"I don't want Halo to evolve."

> 2533274819302824;48:
> > Halo isn’t about Circular map motion. Which is why maps like overgrowth suck -Yoink- in a Halo Sense
>
>
> Halo is all about circular map motion, your statement completely baffles me. Guardian for example, though not a strict circle in shape, has players moving in a circle around the outside of the map.
>
> Overgrowth doesn’t suck because of circular motion. You shouldn’t be able to camp in one spot an entire match. Overgrowth sucks because of corner camping and poor weapon choice.
>
>
> > I’m neutral on the sprint topic but out of curiosity, how would people change the game for the better from h3? Just ignore the sequels and continue on from h3. What would YOU do to change it?
>
>
> Halo 3 is gross.
> Short Answer:
> Take Halo Ce, update the graphics, implement Forge, tweak balance (no, that doesn’t mean a Magnum nerf), add new weapons. Maybe look into equipment or armor abilities being placed on the maps. Something similar to Warzone, but without all the RNG REQ-Card nonsense and maybe on a larger scale.

“equipment and armour abilities being placed on map”

Funny how we’ve been suggesting this since Reach launched and people still need to ask “how would you progress the gameplay?”

> 2533274815938300;6:
> You mean like how a t rex evolved into a chicken lol

Personally - it was a delicious evolution.

Evolved? What about devolved. And Halo 5 are perfect example of that.

I like sprint. I like the fact that you’re immobile for a second when you’re sprinting, you can’t run and shoot, can’t clamber and shoot etc. I like it. I like the way halo 5 is going, I don’t really have any complaints about this game. This is MY opinion.

> 2533274794373199;52:
> I like sprint. I like the fact that you’re immobile for a second when you’re sprinting, you can’t run and shoot, can’t clamber and shoot etc. I like it. I like the way halo 5 is going, I don’t really have any complaints about this game. This is MY opinion.

Why? Just curious.

The argument, “I like the feeling of going fast.” annoys me more than anything else. An increased Field of View would do the exact same thing.

Look at this video. It perfectly demonstrates what I’m talking about.

I agree with your post, but for the sake of discussion, I’m going to provide my take on the Spartan Abilities and how I would “evolve” them so to speak.

> I like thruster. It’s omni-directional and useful in and outside combat. Tweak it to be primarily a momentum changer instead of a pseudo launch pad, add a visual indication that it’s on a cool down and this mechanic has a lot of potential.
> I agree with this idea for thruster, so no qualms here.
> I like clamber. Give me the ability to shoot while doing it and don’t create jumps that force me to use it. Or make it an interactive environmental trait instead of a base player trait so we don’t have to create vertically massive maps to account for flow.
> I personally don’t see a need for clamber where older skill jumps achieved the same without having to add pointless animation mechanics to them.
> I like stabilize. I mostly opt out of it because I prefer to maintain my momentum, but if you could apply it without forcing me to zoom in, we could see some interesting applications.
> I am kinda neutral on stabilizer. As such, I can get behind this idea, I suppose.
> I like the ADS animation. But I prefer to not have my view blocked by my gun, and it technically breaks canon (Smart-Link was an explanation of Halo’s zoom mechanic, not the other way around). Don’t give accuracy bonuses to weapons when they zoom (AR, SMG, Saw), otherwise it’s not just a cosmetic change like people claim. Doing that turns it into a full blown Aim Down Sights mechanic and is inappropriate for Halo’s gameplay.
> I just don’t think Halo needs ADS. The old system was fine the way it was. If you argue that SS balances autos, then I could argue that the autos could be balanced without it much like the AR and PR in Halo CE. Just take the current iterations of the AR, Storm Rifle, and Suppressor sans the Smart Scope, maybe buff the damage a it, and give them unique properties that keep them from being resins of each other (which they do a good job of currently), and bingo: you have a balanced set of automatic weapons in Halo that fill their own niche and don’t interfere with the balance of precision weapons.

> 2533274800772611;54:
> The argument, “I like the feeling of going fast.” annoys me more than anything else. An increased Field of View would do the exact same thing.
> Look at this video. It perfectly demonstrates what I’m talking about.

