FIX SPRINT. BRING BACK POWER-UPS.

Sprint needs to be reimagined as a power-up.

First of all, let me just state this: the Sprint mechanic which currently exists in Halo 5–is useless. Refer to my thread “Sprint is useless” for more details. Do not argue with me on this point on this thread–I do not want to repost the entire thing hereargue with me about the usefulness of Sprint on the “Sprint is useless” thread.

Now, on a slightly different note, a balanced sprint mechanic in a non-twitch tactical shooter like Halo is always going to be useless–and it doesn’t matter how you try and tweak it, it’s always going to remain useless as long as it’s balanced. Once again, reading my thread “Sprint is useless” is recommended–but feel free to post ideas which you think may work.

Also, SWAT is a separate issue. SWAT is not Halo. It is a twitch-reliant playlist. Sprint is actually useful as-is in SWAT.

Now, with that out of the way, and with the understanding that Sprint needs to be unbalanced in order for it to be effective, let’s continue with my actual argument. First we’ll take a look at how a multiplayer match used to play out in Halo 1, 2, and 3, and to some extent every campaign in the Halo series:

  • One of the key features about Halo is that all players start out on equal footing with versatile weaponry–usually with an assault rifle and pistol, or the battle rifle and pistol, or something similar.- After the match begins, players rush towards the locations of powerful weapons, vehicles, power-ups, Halo 3’s equipment, the Flag, the Oddball, or the Hill, which are situated at various locations around the map.- Once players control these objects, the battle is focused on negating the enemy’s advantage–killing the enemy, and taking what made them powerful for yourself.So, if Sprint is something which, at its core, is something which, when used, is supposed to give you a significant advantage over the enemy, why not have it as a power-up? Note that this is different to how armour abilities were used. Here, I’ll explain why armour abilities, tactical packages, support upgrades, ordnance drops, and one or two of the Spartan abilities are not really Halo–they’re fun, but they aren’t as fun as they could be:
  • Halo 3’s Equipment–now this is the closest to the core Halo experience. The equipment was placed on the battlefield for anyone to pick up, anyone to fight over, and [if I remember correctly] anyone to steal once you died if you hadn’t used them [it was that way in campaign, at least]. They were a one-use only item, able to give you an advantage only once per item. The biggest problem with Halo 3’s equipment was that an enemy could not tell what equipment you had. You can generally tell what secondary weapon a player has–whether it’s a Gravity Hammer or a Rocket launcher, for instance. You can also prepare a strategy in advance for how to deal with that power weapon because you can see it. This is tactical gameplay. You could not tell what equipment a player was carrying, until they had used it, which is twitch gameplay–you have to react quickly to the unexpected, new situation. That was the biggest problem with Halo 3’s equipment.- Armour Abilities, tactical packages and loadouts–In addition to the problems that Halo 3’s equipment had in trying to tell what equipment/ability the enemy was actually capable of using, the big problem with these is that they are given to you at the start of the match. When you are killed, they are not dropped on the ground like weapons so that the enemy player can steal whatever power item made you powerful. Worst of all, they are not available for you to pick up in a multiplayer match. Spawned with Armour Lock? Need a jetpack? Find a jetpack lying around and swap it out. Make it so that the AA/Tactical package is fought over. so that the person who wins it can dominate the playing field. Or if you see an enemy with an AA/TP that you like, kill them and steal it. Why should it just be given to you at the start of the match, and that’s it? Why should you have to die if you want to change your AA/TP?- Ordnance drops–You get points, you get a power-up, thus rewarding the skilled players and punishing the less skilled players. The ordnance drop lands close to you…and sometimes ends up splattering you or someone else. One issue here is that this kind of negates the point of map control. A skilled player can easily rack up kills and get a power weapon because they are skilled. Why do they need to bother fighting over power-weapons on the map? They don’t. They’ll get those weapons anyway. Another issue is that even if ordnance drops were rebalanced so that wasn’t the case the drops you get are random. Assisted a bunch of people? Get an incineration cannon. Got a killionaire? Here’s a needler. Splattered a bunch of people? Here’s Speed Boost. It might reward your skill, but what you get typically doesn’t reflect what your skill is.Now, we’ve just discussed all the ways in which recent Halo games have skirted around the issue of power-ups. Let’s take a quick look at the features of power-ups themselves.
  • Power-ups are obtainable objects placed on the map. Frankly, the rocket launcher, flag, oddball, bomb, sniper rifle, energy sword, overshield, invisiblity, sprint/speed bost, vehicles, etc, could all be considered power-ups.- Power-ups have a limited number of uses/limited amount of time in which to use them.- Power-ups grant you additional abilities. With the Energy Sword–it’s a massive lunge ability. In Grifball, you become fat, lazy, orange-yellow, shouted at, mocked, and in serious danger of being killed by Sarge…no wait, something’s wrong there…- Power-ups are transferable, if they haven’t already been activated/used up. If an enemy kills you, they may be able to acquire the power-up.- Power-ups should be visibly different. It’s quite obvious when you are using Overshield.- Power-ups should be identifiable even if they have not been activated. Have them visible on the player like secondary weapons.In Halo 5, Sprint is a base trait, and it’s useless. Once again, see my “Sprint is useless” thread–and argue about it there, not here. Personally, I think that Sprint needs to be considered a power-up. It shouldn’t be infinite. It shouldn’t have unlimited uses, it should be transferable, and it shouldn’t be considered a base trait of Spartans. What do you think?

