Am I the only one who likes the Sprint?

Or is too logical to think that a Spartan can flip a tank, drop from orbit and be super soldiers but can’t sprint…?

Is it too logical to think a spartan can run and shoot at the same time, or that he never loses energy and can sprint all the time?

I don’t give a damn eitherway. It’s a video game, not a simulator. Gameplay comes first, realism comes second, that’s how it should be. And quite frankly, sprint is detrimental in most cases.

I thought it needed sprint in Halo 3, I hated walking across sandtrap

When Sprint came out in Halo Reach, it made my day. I was kind of tired walking around maps in Halo CE/CEA, Halo 2, and Halo 3. However, I WOULD like to see an Anniversary/Classic Playlist in Halo 4, without Sprint, but the maps would have to be 4v4 or 6v6 sized.

> I thought it needed sprint in Halo 3, I hated walking across sandtrap

thats why there were so many vehicles on the map. -.-

Word of advice, don’t try the realism argument. I have and ultimately it doesn’t matter since it can be countered SO easily.

Gameplay vs realism.

I strongly support sprint however as I can’t go back to games before reach and not think gameplay is SLOW. I also don’t support the idea of fast-trotting spartans.

Sprint was broken in Reach, but I don’t mind it and I like it in H4.

> Or is too logical to think that a Spartan can flip a tank, drop from orbit and be super soldiers but can’t sprint…?

After the Fall of Requiem provided an adequate field test of the Spartan IV armor, ONI researchers have discovered that excess sprinting will cause overdue stress on the armor’s knee joints and cause far too many easily avoidable leg malfunctions, stranded Spartans, and subsequent early forced retirements.

Some of our leading experts have also speculated that the use of unlimited sprinting in our military training simulators can actually have a degrading effect on a Spartan’s overall combat readiness and also negatively impact the actual quality of the simulations themselves.

As such, it is my recommendation that the Unlimited Sprint capabilities of the MJOLNIR GEN2 armor should be disabled in all future Spartan Operations and Training Exercises.

> Word of advice, don’t try the realism argument. I have and ultimately it doesn’t matter since it can be countered SO easily.
>
> I strongly support sprint however.

I don’t mind it. I do not think it should be necessary for map movement, though (Complex in 4v4). I would like to see the base movement speed buffed a bit to prevent transiting maps from taking overlong, and sprint reduced to a short burst with a little extra speed. Limit sprint to 25m or so, as it’s useful for CQC.

I think sprint is a good idea. It allows you to move around the map quicker, close the gap between players and overall just feels better.

I think sprint would work better if there wasn’t instant respawn.

> I think sprint is a good idea. It slows you to move around the map quicker, close the gap between players and overall just feels better.
>
> I think sprint would work better if there wasn’t instant respawn.

SOOOOOOOOOO much better. 500% agreement right there!

As far as Sprint in MM goes, I could go either way. However, I think it’s a godsend in Campaign and Spartan Ops/Firefights.

> > I thought it needed sprint in Halo 3, I hated walking across sandtrap
>
> thats why there were so many vehicles on the map. -.-

I’m useless with vehicles and tend to die easily on them :confused:

I like sprint. But it adds nothing to gameplay besides BTB. And some cases it hurts gameplay. I don’t think it should be removed but they should make it worth it’s weight outside BTB. A good start would probably be removal of instant spawns. Then people can run farther and maps will feel less cluttered.

> When is sprint actually useful?
>
> The answer is, according to me, when maps are larger or base movement speed is slow. Why?
>
> Well, if you have a high base movement speed on small maps, sprint is essentially not something you’ll use as cover is mostly always close by and the action is around the corner. Why sprint to something when I can be caught off guard? Or be in position a third of a second earlier? In that case, to justify the addition of sprint and actually make players use it, you need to lower the base movement speed. What happens when you lower base movement speed? Well you move slower of course, and sprint is suddenly a fast way of getting around, with your weapon down.
>
> The negative side about lowering base movement speed is that you sacrifice strafing. What does this actually mean then?
>
> Strafing is a way to “confuse and throw” your opponents aim off and thus gain the upper hand in an engagement through the sole action of moving around. The better you are at strafing, the better you are at throwing your opponents aim off. With lower movement speed, there comes a limit of how effective your strafing can be. With low enough movement speed, strafing becomes pointless and engagements become “who saw who first” or “kill trades”.
>
> Of course we could all argue that an increase in aim sensitivity would also make things more difficult, the only difference here is that there is no global sensitivity for aiming, it’s a personal preference, while movement speed is a game rule.
>
> Now about larger maps. If we don’t want to sacrifice strafing, there’s always the option of increasing map size. While it again justifies adding sprinting as a viable way of moving around quickly, it comes again, with a price. Larger maps don’t play well with smaller player numbers on the actual map. For instance, Complex is a big map, however it’s not in BTB, or atleast it wasn’t when I played. It was used in 4v4 Infinity Slayer, with the other larger maps present, I found Infinity Slayer 4v4 quite boring as engagements in long range was frequent and they mostly ended up with someone behind cover rather than a kill and some points. I would also argue that it’s the reason BTB is the most played playlist, simply because the larger maps don’t play well with smaller teams.
>
> In the end, we’re left with two options, lower base movement speed and a decreased skill gap, or larger maps that doesn’t work with playlists with smaller player counts. If we want sprint in that is.
>
> If we leave sprint out, we don’t have any of those problems. High base movement speed increases the skill gap because it allows more freedom with strafing. Maps can be small because there isn’t a mechanic in the game that needs to be justified.
>
> There are no problems and the game is deeper, it’s a win-win situation. As opposed to having to choose between two bad choices, slower base movement speed or larger maps. In conclusion, sprint is easily replaced with higher base movement speed but without the consequences.
>
> Does it speed up the gameplay? I think the question is irrelevant. Fast gameplay doesn’t necesserily mean good gameplay. So I would rather rephrase the question as “Does sprint contribute to Halo gameplay?”. As evident with the repost I posted, I don’t think that sprint contributes to Halo gameplay as it detracts if it is to be useful.

I can make it simple for people:

No Sprint = Better Maps

How many of your all-time favorite Halo maps were designed with Sprint in mind?

> When is sprint actually useful?..

This would actually be a compelling argument if strafing were obsolete/impossible to do.

Strafing is doable in halo 4, more difficult and less rewarding, but still doable. We see it happening all the time in AGL, and in our own matches. Again the issue is not with sprint but with other things like Instant respawn, and the heavy amounts of aim assist/bullet magnetism in Halo 4.

that is because they went with the other part of the argument, BIGGER MAPS, in halo 4. and as you know the farther you are away from someone the less strafing matters.

you do see that right? even on the small forge maps, you dont need sprint. it adds nothing.

> Strafing is doable in halo 4,

I also use sprint it’s sweet!

> I also use sprint it’s sweet!

EVERYONE uses sprint, lol.