Wow, I didn’t even know it had that effect. That’s pretty awesome. It’s a shame 343 can’t think for themselves. Maybe if another game does it, 343 will try it.

> 2533274819302824;48:
> > Halo isn’t about Circular map motion. Which is why maps like overgrowth suck -Yoink- in a Halo Sense
>
>
> Halo is all about circular map motion, your statement completely baffles me. Guardian for example, though not a strict circle in shape, has players moving in a circle around the outside of the map.
>
> Overgrowth doesn’t suck because of circular motion. You shouldn’t be able to camp in one spot an entire match. Overgrowth sucks because of corner camping and poor weapon choice.
>
>
> > I’m neutral on the sprint topic but out of curiosity, how would people change the game for the better from h3? Just ignore the sequels and continue on from h3. What would YOU do to change it?
>
>
> Halo 3 is gross.
> Short Answer:
> Take Halo Ce, update the graphics, implement Forge, tweak balance (no, that doesn’t mean a Magnum nerf), add new weapons. Maybe look into equipment or armor abilities being placed on the maps. Something similar to Warzone, but without all the RNG REQ-Card nonsense and maybe on a larger scale.

Are you mad? Halo is not about circular map movement. Overgrowth feels nothing like a classic Halo Map. It’s designed like a COD map. CQC Weapons thin hallways with short sightlines. Did you watch the X Games by any chance? In slayer games the teams were stationary and controlling certain parts of the map. There was zero circular movement. And overgrowth wasn’t even used as a competitive map showing just how bad of a Halo map it is.

> 2533274819567236;56:
> > 2533274800772611;54:
> > The argument, “I like the feeling of going fast.” annoys me more than anything else. An increased Field of View would do the exact same thing.
> > Look at this video. It perfectly demonstrates what I’m talking about.
>
>
> Wow, I didn’t even know it had that effect. That’s pretty awesome. It’s a shame 343 can’t think for themselves. Maybe if another game does it, 343 will try it.

Historically Halo has had around 70-80 degree field of view. Increasing that to 90-95 would do wonders for the “speed” of the game.

> 2533274874722389;57:
> > 2533274819302824;48:
> > > Halo isn’t about Circular map motion. Which is why maps like overgrowth suck -Yoink- in a Halo Sense
> >
> >
> > Halo is all about circular map motion, your statement completely baffles me. Guardian for example, though not a strict circle in shape, has players moving in a circle around the outside of the map.
> >
> > Overgrowth doesn’t suck because of circular motion. You shouldn’t be able to camp in one spot an entire match. Overgrowth sucks because of corner camping and poor weapon choice.
> >
> >
> > > I’m neutral on the sprint topic but out of curiosity, how would people change the game for the better from h3? Just ignore the sequels and continue on from h3. What would YOU do to change it?
> >
> >
> > Halo 3 is gross.
> > Short Answer:
> > Take Halo Ce, update the graphics, implement Forge, tweak balance (no, that doesn’t mean a Magnum nerf), add new weapons. Maybe look into equipment or armor abilities being placed on the maps. Something similar to Warzone, but without all the RNG REQ-Card nonsense and maybe on a larger scale.
>
>
> Are you mad? Halo is not about circular map movement. Overgrowth feels nothing like a classic Halo Map. It’s designed like a COD map. CQC Weapons thin hallways with short sightlines. Did you watch the X Games by any chance? In slayer games the teams were stationary and controlling certain parts of the map. There was zero circular movement. And overgrowth wasn’t even used as a competitive map showing just how bad of a Halo map it is.

are you mad? lol halos maps are designed off arena based play(which is circular). get the “CoD” crap out of here lol. pretty much what I’m seeing from you is if you don’t like it then it’s not halo, oh well then, you don’t have much of an argument.