I think sprint is fine, but they could nerf it more by making it so that you run out of “sprint energy” and have to wait a little to regain the strength to sprint again. They could also make it so that you stop running when shot at. So many good ideas!

Just as an addendum to the OP.

  • The dictionary definition of sprint is to “run at top speed for a short distance.” When referring to gameplay, I like to think that this definition is equivalent to “move at top speed for a short distance.” Hence, thruster pack and lunge are also forms of sprinting.- In the Halo Reach game manual it states about Sprint: “S-320 is largely responsible for this plug. While not quite a hack, it does temporarily override the safety limiters on actuators and “muscles”–cheating the system regulators to keep the operator cool as well.”- In the Halo Combat Evolved/Custom Edition game files, Sprint is actually an unused power-up, like Overshield and Invisibility.As to Thruster Pack, Clamber, Slide, Spartan Charge and Ground pound
  • Thruster Pack is actually useful in combat. It’s essentially a form of dodging. It increases avenues of movement, and it’s great. It also makes use of the Thruster Pack we’ve always had on our Spartan’s backs since Halo CE.- Clamber is essentially just an ability to climb. Halo CE and Halo 3 had ladders. Bring them back. Just make sure to also include skill jumps which can only just be accomplished with clamber in multiplayer maps, too. Plus, a normal person can climb, so why not a Spartan?- Slide–a couple of good things you can do with this–either slide into cover, or slide towards an enemy and blast them with a shotgun. Fun when used properly. Shouldn’t need sprint to activate it. It also makes use of the principle of momentum.- Charge–this ability is fine, but not really that useful. I’m thinking of how suicide grunts and Brutes drop their weapons when enraged or stuck, and charge towards the player. How about allowing Spartans to do that, instead of tying it in to Sprint?- Ground pound–this ability makes use of the fact that a Spartan is in 1,000 pounds [450 kg] of armour. That’s going to cause a major impact if it drops on your head. Difficult to do. Deadly if accomplished. Keep it.

> 2535434588318471;2:
> I think sprint is fine, but they could nerf it more by making it so that you run out of “sprint energy” and have to wait a little to regain the strength to sprint again. They could also make it so that you stop running when shot at. So many good ideas!

Hmm…well, I wouldn’t be adverse to a temporary sprint mechanic. Honestly, I’m someone who thinks that Sprint is useless, so it doesn’t matter if it stays or goes to me. I just think that there’s so many ideas that could be implemented which are better than Sprint.
Right now it’s an infinite ability which nobody uses for more than a few seconds. Canonically it doesn’t make sense for it to be infinite, and it doesn’t make sense for it to be infinite in gameplay. So yes, running out of energy is a good idea.
Being prevented from sprinting when shot is an ok game mechanic…which makes no canonical or physical sense, 450kg Mjolnir armour isn’t going to immediately stop sprinting due to a bullet. There’s a whole lot of momentum to consider–especially when the bullet impacts off your energy shields, which disperese the energy as light, sound, and heat.
Right now Sprint is nerfed. They could nerf it more if they wanted to. They could remove it. They could keep it. It wouldn’t make much difference. If Sprint is staying, I want it to actually be useful.

