Fixing halo's sprint/bloom mechanics

PLEASE READ, A SOLUTION TO HALO INFINITE…
The sprint and bloom mechanics slow down the pace of halo, which was meant to be played at a fast pace. The solution is to allow players to sprint and shoot, but get penalized with bloom for sprinting and shooting. Then allow players that walk or run to shoot without bloom. These mechanics will be an incentive for players to play tactical. And it will be lore friendly because the Master Chief is a Spartan 2, and a Spartan 2, should be strong enough to shoot without much recoil or bloom, unless they sprint shoot.

You’re not going to win here.

Anti-sprint is more about map design and flow - which isn’t fixed by bloom.

As for bloom… it automatically garners a lot of hate. Much of it undeserved. As a mechanic I liked it. It added depth / skill in that you had a cadence to each weapon that maximised it’s effectiveness… and gave you advantage over those who panic and spam the trigger.

Or we could solve the root of the issue and just not add any drawbacks to Halo’s movement, because it never needed them.

> 2585548714655118;2:
> It added depth / skill in that you had a cadence to each weapon that maximised it’s effectiveness… and gave you advantage over those who panic and spam the trigger.

How?

If I can squeeze in two or three more shots into you with a high enough chance of hitting and killig you, before you get to the last shot, I will take it.

Even a 50/50 of killing you with two - three times before you kill me are quite good odds in my book.

> 2533274795123910;4:
> > 2585548714655118;2:
> > It added depth / skill in that you had a cadence to each weapon that maximised it’s effectiveness… and gave you advantage over those who panic and spam the trigger.
>
> How?
>
> If I can squeeze in two or three more shots into you with a high enough chance of hitting and killig you, before you get to the last shot, I will take it.
>
> Even a 50/50 of killing you with two - three times before you kill me are quite good odds in my book.

If you’re close enough… spam away.

At mid-longer range there was a benefit to keeping the right rhythm… especially in keeping the accuracy (small reticle) for the final head shot.

If you are going to have an aim mechanic to control accuracy / speed of firing… I thought bloom made more sense than random spread, aim drift, or locking the trigger. And I least have control over the mechanic.

And if it was such a useless mechanic why so much rage from the trigger spammers in the day?

> 2585548714655118;5:
> > 2533274795123910;4:
> > > 2585548714655118;2:
> > > It added depth / skill in that you had a cadence to each weapon that maximised it’s effectiveness… and gave you advantage over those who panic and spam the trigger.
> >
> > How?
> >
> > If I can squeeze in two or three more shots into you with a high enough chance of hitting and killig you, before you get to the last shot, I will take it.
> >
> > Even a 50/50 of killing you with two - three times before you kill me are quite good odds in my book.
>
> If you’re close enough… spam away.
>
> At mid-longer range there was a benefit to keeping the right rhythm… especially in keeping the accuracy (small reticle) for the final head shot.
>
> If you are going to have an aim mechanic to control accuracy / speed of firing… I thought bloom made more sense than random spread, aim drift, or locking the trigger. And I least have control over the mechanic.
>
> And if it was such a useless mechanic why so much rage from the trigger spammers in the day?

What I said is true for any range.
Sure, with longer range the chances decrease and spamming should decrease to keep hit chance up and as such extra shots decrease, but I can still fire slightly faster than you in order to have a shorter TTK at the expense of chances to hit, while retaining a high enough chance to hit.

Putting it simply: ( not actual, just to illustrate )
You get 1.5 s TTK at 100% success rate.
I can get 1.4 s TTK at 80% success rate.

Statistically, pitting these two against each other.
In 5 encounters, I’ll net 4 points, and you’ll get 1, because I have a high enough chance to kill you before you can pull the last shot off.
It boils down to chance, that is what people disliked about bloom.

There’s only a way to fix a broken added feature, remove it.

1 Like

> 2533274940637461;1:
> PLEASE READ, A SOLUTION TO HALO INFINITE…
> The sprint and bloom mechanics slow down the pace of halo, which was meant to be played at a fast pace. The solution is to allow players to sprint and shoot, but get penalized with bloom for sprinting and shooting. Then allow players that walk or run to shoot without bloom. These mechanics will be an incentive for players to play tactical. And it will be lore friendly because the Master Chief is a Spartan 2, and a Spartan 2, should be strong enough to shoot without much recoil or bloom, unless they sprint shoot.