> 2533274819302824;12:
> Evolve has become an empty buzzword. It’s an attempt by fanboys to attach a positive connotation and some sense of objective superiority to their unified vision of what Halo should be. Then when you oppose that vision you’re inherently made out to be some knuckle dragging caveman who can’t keep up with the times and is doomed to “die out” because he “can’t adapt”. It’s -Yoinking!- pitiful, really, that people have to rely on this fallacious nonsense to get their point across.
>
> Let’s substitute evolve with a far more neutral term. Change.
> Do games change? Almost always, the rate and significance also varies greatly.
> Do games need to change? Depends on the specific circumstances, and even then in most cases its an entirely subjective matter.
> Can you stop change? In theory yes, in practice usually not.
> Can you influence or slow change? Yes, hence the forums and the people who post on them.
>
> Everyone wants Halo to improve. Not everyone wants Halo to “evolve”.

PREACH !!!

I’ve said many times before how much Halo 5 doesn’t feel like Halo to me. 343 changed everything drastically just because they could; every single unique nuance of the Halo art style is basically gone; every iconic sound is gone, even the shield sound recharging effect. The appeal of the older Halo games was that it played slow and required a higher level of aptitude, and didn’t look like every other sci-fi game, unlike Halo 5; we didn’t see many games that had pink and purple as a main colour pallette or played at such a steady pace.

Now, gameplay wise I’m with the OP. The biggest victim is map design because they were designed to accomodate the sprint mechanic, and because of this we have many maps with very little areas of true CQC that defined Halo; most battles are at medium to long ranges due to much larger areas that were designed for sprint traversal. I would have no problem if Halo had increased the base speed of movement, but having to enable sprinting with a button command takes you out of combat and has actually just encouraged most people to use it to run away from combat situations - also, just because every other game has sprint, it doesn’t mean Halo has to. Not having sprinting was what made Halo interesting to play, you had to be tactful and calculative with how you enter a combat situation or move from one area to the next.

Map control is lessoned due to the sheer amount of variables in Halo 5’s mechanics. All maps are far too easily traversed with sprint, clamber and thrust, resulting in little to no control aspects in each map. Most areas have no choke points or points of power simply because you can access them with such ease; not to mention that the new mechanics enable people to just dash out of a fight the second they think they might lose - the original slow movement forced people to aim effectively, while Halo 5 rewards the coward who dashes away the second their shield is down and lives to fight another day when they should have died by the hand of a better prepared player. That’s my point with the movement mechanics, in that it has just eliminated all aspects of skill in being deliberate with map traversal. You can enter any area without any consideration because you can escape instantly.

TTK being shorter has decreased the level of skill required, while sustained accuracy isn’t rewarded. I still think ADS serves no purpose in Halo at all as it’s just another adopted mechanic to attract other, more fickle gamers. I can go on all day, but everything about Halo 5 isn’t evolved. It’s like playing a completely different game visually, audibly, and mechanically - nothing resembles original Halo apart from the lore and characters.

There’s a difference between evolution and simply scrapping the old. Making a game that’s fast with short kill times ain’t Halo. I don’t care what the canon of the books are, I want a competitive unique shooter.

> 2533274819302824;48:
> > Halo isn’t about Circular map motion. Which is why maps like overgrowth suck -Yoink- in a Halo Sense
>
>
> Halo is all about circular map motion, your statement completely baffles me. Guardian for example, though not a strict circle in shape, has players moving in a circle around the outside of the map.
>
> Overgrowth doesn’t suck because of circular motion. You shouldn’t be able to camp in one spot an entire match. Overgrowth sucks because of corner camping and poor weapon choice.
>
>
> > I’m neutral on the sprint topic but out of curiosity, how would people change the game for the better from h3? Just ignore the sequels and continue on from h3. What would YOU do to change it?
>
>
> Halo 3 is gross.
> Short Answer:
> Take Halo Ce, update the graphics, implement Forge, tweak balance (no, that doesn’t mean a Magnum nerf), add new weapons. Maybe look into equipment or armor abilities being placed on the maps. Something similar to Warzone, but without all the RNG REQ-Card nonsense and maybe on a larger scale.

