Halo 4 Needs Faster Movement Acceleration.

Something that seems to have been on a decline, ever since CE, has been the movement acceleration. Movement acceleration is basically how long it takes to move from one direction to a different direction. This is a giant factor in how well a player can strafe and maneuver to avoid bullets, which, in itself, is a giant factor in how much of a learning curve and skill gap there is.

A common combatant for poor strafing mechanics is an increase in movement speed. Though, many problems arise with movement speed increases, especially drastic increases, so this is a very indirect and inappropriate solution to the main problem (Sword Block, anyone?). Throughout the Halo’s, aside from ODST, the movement speed actually hasn’t changed all that drastically, at least not as much as it’s generally perceived to have been. I believe it was proven somewhere, with the use of warthogs, that Halo 3’s Default movement speed is ~14 percent faster than Reach’s. Now, I don’t know about you, but to me, Reach feels a thousand times more sluggish and slow than Halo 3 did. Again, the main problem is the ridiculously low acceleration of movement (of course, in combination with the slower movement speed).

Here’s a link to a post on the MLG forums. Watch the first video; near the end you will see a strafe performed in Halo 3. After watching that, watch the last video; the last video showcases a strafe at 120% movement speed in Reach. After watching the Reach video, you’ll notice that the strafe in the Halo 3 video still looks faster and more crisp. Also, take notice to the ‘slippery’ look of Reach’s strafe. Slippery movement is a negative effect of increasing the movement speed to solve a different problem other than the movement speed being simply too slow, which it really isn’t, in my opinion.

All in all, this change is a very favorable one to the competitive community. Please, whatever happens with Halo 4, can we at least agree that going even slower, it terms of both movement speed and movement acceleration than Reach is not a good choice? If we could just meet at those terms, I’d be happy enough, but honestly, I think some major changes in patterns are needed. The competitive community, at least a giant portion of it, has felt greatly deprived with Reach. If we could just not feel ignored and pushed aside for once (it is arguable that each Halo has gotten less and less competitive, and less and less challenging with each installment), that’d be a great start of long-lasting relationship of competitive players with the new Halo creators.

Thanks for your time.

Agreed, don’t really have anything to add as you’ve summed it up pretty nicely.

I completely agree, Reach feels way too slow.

Agreed. Strafing in Reach is devalued so much because of the slow down on changing direction.

Imagine no bloom DMR battles if Reach had a crisp strafe and a slightly smaller mutual kill window…

> Agreed. Strafing in Reach is devalued so much because of the slow down on changing direction.
>
> Imagine no bloom DMR battles if Reach had a crisp strafe and a slightly smaller mutual kill window…

LESS MUTUAL KILLS… now there is an idea…
Also, I agree with making strafing an option again.

At the very least strafe acceleration should be an option in custom games just like movement speed.

> At the very least strafe acceleration should be an option in custom games just like movement speed.

This. And the default speed should be increased. Jump height should be be increased to the same jump height in halo 3.

> Agreed, don’t really have anything to add as you’ve summed it up pretty nicely.

Yes. It take so freaking long to change directions in comparison to Halo 2.

Agree on faster movement…

I generally agree, however, I feel the core problem with the Halo “strafe dance” is there is too much auto aim / aim magnetism & hitboxes are too large.

Nonethless, increasing player speed & acceleration will certainly compensate for the underlining problem… so I don’t oppose it. :slight_smile:

Agree. Strafing is a great part of competitive Halo that hasn’t seen the light of day in almost 7 years.

Movement acceleration would increased the skill gap, decrease the effectiveness of bullet magnetism and emphasize accuracy, and lowers the effectiveness of precision weapons (the only reason why people thought the BR was overpowered was because movement acceleration was so sluggish, and the Br was designed for fast gameplay.)

If 343 is attempting to emulate CE to the best of their capabilities, I think a change to the Reach engine’s strafe acceleration would be very necessary. Although, this depends on how set they are on ACTUALLY make it play like CE. And, assuming CE doesn’t completely overshadow Reach, it would be nice to add this option to MM or at least a downloadable file for customs.

Assuming we don’t get this change for Reach, have you guys (those in the thread) tried 120 speed, 110 jump, and 200 Gravity in ZB (and 200% shield recharge)? I personally don’t think it feels too ice-skatey while provident a sufficient strafe, even with the DMR’s Bullet-Mag. I personally get destroyed on these settings, as I just can’t seem to hit my friends who have good strafes. I have yet to use these settings in a competitive 4v4, but in FFA they seem to play pretty well.

