> 2533274879416877;3:
> > 2533274871929545;1:
> > I hope we go back to a much slower paced Halo. The removal of sprint, thruster dives and other abilities would be great. I want the new Halo to be a slower, more tactical version, something akin to Rainbow Six Siege. Slower movement, more diverse weapons and a lesser focus on running around jumping 12 feet and just looking silly. We have the first 5 halos to experience that gameplay. 343 should try something different. Take a step back, slow down the gameplay, and make it satisfying to play more cautiously.
> >
> > This doesn’t mean I don’t like want BTB and vehicles combat. I think they could definitely work with this concept in mind; they would just have to be adjusted. Just a thought, I haven’t seen anyone else express this. Plus for campaign if they brought back the Flood I think it would increase the tension by a lot. Have a lot of close quarters combat, with Flood breathing down your neck attempting to overwhelm you. I think that would be pretty cool. I have been playing a lot of Resident Evil 2 lately, so I think that might be where I am getting this inspiration from.
> >
> > Thoughts?
>
> I think this is a really bad representation of the no sprint argument. It kind of sets our cause back when people misrepresent it so badly like this. Let me fix it for you so you can better understand why having no sprint is important for Halo.
>
> 1. Sprint makes the game slower. When people say they don’t want sprint because they want a slower game, they are wrong, and only fuelling the pro-sprint argument. People, in general, want sprint because they want Halo to be faster. What they don’t really understand is that because Halo’s time to kill is so high, sprint can’t speed up Halo’s gameplay like it speeds up other games like Call of Duty and Battlefield. It merely makes it easier for players to escape gunfights (and therefore decreases the frequency of kills and extends the time it takes to finish gunfights, thus slowing down gameplay). Additionally, sprint requires the developers to stretch maps, and therefore sprinting players don’t actually get anywhere faster than they did in the pre-sprint Halo games. Sprint is the illusion of speed, not actual speed.
>
> 2. Sprint unbalances core game mechanics. The Motion Sensor is one of the most useful implements in a Spartan’s arsenal. It helps players identify threats around them and makes it a challenge for enemies to sneak up behind you. With sprint, it is immediately less useful. Because of map stretching, average engagement ranges are longer, and therefore the Motion Sensor becomes less useful with identifying threats. And because players can sprint much further than the detection range of the Motion Sensor in less than the average time it takes to finish a 1v1 gunfight, it is no longer a challenge to sneak up on enemies. You can simply sprint at an enemy from behind while they are fighting (and therefore not looking at their Motion Sensor) and they won’t notice. This was significantly more risky in pre-sprint Halo. You no longer have to be sneaky in order to be sneaky.
>
> 3. Sprint defies the Golden Triangle of Halo. The Golden Triangle, as defined by Bungie, was weapons, grenades, and melee. All three of these things should be available at all times. They should work in tandem with one another. Only interactive elements (such as dual wielding and vehicles) should interfere with them. Base mechanics (such as sprint and clamber) should not. Additionally, sprint necessarily de-emphasises certain parts of the Golden Triangle much more frequently than was intended. Because of map stretching, engagement ranges are, on average, longer. Therefore the intense close quarters combat of earlier Halos is less apparent. Melee is used very differently now than it was pre-sprint. The sprint + double melee or Spartan Charge + melee tactics are both toxic and common in newer Halo.
>
> 4. Gameplay should NEVER be affected by lore. I see people bring up this argument a lot: “Spartans can sprint in the books so why can’t they sprint in the games?” Well, an honest answer to that would be: “When people die in real life, they don’t respawn. Why is it that when I die in Halo, I have to keep playing?” Basically, gameplay should be based SOLELY upon what is good for the game, what is fun, and what is balanced. For Halo, that means no sprint. No matter what the books say. No matter what the Master Chief does in campaign cutscenes.
>
> These are the primary reasons why Halo: Infinite should not have sprint. Go forth and spread the word.
I’m normally a pro sprinter because of various reasons. Some of them both of you mentioned, including lore wise.
An argument for #2 would be the new HCS playlist fixes part of that issue when you can walk around and not come up on radar. Because of that I rarely if ever use sprint.
But I will say after reading your 4 points and watching and both Halo 5 and Halo 3 eSports (couple weeks ago) and playing over the years. Halo 3 is a faster game no question, idk how, or why. It just is. So if Halo Infinite goes back to classic gameplay I’ll be okay with it.
As far was what the OP said, no. the T2K is waaaaaaaaaaaayyyyy to high for Halo to be a R6S tactical shooter. And I think that could cause more problems within the community than its worth.