As much as I like Halo 3 and disagree with your stance on it, I can agree with this as Halo CE is my favorite Halo game and has the best and most balanced multiplayer of them all IMO. Using it as a base and building upon it is something I would absolutely be all for in terms of gameplay. And yes, the maps that Halo is known for are very circular in motion. That is how maps in, not just Halo, but pretty much all old school arena FPS flow, as I’ve noticed in my time playing Quake Live on PC.

> I like thruster. It’s omni-directional and useful in and outside combat. Tweak it to be primarily a momentum changer instead of a pseudo launch pad, add a visual indication that it’s on a cool down and this mechanic has a lot of potential.

It is a momentum charge; thruster packs give you a short boost in any direction you desire. Your “pseudo paunch pad” would mean it’d launch you upwards in some fashion, not in a straight line. Also, there definitely is a visual indication that it’s on cool-down: it’s the blinking red triangle on the top of the screen.

> Don’t give accuracy bonuses to weapons when they zoom (AR, SMG, Saw), otherwise it’s not just a cosmetic change like people claim.

Either you’re mistaken or this is a straight-up lie; zooming in with the weapons in question like the AR or SMG don’t increase your accuracy: your reticle stays the same size, your bullet spread is unaffected, you move at the same speed, et cetera.

> Every argument I’ve ever heard for pro-sprint is shallow and easy to shut down. I’ve yet to hear a single argument over the years that proves otherwise. Here, I’ll go through a small list of every argument I’ve heard so far.

This is both incredibly naive and even a little insulting for people like me who are okay with the addition of sprint. I have no grudge against sprint haters—we all have our own opinions—but when you’re going to call the opposing arguments “shallow and easy to shut down”, I think you need to take a step back and inquire: why is there a two-sided argument on the matter? No one in their right mind argues that cigars are good for you because, indeed, it’s a proven fact that they’re a detriment to your health. Then why are there just as many people against sprint as there are for it? If one side, as you claim, is so easy to shut down, why is it there? Unless you’re pretentiously implying that all people who like sprint have a shallow way of thinking, which is even more insulting.

Listen, I know it’s tempting to think your side is right and the opposing are easy to debunk; put any two people with politically unlike opinions in the same room and they’ll both say to each other: “Well, he’s wrong and I know what I’m talking about.”

Thing is, before being so adamant about what you say, be open-minded and accept the other side of the coin. Not agree with it, mind you, but be more “I understand your side” and less “Nope, you’re wrong!” At least, that’s what I do.

> 1. It lets me go fast.
> Fast base movement speed achieves this, and is superior in every way.

This is irrelevant from the point as to why people wanted sprint in the first place. No matter how fast the base movement speed is, people will still want an optional mode that makes them go even faster (i.e. sprint). I suggested a solution to this in the form of an omni-directional sprint mechanic.

> 2. I get to locations faster.
> Believe it or not, regardless or whatever mechanics are in place, it’s up to the map designers how fast you reach a location. If the map designers want you take 10 seconds to reach a location, you’re going to take 10 seconds. And since they’re bound to maintaining Halo’s original “pace” for the sake of balance, you’re not getting anywhere faster than you were in the past, except this time you are in fact required to sprint for the entire duration.

You still get to a place faster if you’re sprinting. If what you meant to say was that you still cross the map at an identical pace in comparison to previous Halo games, then yeah, I can understand that criticism.

> 3. It’s a risk/reward.
> You can justify ANYTHING with this argument. For example, Armor lock. Sacrifice all mobility for temporary invincibility and a charged EMP blast. Dump all your remaining bullets into one powerful shot at the cost of a massive reload detriment, etc.

So what you’re saying is that there are the legitimate risk/reward mechanics and poorly justified risk/reward ones? In that case, I argue that sprint would be in the former category. With the way it’s tied to your shields, it is very balanced. What made the old Halo games special was that your load-out for each match was your own skill and knowledge of the map. In Halo 5, that same depth is brought back, and with sprint.

I agree on points 4–7. None of those are good reasons to include something.

> 8. It’s balanced now.
> So is Team Rockets or Shotty Snipers. Balance doesn’t suddenly make something interesting or deep. If anything, the fact we now have a button mapped to our controller that stops our shields (A signature Halo system that inspired recharging health in dozens of games since CE) from recharging is only a sad testament to how far we are willing to go to make this mechanic work. I wonder what we’ll destroy next for the sake of unimaginative balance?