I’m sorry, what? Sprint slows down Halo? No. Halo 2 & 3 move incredibly slowly compared to modern games. The only reason Halo 2 & 3 had as fast a pace as they did manage was that you were so incredibly slow that moving targets were basically standing still making landing 4 consecutive shots much easier.

What this option will actually likely lead to is people just bum rushing, running headfirst into gunfire while spraying their gun and getting just enough damage until they can melee spam for the kill and then leaving it to trash servers to randomly award melee kills. And it would work because melee TTK is quicker than gunfire TTK.

  1. Halo games with sprint have proven to be far less popular than the Halo games without sprint

  2. Bloom is an unpopular mechanic as well that mostly went away with Halo Reach

1 Like

> 2585548714655118;5:
> > 2533274795123910;4:
> > > 2585548714655118;2:
> > > It added depth / skill in that you had a cadence to each weapon that maximised it’s effectiveness… and gave you advantage over those who panic and spam the trigger.
> >
> > How?
> >
> > If I can squeeze in two or three more shots into you with a high enough chance of hitting and killig you, before you get to the last shot, I will take it.
> >
> > Even a 50/50 of killing you with two - three times before you kill me are quite good odds in my book.
>
> If you’re close enough… spam away.
>
> At mid-longer range there was a benefit to keeping the right rhythm… especially in keeping the accuracy (small reticle) for the final head shot.
>
> If you are going to have an aim mechanic to control accuracy / speed of firing… I thought bloom made more sense than random spread, aim drift, or locking the trigger. And I least have control over the mechanic.
>
> And if it was such a useless mechanic why so much rage from the trigger spammers in the day?

Bloom slows down the gameplay and is random by design. You know what you can have even more control over? Recoil. Not only does it make more sense mechanically, but it’s also more akin to how real guns work. Bloom is the absolute worst thing they ever added to Halo right next to Armor Lock. You know why? Because it SOMETIMES rewards players for spamming, and SOMETIMES punishes them for pacing their shots. Bloom is broken. In every sense of the word. Long range? You might win this if you pace your shots like we want you to, or you’ll lose to someone spamming shots because randomness.

> 2533274793006817;8:
> > 2533274940637461;1:
> > PLEASE READ, A SOLUTION TO HALO INFINITE…
> > The sprint and bloom mechanics slow down the pace of halo, which was meant to be played at a fast pace. The solution is to allow players to sprint and shoot, but get penalized with bloom for sprinting and shooting. Then allow players that walk or run to shoot without bloom. These mechanics will be an incentive for players to play tactical. And it will be lore friendly because the Master Chief is a Spartan 2, and a Spartan 2, should be strong enough to shoot without much recoil or bloom, unless they sprint shoot.
>
> I’m sorry, what? Sprint slows down Halo? No. Halo 2 & 3 move incredibly slowly compared to modern games. The only reason Halo 2 & 3 had as fast a pace as they did manage was that you were so incredibly slow that moving targets were basically standing still making landing 4 consecutive shots much easier.
>
> What this option will actually likely lead to is people just bum rushing, running headfirst into gunfire while spraying their gun and getting just enough damage until they can melee spam for the kill and then leaving it to trash servers to randomly award melee kills. And it would work because melee TTK is quicker than gunfire TTK.

Just because the movement itself is slow, does not mean the moment-to-moment gameplay was slower. Sprinting slows the game down in the sense that you are doing a lot of sprinting around instead of aiming around corners poised to shoot the first enemy you see. What is the first thing you do when you spawn in H4/H5? Sprint.

Not to mention the people that just run away from a firefight, slowing the game down…

1 Like

Sprint has already the penalty you shields won’t recharge while sprinting and you have a slightly delay from moving to sprint animation to gun ready for shooting. That’s for Halo 5 atleast. Things may be different for Halo Infinite as in the gameplay demo your gun is ready much faster.
While the solution you pointed out makes sesnse bloom is just inconsistent, enfuriating and should never return imo.