> Movement acceleration would increased the skill gap, decrease the effectiveness of bullet magnetism and emphasize accuracy, and lowers the effectiveness of precision weapons (the only reason why people thought the BR was overpowered was because movement acceleration was so sluggish, and the Br was designed for fast gameplay.)

I didn’t even think about those ‘pros.’

All the more reason, I say.

> Something that seems to have been on a decline, ever since CE, has been the movement acceleration. Movement acceleration is basically how long it takes to move from one direction to a different direction. This is a giant factor in how well a player can strafe and maneuver to avoid bullets, which, in itself, is a giant factor in how much of a learning curve and skill gap there is.
>
> A common combatant for poor strafing mechanics is an increase in movement speed. Though, many problems arise with movement speed increases, especially drastic increases, so this is a very indirect and inappropriate solution to the main problem (Sword Block, anyone?). Throughout the Halo’s, aside from ODST, the movement speed actually hasn’t changed all that drastically, at least not as much as it’s generally perceived to have been. I believe it was proven somewhere, with the use of warthogs, that Halo 3’s Default movement speed is ~14 percent faster than Reach’s. Now, I don’t know about you, but to me, Reach feels a thousand times more sluggish and slow than Halo 3 did. Again, the main problem is the ridiculously low acceleration of movement (of course, in combination with the slower movement speed).
>
> Here’s a link to a post on the MLG forums. Watch the first video; near the end you will see a strafe performed in Halo 3. After watching that, watch the last video; the last video showcases a strafe at 120% movement speed in Reach. After watching the Reach video, you’ll notice that the strafe in the Halo 3 video still looks faster and more crisp. Also, take notice to the ‘slippery’ look of Reach’s strafe. Slippery movement is a negative effect of increasing the movement speed to solve a different problem other than the movement speed being simply too slow, which it really isn’t, in my opinion.
>
> All in all, this change is a very favorable one to the competitive community. Please, whatever happens with Halo 4, can we at least agree that going even slower, it terms of both movement speed and movement acceleration than Reach is not a good choice? If we could just meet at those terms, I’d be happy enough, but honestly, I think some major changes in patterns are needed. The competitive community, at least a giant portion of it, has felt greatly deprived with Reach. If we could just not feel ignored and pushed aside for once (it is arguable that each Halo has gotten less and less competitive, and less and less challenging with each installment), that’d be a great start of long-lasting relationship of competitive players with the new Halo creators.
>
> Thanks for your time.

completely agree. default reach is too slow. there should be 0 strafe acceleration (you should ALWAYS strafe at MAX SPEED).

i miss adequate strafing in matchmaking :C

> completely agree. default reach is too slow. there should be 0 strafe acceleration (you should ALWAYS strafe at MAX SPEED).
>
> i miss adequate strafing in matchmaking :C

I have to disagree. There should be a tiny amount of acceleration to make the transition smooth. Otherwise it just seems awkward. And I really am only talking about a very, very small amount.

Something people often times also don’t take into account is deceleration. Being the exact opposite of acceleration, it keeps you going to the direction for a while even when you have already changed the direction. The deceleration factor should always be there too, but it should always be about half or 1/4th of the acceleration factor.

If both are adjusted perfectly, but not completely removed, the movement feels responsive, but doesn’t look awkward on the screen.

As long as it does not feel like I’m playing quake.

> As long as it does not feel like I’m quake.

Hey quake really did it right, imo. You have to really practice to get good at it; Halo should take some hints…

But no, Halo should never be that fast. It should be a lot faster than Reach though.

After some thinking, reading, watching, then thinking again, I’ve come believe that we can’t have smooth, life-like animations AND have our zero momentum. CE and H2 had very choppy animations and less physics that allowed for “faster” transitions than Halo3 and Reach.

Reach’s animations are motion-cap with more “weight” associated with the avatar. That is why we skid with much higher movement speeds than Halo3.

We have to introduce some motion-clipping to get back the instant direction transitions. Not sure about the weight. Does anyone want less physics in their games? (I don’t)

> Does anyone want less physics in their games? (I don’t)

Definitely if it benefits the gameplay. Besides, Reach’s physics engine sucks anyway; vehicles are ridiculously bouncy and as already discussed strafing and jumping both became more realistic in a hit to the actual flow of the gameplay.