This is another example of you not considering the opposing arguments. Balance doesn’t make something deep, yes. So what? Sprint doesn’t take away depth from the game; it works in the sense that you rely on similar skills of Halo 2 or 3. I’m not even sure as to what you’re trying to get across here. There’s nothing wrong with changing a signature feature (people need to let go of nostalgia), and the way they changed your shield workings make firefights more interesting, in my opinion.

> 9. The old games feel slow.
> If you think that now, and didn’t then when you played them back when, is that the game’s fault, or yours?

This also isn’t the soundest of reasons, so I agree. My favorite game is Halo 3, arguably the slowest Halo game. Considering that, Halo 5 is my third favorite Halo game. Figure that out.

> The absolutely mind boggling part is that I could list off all the issues (this list isn’t even complete) sprint has brought, and your immediate conclusion is I want a carbon copy of H1/2/3.

And what’s your immediate conclusion for the people who are okay with sprint such as myself? That we like to act on ignorance by saying you want a carbon copy of Halo 2 and that we only make shallow arguments? Real clever conclusion there.

> 2533274874722389;57:
> > 2533274819302824;48:
> > > Halo isn’t about Circular map motion. Which is why maps like overgrowth suck -Yoink- in a Halo Sense
> >
> >
> > Halo is all about circular map motion, your statement completely baffles me. Guardian for example, though not a strict circle in shape, has players moving in a circle around the outside of the map.
> >
> > Overgrowth doesn’t suck because of circular motion. You shouldn’t be able to camp in one spot an entire match. Overgrowth sucks because of corner camping and poor weapon choice.
> >
> >
> > > I’m neutral on the sprint topic but out of curiosity, how would people change the game for the better from h3? Just ignore the sequels and continue on from h3. What would YOU do to change it?
> >
> >
> > Halo 3 is gross.
> > Short Answer:
> > Take Halo Ce, update the graphics, implement Forge, tweak balance (no, that doesn’t mean a Magnum nerf), add new weapons. Maybe look into equipment or armor abilities being placed on the maps. Something similar to Warzone, but without all the RNG REQ-Card nonsense and maybe on a larger scale.
>
>
> Are you mad? Halo is not about circular map movement. Overgrowth feels nothing like a classic Halo Map. It’s designed like a COD map. CQC Weapons thin hallways with short sightlines. Did you watch the X Games by any chance? In slayer games the teams were stationary and controlling certain parts of the map. There was zero circular movement. And overgrowth wasn’t even used as a competitive map showing just how bad of a Halo map it is.

^Somebody believes this?

SpitFlame,

> It is a momentum charge; thruster packs give you a short boost in any direction you desire. Your “pseudo paunch pad” would mean it’d launch you upwards in some fashion, not in a straight line. Also, there definitely is a visual indication that it’s on cool-down: it’s the blinking red triangle on the top of the screen.

I should of been a little more clear; I liked the Halo 4 version of the mechanic. It didn’t assist with jumps or grant a speed boost, just a momentum shift. A launch pad doesn’t have a directional requirement. As for the visual indication, I meant a 3rd person visual cue for players to recognize when you are capable of thrusting. Makes the mechanic more chess-like and less twitch-based.

> Either you’re mistaken or this is a straight-up lie; zooming in with the weapons in question like the AR or SMG don’t increase your accuracy: your reticle stays the same size, your bullet spread is unaffected, you move at the same speed, et cetera.

I think you’re the one mistaken here. You very much get an accuracy bonus from zooming those weapons in. The reticule does stay the same size, but it places a lock on how far your spread will go. Zooming in tightens your maximum spread with those weapons significantly. Movement speed is irrelevant.

> Listen, I know it’s tempting to think your side is right and the opposing are easy to debunk; put any two people with politically unlike opinions in the same room and they’ll both say to each other: "Well, he’s wrong and I know what I’m talking about."Thing is, before being so adamant about what you say, be open-minded and accept the other side of the coin. Not agree with it, mind you, but be more “I understand your side” and less “Nope, you’re wrong!” At least, that’s what I do.