Just an idea for some new mechanics:


( I know it is a copy and paste text of mine, but it adresses many issues and includes some new* gameplay mechanic ideas)
(*new: complete new, reimaginated from momentaly abilitys, mechanics that are barely included in shooters, new combinations)
(resources: metroid prime, half life 2, portal, zelda, SwBf, mirrors edge, past halo titles, darksouls, shadow of the colossus, vanquish)


make the thruster button a " grab " button to chain actions.

remove the “a to clamber” and the sprint ability.

you can:

  • push/kick sobjects with a grab/ melee combo
    ( max. weight of an empty tank ( it only slides a few meters))

  • press crouch and grab to thrust/ throw/ roll/ sidestep in the direction indicated with the ministick

  • press grab and crouch without a ministick direction to lay down/ crawl

  • press grab and ministick l/r to pull yourself to a nearby wall

  • grab small objects to throw them with the grab and grenade button.
    ( everything up to the size of a radio/fusion coil (also empty weapons))

  • grab a corner to lock around it.

  • hihjack in first person with grab and mellee.

  • ninja with jumping backwards, grab and melee.

  • climb with A- grab- A combo.

  • hold on edges with jumping and than holding grab.

  • counter melees (50% dammage reduction) with grab.

  • catch and throw back grenades with a well placed grab-throw combo.

  • rush (new sprint) short distances with grab and ministick forward.
    ( you need to not point your gun at a wall when starting to rush)
    ( shield recharge penalty + slow turning penalty)
    ( sprinting and meleeing results in charge- like dammage)

  • use grab while jumping to hover 1 second.

  • crouch/ grab in mid air to dash to all sides ( but only a slight amount upwards)( use it downwards with a melee for a something-like-groundpound).

  • press grab and crouch( while rushing) to slide

  • you can shoot during every action, but sprint has no aim assist/ no bullet magnetism/ higher spread for automatic weapons/ slow aim speed
    ( hard to hit something )

  • The actions asociated with grab ( expect hijacking and melee) consume stamina from a regenerating bar.( sprint cosumes the littelest stamina, throw and sidestep a high amount and kick nearly all)

  • an assasination animation is only started if you grab a player before meleeing them in the back.
    ( could be first person with a enlarged FoV)

crouch is located on the ministick button.

you can’t use some grab-actions ( sounds so wrong…) while dualwielding, like clamber, slide or boost.

  • this is a posibility to bring back dual wielding
  • it is logical, because you don’t have a free hand for grabing.(ehmm…yeah…)
    ( like climbing, counter-melee/melee, throw stuff, roll/dash)( extreme mussle climbing durring sprint)

the B button activates a mix between oldschool halo 3 equipement and halo reach equipement. it is a pick up like a power weapon, it has a recharge time like the AA#s from 4 and reach, but has limited uses like 2 times bubbleshield, 1 time energy drainer(slower(, 1 time armorlock( less vehicle dammage nerf), 20 sec jetpack ( activated with a second tap of jump) or camo, 3 mines, 2 sentinel turrets, etc.

  • this allows to balance abillitys with their amount of uses. these use times could also be doubled or set to endless in the options for custom gametypes.

The start button on your controller is used to change your grenade types. the back button gets the function of he old start button.
" show scores" is moved to D-pad right, teamspeak is moved to D-pad down.
In the campaign, the D-pad directions down, left and right are used to comand npc allies:

left: stay/defend
down: follow me
right: attack/ roam free

you can pickup items like the targeting device in the h4 campaign and activate it with holding Y .

carryable turrets should have a first person view with a enlarged FoV
vehicle third person view should be closer to the players head.

lower weapons: Y and grab
only bare fists: Y and melee
point: zoom and grab
salute: x and grab
wave: start and grab

zoom on every weapon, but less accuracy boost on headshot and no/ barely any on automatic weapons (achieved by extending the reticule on automatic weapons when zoomed in)
no aim lock while zoomed in

  • the replacement of the spartan abilitys with grab alows elites with small " hoverpacks" in the multiplayer.
    ( could also be used for brutes)( canon related: volunteer elites from the arbiter are used for the spartans training with alien foes and the elites being able to fight honerable without actualy risking their lifes ( elite PvP))( the elites are scaled down a bit to be able to use every moving path of spartans, the hitboxes have the same size as the ones of the spartans , the upper neck of the elites is a headshot hitbox for balancing swat.)

I hope this makes sense