can’t throw grenades around corners or through walls. The reason they can get away is usually that they can get out of your view in a shorter time than one can possibly kill them, and then you need to sprint after them if you don’t want to lose them, but then you can’t shoot them either. That’s hardly being outplayed. It’s really just bollocks.
>
> If you know that they can get out of dodge before you can kill them. Why make your presence known and attempt an engagement anyway? You too have sprint (in most circumstance’s) so instead of engaging why not attempt a flank or cut them off?
>
> If Reach emphasized anything more then any other Halo game it was positioning and timing of engagements.

Then that would be slowing the game down because less engagements would occur. My point exactly.

It’s not timing of engagements but rather the choice of whether you want to do it at all, and admittedly it actually pays off fairly seldom.

And the thing is, you can’t always flank or cut them off, because the maps simply aren’t always designed like that, and if you start sprinting as well and decide to chase, you can’t shoot simultaniously.

And that element of “timing engagements” is still there if you haven’t got sprint. You still have to estimate whether people will be able to run off, but the difference is, if there is no sprint, then the likelihood it is worth it is higher and more engagemnets would occur. See?

> What do you guys think about decreasing the duration of sprint?
>
> For example, instead of being able to sprint across half of the map of powerhouse with one use of sprint…what if we used sprint and it only lasted long enough to cover half the equivalent distance (or maybe even less, 1/3, 1/4?)?
>
> It could still be used to get across a bridge quickly…or through a doorway quickly but at the same time, limit the distance a player could sprint in each use.

That would be counter productive as that would only allow for the getting away sort of stuff but wouldn’t be as useful for traversing the map.

> What do you guys think about decreasing the duration of sprint?
>
> For example, instead of being able to sprint across half of the map of powerhouse with one use of sprint…what if we used sprint and it only lasted long enough to cover half the equivalent distance (or maybe even less, 1/3, 1/4?)?
>
> It could still be used to get across a bridge quickly…or through a doorway quickly but at the same time, limit the distance a player could sprint in each use.

That’s just nerfing it to the point where it’s near useless.

There’s no balance. It would be just easier to end the debate, and let the whole “AA” concept die.

I will be fine with sprint as long as:
*Base speed is higher than Reach
*Sprint adds only a minor increase compared to normal speed maybe 5-10% tops

> > > I don’t see why people complain about someone sprinting away from you. Sure your gonna miss the kill or 2 over it but if you feel someone’s gonna run away throw a grenade in their most likely path of escape.
> > >
> > > Sorry to say kid’s but if you engage someone and they get away before dieing, the only one outplayed is you.
> >
> > It’s not like the said kids don’t outsprintrunaway others too. They just don’t like the concept. Dyb.
> >
> > And you can’t throw grenades around corners or through walls. The reason they can get away is usually that they can get out of your view in a shorter time than one can possibly kill them, and then you need to sprint after them if you don’t want to lose them, but then you can’t shoot them either. That’s hardly being outplayed. It’s really just bollocks.
>
> If you know that they can get out of dodge before you can kill them. Why make your presence known and attempt an engagement anyway? You too have sprint (in most circumstance’s) so instead of engaging why not attempt a flank or cut them off?
>
> If Reach emphasized anything more then any other Halo game it was positioning and timing of engagements.

YES! You truly saw Reach’s goal and didn’t see as some blind MLG wannabe fan boy! Honestly Halo isn’t meant to be just competitive, it’s meant to be fun. Do you all remember fun?