I very much agree with this sentiment, and I’m well aware of both sides of the coin. But I very much believe that pro-sprint arguments are built off of a failure to understand their own mechanic from a game design standpoint. Go ahead and read this excellent read if you want to see an argument from every possible angle.

> This is irrelevant from the point as to why people wanted sprint in the first place. No matter how fast the base movement speed is, people will still want an optional mode that makes them go even faster (i.e. sprint). I suggested a solution to this in the form of an omni-directional sprint mechanic.

I remember your post about omni-directional sprint. In fact I very much supported it. And Halo always had options to allow players to go faster, they were called man-cannons, teleporters and vehicles. Even placing sprint as a equipment option on the map would very much work with traditional design. Having it as a base trait has caused nothing but problems from a game design standpoint.

> This is another example of you not considering the opposing arguments. Balance doesn’t make something deep, yes. So what? Sprint doesn’t take away depth from the game; it works in the sense that you rely on similar skills of Halo 2 or 3. I’m not even sure as to what you’re trying to get across here. There’s nothing wrong with changing a signature feature (people need to let go of nostalgia), and the way they changed your shield workings make firefights more interesting, in my opinion.

I’ll just refer to number 6 for this one.
"6. Every other shooter has it.
There is no such thing as universal mechanics. Just because other shooters have said mechanic, doesn’t mean it would benefit Halo’s gameplay. Games should prioritize maintaining their gameplay, improve what they have and build off of it in a purely additive manner. If you have to significantly change something about your game to apply a foreign mechanic, you’re doing something wrong."

> And what’s your immediate conclusion for the people who are okay with sprint such as myself? That we like to act on ignorance by saying you want a carbon copy of Halo 2 and that we only make shallow arguments? Real clever conclusion there.

It is a very common conclusion that pro-sprint arguments come to. Thus the existence of my OP. I’m very tired of being told that I want carbon copies of H2 by the ignorant.

Let me give a little history lesson about myself. My first online multiplayer experience was H3 roughly around the end of it’s life (I played Halo single player for the longest time). Halo: Reach was around the corner and it ended up being my most played Halo game.
I was very much pro-sprint then; the concept of someone disliking sprint was absurd to me. I played CoD4 and MW2 as well, and didn’t think anything of it when Halo put the mechanic in. i thought the same things pro-sprint defenders think today. If anything, I think I have a unique perspective. By all accounts, I should be pro-sprint because I’ve played almost every popular game that had sprint, and never really experienced games without the mechanic in an online environment. I didn’t play H3 enough or had enough of a grasp of game design to understand.
It wasn’t until I started to get deep into the meta of Halo:Reach competitively that I started to see sprint in a different light. The competitive crowd seemingly hated sprint with an utmost fiery passion, and me being the ignorant person I was, did not understand. But after playing sprintless Halo in the high speed of MLGv7 settings, it finally clicked, “I was wrong this whole time, we never needed sprint at all.”
I started to study game mechanics as a hobby, and in spite of growing up in an age of sprint, I absolutely craved that style of gameplay. I wanted more of it so bad. but there was nowhere to go. I went back to H3 and began to value it’s gameplay much more, but I wanted a new experience as well.
Fast forward a few years, and I still have yet to get a game that values no sprint. Being a Halo fan, I felt trapped. I don’t want to be forced into a purgatory of custom games or old games because the developers themselves seem to not even value sprintless Halo.

Unfortunately, I grow tired of these arguments and there’s a little game called Doom just around the corner that looks like it will be the first real competition for Halo in it’s own territory. And unlike Halo 5, Doom seems to be the Halo game I want to play, and I more than likely will move on to it.