> 2533275010793662;12:
> Sprint has already the penalty you shields won’t recharge while sprinting and you have a slightly delay from moving to sprint animation to gun ready for shooting. That’s for Halo 5 atleast. Things may be different for Halo Infinite as in the gameplay demo your gun is ready much faster.
> While the solution you pointed out makes sesnse bloom is just inconsistent, enfuriating and should never return imo.

just having a penalty doesn’t remove why sprint is hated and only addresses side effects, it needs removal

1 Like

> 2533274940637461;1:
> PLEASE READ, A SOLUTION TO HALO INFINITE…
> The sprint and bloom mechanics slow down the pace of halo, which was meant to be played at a fast pace. The solution is to allow players to sprint and shoot, but get penalized with bloom for sprinting and shooting. Then allow players that walk or run to shoot without bloom. These mechanics will be an incentive for players to play tactical. And it will be lore friendly because the Master Chief is a Spartan 2, and a Spartan 2, should be strong enough to shoot without much recoil or bloom, unless they sprint shoot.

Bad solution as having two unequal states of movement and fire will screw maps into oblivion and will make the game more frustrating as you have less control during a gunfight and as such skill won’t mean much as bloom will randomly reward kills and deny others while sprint is an abomination of a mechanic that needs no explanation as to why it should be removed.

I think it’s worth mentioning that bloom isn’t confirmed to me in Halo Infinite. The only “bloom” visible is the reticle getting larger between shots on the trailer. This happens in H5 as well and it does not have bloom.

> 2533274904483609;11:
> > 2533274793006817;8:
> > > 2533274940637461;1:
> > > PLEASE READ, A SOLUTION TO HALO INFINITE…
> > > The sprint and bloom mechanics slow down the pace of halo, which was meant to be played at a fast pace. The solution is to allow players to sprint and shoot, but get penalized with bloom for sprinting and shooting. Then allow players that walk or run to shoot without bloom. These mechanics will be an incentive for players to play tactical. And it will be lore friendly because the Master Chief is a Spartan 2, and a Spartan 2, should be strong enough to shoot without much recoil or bloom, unless they sprint shoot.
> >
> > I’m sorry, what? Sprint slows down Halo? No. Halo 2 & 3 move incredibly slowly compared to modern games. The only reason Halo 2 & 3 had as fast a pace as they did manage was that you were so incredibly slow that moving targets were basically standing still making landing 4 consecutive shots much easier.
> >
> > What this option will actually likely lead to is people just bum rushing, running headfirst into gunfire while spraying their gun and getting just enough damage until they can melee spam for the kill and then leaving it to trash servers to randomly award melee kills. And it would work because melee TTK is quicker than gunfire TTK.
>
> Just because the movement itself is slow, does not mean the moment-to-moment gameplay was slower. Sprinting slows the game down in the sense that you are doing a lot of sprinting around instead of aiming around corners poised to shoot the first enemy you see. What is the first thing you do when you spawn in H4/H5? Sprint.
>
> Not to mention the people that just run away from a firefight, slowing the game down…

The first thing I do in Halo 2 & 3 is slog towards a weapon pickup and spend 30 seconds getting back to a fighting position… The moment to moment gameplay is slower than most shooters and always has been. The TTK is long which is fine, but it is irrefutably slower without sprint. Remember Zanzibar? Remember it when you had to get to the flag and how painful it was essentially crawling on two legs back to the flag? Or any CTF game in Halo ftm? It’s no surprise that Halo’s best TS maps are all incredibly short where it hides the slow pace of the game like Lockout and Midship.

People can try to sprint away and that can prolong a firefight, but the alternative was always the constant standoffs where neither team is willing to commit because taking the offensive at that slow a movement speed is essentially suicide.

If sprinting away from combat is your complaint, they could add a slowing mechanic that effectively more than eliminates sprinting away as an option.

Here’s how i look at it:

  1. If a super soldier cant sprint then are they really a super solider?

2.Go shoot an actual gun and do tell how you can spray and prey and stay on target. 5m-15m-100m

I believe “bloom’s” intended function was to simulate point #2.

The Halo’s without sprint played differently then those without undoubtedly but in pursuit of a more realistic shooter (granted we are in 2552) this is what we got.
Evolution is a natural phase of life…

*on a side note I do believe there are optics (in real life) that the military has been testing with target acquisition in rifles. Basically it takes real time diagnostics of wind and all that jazz then blinks red when to shoot. all the user has to do is pull the trigger.

