Upon the release of the zero-bloom gametype and new Title Update playlist, I decided to go forum searching for a “classic” slayer gametype. Many threads suggested using 120% movement speed, 125% jump height, and 200% gravity. I tested it out, and I loved it. But I felt like something wasn’t there, so I popped Halo 3 into the disk drive, and did some measurements.
I measured four elements: Jump Height, Jump Duration, Movement Speed, and Shield Recharge Speed.
I began with default Halo 3 slayer. 100% everything. Then, I moved on to MLG TS. I’m somewhat unfamiliar with MLG, so I’m not positive that I was using the correct gametype, but the one that I used came from MLG Gametypes’ fileshare. I also tested the default slayer in Halo Reach and MLG TS in Halo Reach (I again used the gametype in MLG Gametypes’ fileshare). My last tests were on two custom gametypes, which I will call HR Edit 1 and HR Edit 2.
Halo 3 slayer: 100% movement speed, 100% jump height, 100% gravity, 100% shield recharge.
Halo 3 MLG: 110% movement speed, 100% jump height, 100% gravity, 90% shield recharge.
Halo Reach slayer: 100% movement speed, 100% jump height, 100% gravity, 100% shield recharge.
Halo Reach MLG: 110% movement speed, 110% jump height, 150% gravity, 100% shield recharge.
HR Edit 1: 120% movement speed, 125% jump height, 200% gravity, 110% shield recharge.
HR Edit 2: 120% movement speed, 125% jump height, 150% gravity, 200% shield recharge, 200% health recharge.
Movement Speed
(measured in meters per second - every grid square on Halo 3 sandbox is 3m by 3m, on Halo Reach forge world it is 6m by 6m)
H3S: 7.69 m/s - 100%
H3MLG: 8.45 m/s - 110%
HRS: 6.82 m/s - 100%
HRMLG: 7.5 m/s - 110%
HRe1&2: 8.22 m/s - 120%
In my opinion, 120% movement speed is perfect for Reach. It falls in between H3 slayer and H3 MLG, which was my goal.
Jump Height/Duration
(Duration measured in Seconds, Height measured using Spartan model. Each unit is 1/100th of the spartan, top of head to bottom of foot. MK VI used for H3, default/MK VI helmet used for HR. Jump measured from bottom of foot standing to top of head at peak of jump. JH=Jump height, G=Gravity)
H3S&MLG: 245, 1.4s - 100% JH, 100% G
HRS: 195, 1.2s - 100% JH, 100% G
HRMLG: 215, 1.1s - 110% JH, 150% G
HRe1: 231, 1.2s - 125% JH, 200% G
HRe2: 236, 1.3s - 125% JH, 150% G
I found that 150% Gravity and 125% jump height was actually closer to Halo 3 than 200% Gravity.
Shield Recharge
(Duration measured in seconds, beginning moment of shield drop, ending when shields are fully recharged.)
H3S: 6.7s - 100%
H3MLG: 7.4s - 90%
HRS&MLG: 8.8s - 100%
HRe1: 8.4s - 110%
HRe2: 7.2s - 200%
I was extremely surprised to find out that the shield recharge had to be put at the maximum possibility, 200%, before falling in between H3 slayer and MLG. I also pushed the health recharge up to 200% as well. If left at 100%, the shields finish recharging before the Health.
I might also go back and test Halo CE and Halo 2, but movement speed will be very challenging without forge.
I plan on testing the rate of fire for the DMR, Magnum, and Needle Rifle from Halo Reach, the BR, Magnum, and Carbine from Halo 2 and 3, and the Magnum from Halo CE, but I will probably create a new thread for that.
Gametypes with the settings used can be found here: http://www.bungie.net/Stats/Reach/FileShare.aspx?player=mdenni