> 2533274830444029;1:
> Words that never been uttered out my mouth, never been typed out with sincerity, or even thought of on my end. And yet, every time I go out of my way to criticize Halo from a gameplay standpoint, those very words are put in my (and many others) mouth and shoved done my throat, without an ounce of truth backing it up.
>
> I like thruster. It’s omni-directional and useful in and outside combat. Tweak it to be primarily a momentum changer instead of a pseudo launch pad, add a visual indication that it’s on a cool down and this mechanic has a lot of potential.
> I like clamber. Give me the ability to shoot while doing it and don’t create jumps that force me to use it. Or make it an interactive environmental trait instead of a base player trait so we don’t have to create vertically massive maps to account for flow.
> I like stabilize. I mostly opt out of it because I prefer to maintain my momentum, but if you could apply it without forcing me to zoom in, we could see some interesting applications.
> I like the ADS animation. But I prefer to not have my view blocked by my gun, and it technically breaks canon (Smart-Link was an explanation of Halo’s zoom mechanic, not the other way around). Don’t give accuracy bonuses to weapons when they zoom (AR, SMG, Saw), otherwise it’s not just a cosmetic change like people claim. Doing that turns it into a full blown Aim Down Sights mechanic and is inappropriate for Halo’s gameplay.
>
> Then the topic of removing sprint is brought up, and you would very easily forget everything I said above for your convenience, and proceed to shove those very words in the title down my throat without a care in the world. I’d like to speak for myself and much of the anti-sprint crowd when I say that I’m very tired of this.
>
> There’s not a single intelligent Halo fan that doesn’t want the game to evolve or improve.
>
> Every argument I’ve ever heard for pro-sprint is shallow and easy to shut down. I’ve yet to hear a single argument over the years that proves otherwise. Here, I’ll go through a small list of every argument I’ve heard so far.
>
>
>
> 1. It lets me go fast.
> Fast base movement speed achieves this, and is superior in every way.
> 2. I get to locations faster.
> Believe it or not, regardless or whatever mechanics are in place, it’s up to the map designers how fast you reach a location. If the map designers want you take 10 seconds to reach a location, you’re going to take 10 seconds. And since they’re bound to maintaining Halo’s original “pace” for the sake of balance, you’re not getting anywhere faster than you were in the past, except this time you are in fact required to sprint for the entire duration.
> 3. It’s a risk/reward.
> You can justify ANYTHING with this argument. For example, Armor lock. Sacrifice all mobility for temporary invincibility and a charged EMP blast. Dump all your remaining bullets into one powerful shot at the cost of a massive reload detriment, etc.
> 4. It’s realistic and immersive.
> Games can achieve immersion regardless of game mechanics, realism or even genre. The developers ability to fully immerse the player is entirely up to how well they can keep you from being reminded you are in fact holding a controller; that you’re just a person playing a game. Solid game design achieves this above all else.
> 5. Adapt or die.
> I’m 5 years and 3 games in, all of which I’ve played extensively. I’ve adapted. Doesn’t mean I can’t criticize such a shallow mechanic. If anything, the person who can’t seem to handle going 1 speed for more than 5 seconds has an adaptability problem, not me.
> 6. Every other shooter has it.
> There is no such thing as universal mechanics. Just because other shooters have said mechanic, doesn’t mean it would benefit Halo’s gameplay. Games should prioritize maintaining their gameplay, improve what they have and build off of it in a purely additive manner. If you have to significantly change something about your game to apply a foreign mechanic, you’re doing something wrong.
> 7. It’s modern.
> There’s no such thing as outdated mechanics either. Calling it modern is pretty far fetched considering sprint as a mechanic has existed in gaming in some way, shape or form for decades. Even the original Doom had a omni-directional sprint mechanic, despite it being a largely redundant system. In fact, Halo could apply a similar system as long as we give it traits that didn’t make it redundant, but you won’t entertain that notion because it doesn’t help your argument. The only thing that’s modern about sprint is that it’s just the current trend.
> 8. It’s balanced now.
> So is Team Rockets or Shotty Snipers. Balance doesn’t suddenly make something interesting or deep. If anything, the fact we now have a button mapped to our controller that stops our shields (A signature Halo system that inspired recharging health in dozens of games since CE) from recharging is only a sad testament to how far we are willing to go to make this mechanic work. I wonder what we’ll destroy next for the sake of unimaginative balance?
> 9. The old games feel slow.
> If you think that now, and didn’t then when you played them back when, is that the game’s fault, or yours?
> 10. It’s not going anywhere.
> Duel wielding was a widely popular mechanic, where is it? Reticule bloom, custom classes, armor abilities, ordinance drops are all absent. if anything, you should be thanking the people who criticized those things despite similar opposition. Sprint will always be in this position.
>
> The absolutely mind boggling part is that I could list off all the issues (this list isn’t even complete) sprint has brought, and your immediate conclusion is I want a carbon copy of H1/2/3.
>