> 2533274793006817;16:
> > 2533274904483609;11:
> > > 2533274793006817;8:
> > > > 2533274940637461;1:
> > > > PLEASE READ, A SOLUTION TO HALO INFINITE…
> > > > The sprint and bloom mechanics slow down the pace of halo, which was meant to be played at a fast pace. The solution is to allow players to sprint and shoot, but get penalized with bloom for sprinting and shooting. Then allow players that walk or run to shoot without bloom. These mechanics will be an incentive for players to play tactical. And it will be lore friendly because the Master Chief is a Spartan 2, and a Spartan 2, should be strong enough to shoot without much recoil or bloom, unless they sprint shoot.
> > >
> > > I’m sorry, what? Sprint slows down Halo? No. Halo 2 & 3 move incredibly slowly compared to modern games. The only reason Halo 2 & 3 had as fast a pace as they did manage was that you were so incredibly slow that moving targets were basically standing still making landing 4 consecutive shots much easier.
> > >
> > > What this option will actually likely lead to is people just bum rushing, running headfirst into gunfire while spraying their gun and getting just enough damage until they can melee spam for the kill and then leaving it to trash servers to randomly award melee kills. And it would work because melee TTK is quicker than gunfire TTK.
> >
> > Just because the movement itself is slow, does not mean the moment-to-moment gameplay was slower. Sprinting slows the game down in the sense that you are doing a lot of sprinting around instead of aiming around corners poised to shoot the first enemy you see. What is the first thing you do when you spawn in H4/H5? Sprint.
> >
> > Not to mention the people that just run away from a firefight, slowing the game down…
>
> The first thing I do in Halo 2 & 3 is slog towards a weapon pickup and spend 30 seconds getting back to a fighting position… The moment to moment gameplay is slower than most shooters and always has been. The TTK is long which is fine, but it is irrefutably slower without sprint. Remember Zanzibar? Remember it when you had to get to the flag and how painful it was essentially crawling on two legs back to the flag? Or any CTF game in Halo ftm? It’s no surprise that Halo’s best TS maps are all incredibly short where it hides the slow pace of the game like Lockout and Midship.
>
> People can try to sprint away and that can prolong a firefight, but the alternative was always the constant standoffs where neither team is willing to commit because taking the offensive at that slow a movement speed is essentially suicide.
>
> If sprinting away from combat is your complaint, they could add a slowing mechanic that effectively more than eliminates sprinting away as an option.

except that sprint makes maps even longer which would hurt the game according to you and thus make it even worse, you hate spending time getting back into combat after making a mistake that got you killed? don’t play Halo

> 2533274809988140;17:
> Here’s how i look at it:
>
> 1. If a super soldier cant sprint then are they really a super solider?
>
> 2.Go shoot an actual gun and do tell how you can spray and prey and stay on target. 5m-15m-100m
>
> I believe “bloom’s” intended function was to simulate point #2.
>
> Evolution is a natural phase of life…

Using real life arguing points immediately invalidates your opinion as no video game is perfectly realistic, plus that’d be ignoring what made Halo a good game series and would make it worse by introducing more generic mechanics that water down the skilled gameplay cuz “muh supersoldiers”

> 2535458188883243;19:
> > 2533274809988140;17:
> > Here’s how i look at it:
> >
> > 1. If a super soldier cant sprint then are they really a super solider?
> >
> > 2.Go shoot an actual gun and do tell how you can spray and prey and stay on target. 5m-15m-100m
> >
> > I believe “bloom’s” intended function was to simulate point #2.
> >
> > Evolution is a natural phase of life…
>
> Using real life arguing points immediately invalidates your opinion as no video game is perfectly realistic, plus that’d be ignoring what made Halo a good game series and would make it worse by introducing more generic mechanics that water down the skilled gameplay cuz “muh supersoldiers”

Everyone has their own opinion about what a “good” halo game is…

the whole “no video game is perfectly realistic” - well i wonder what they base the gameplay off of??? combat evolved aka evolution of combat or what could be.

not really following your argument on watered-down gameplay. adding additional layers to a game (ie. movement speed, sprint, bloom, etc.) increases the skill level required to master those mechanics. That is just simple mathematics, adding more variables to an equation makes the equation more complex. By removing these additional mechanics from the game would only make the game easier and require less of a skill level to compete in. at that point its nothing more than target acquisition and who can pull the trigger the fastest.

sorry if im making too much sense