>
>
>
>
> How’s this sound?
> Take Halo 3, improve the gunplay and add Halo 5 weaponry with a toned down time to kill. Remove equipment and apply Thruster, clamber, stablize and Smart-link with the tweaks I suggested. Slide can be applied to the crouch button by holding it down while applying forward momentum. Spartan charge could act more like Ground pound, requiring a charge up with limited mobility. Increase the base movement speed to sprint-like values and Boom! A modern day Halo with improvements across the board without all the negative attributes of sprint. Map design could have more variety,combat and mobility wouldn’t be separate, and the overall pace of the game would actually increase.
>
> But then again, i don’t want Halo to evolve in a meaningful way because I don’t like universal sprint.

This is all true, I approve. Lol

> 2556731038472681;46:
> > 2533274830444029;42:
> > > 2556731038472681;37:
> > > Sorry, OP. I disagree. I love all the new abilities, including sprint. I don’t feel like it breaks the game or effects it in any sort of negative way. Back in the day when I played the older Halos sprint was something I always wanted in the games. They always felt slow to me, not just since H5 came out. And the “combat ready” argument always makes me El Oh El. the only gametype in Halo where you should always be “combat ready” is in SWAT since it’s a one shot kill.
> >
> >
> > Your analogy for Swat doesn’t make any sense. Low or instant time to kill games benefit from sprint the most.
>
>
> Well, I didn’t use an analogy so…
> Please tell me how SWAT benefits from sprint. Whenever I use sprint too much in SWAT I get dropped a lot.

Because the lower the TtK, the more important cover and positioning becomes. Under laboratory conditions, cover is the only variable that gives sprint any meaning. In fact, it’s its only strength even in games like CoD and Battlefield.

> 2533274874722389;57:
> > 2533274819302824;48:
> > > Halo isn’t about Circular map motion. Which is why maps like overgrowth suck -Yoink- in a Halo Sense
> >
> >
> > Halo is all about circular map motion, your statement completely baffles me. Guardian for example, though not a strict circle in shape, has players moving in a circle around the outside of the map.
> >
> > Overgrowth doesn’t suck because of circular motion. You shouldn’t be able to camp in one spot an entire match. Overgrowth sucks because of corner camping and poor weapon choice.
> >
> >
> > > I’m neutral on the sprint topic but out of curiosity, how would people change the game for the better from h3? Just ignore the sequels and continue on from h3. What would YOU do to change it?
> >
> >
> > Halo 3 is gross.
> > Short Answer:
> > Take Halo Ce, update the graphics, implement Forge, tweak balance (no, that doesn’t mean a Magnum nerf), add new weapons. Maybe look into equipment or armor abilities being placed on the maps. Something similar to Warzone, but without all the RNG REQ-Card nonsense and maybe on a larger scale.
>
>
> Are you mad? Halo is not about circular map movement. Overgrowth feels nothing like a classic Halo Map. It’s designed like a COD map. CQC Weapons thin hallways with short sightlines. Did you watch the X Games by any chance? In slayer games the teams were stationary and controlling certain parts of the map. There was zero circular movement. And overgrowth wasn’t even used as a competitive map showing just how bad of a Halo map it is.

Actually, Halo has a history of using very circular designs when making maps. CoD tends to create areas of the map designated for spawning with strict “laning” rules, typically 3, to make map movement more predictable. CoD4, MW2 and CoD Ghosts are the exception and tend to stick to more chaotic styles of maps to emulate battlefields in a sense. Treyarch tends to make more structured maps.