Ideal Halo Infinite Movement Mechanics

As a long time Halo fan, these would be my ideal Halo Infinite movement mechanics. I think this would be a good compromise between classic gameplay and the new movement mechanics introduced in Halo 5. Let me know what you think and comment any suggestions!

  • Remove spartan charge
  • Remove ground pound
  • Remove clamber (as it replaced crouch jumps, which actually required skill)
  • Keep sprint, but on a cool down like in Halo Reach
  • Keep thruster packs
  • Keep slide and make it more useful in competitive maps by adding more areas to slide under like the one section of Fathom from Halo 5
  • Remove the sprint-thrust-slide-jump mechanic to prevent flying which (in my opinion) ruined map flow and made it extremely difficult to forge maps for Halo 5
  • Remove stabilizers

Again, this is just my personal opinion but I think it’s a good compromise that would make Halo feel more like Halo while not abandoning fans of Halo 5. Please let me know what you think in the comments :slightly_smiling_face:

I agree with what you suggested but other people dont like sprint(sadly) and I think they should remove it for higher bms

> 2535456029664360;2:
> I agree with what you suggested but other people dont like sprint(sadly) and I think they should remove it for higher bms

I’m somewhat in between. I think sprint should be there, but as a power-up or permanent equipment on the map that you lose after dying, but certainly never again as a base mechanic. Still got nightmares from Halo 4 and I would love to avoid them this time around, thank you very much! :slight_smile:

EDIT @OP: do we even need this topic btw? There are plenty of treads discussing moving mechanics already. Seems redundant.

I’m good with all your points except sprint

> 2533274795098161;3:
> > 2535456029664360;2:
> > I agree with what you suggested but other people dont like sprint(sadly) and I think they should remove it for higher bms
>
> I’m somewhat in between. I think sprint should be there, but as a power-up or permanent equipment on the map that you lose after dying, but certainly never again as a base mechanic. Still got nightmares from Halo 4 and I would love to avoid them this time around, thank you very much! :slight_smile:
>
> EDIT @OP: do we even need this topic btw? There are plenty of treads discussing moving mechanics already. Seems redundant.

Speed boost already exist in h5 Warzone and h2a, so there’s no reason to make sprint its own power up. Just add in speed boost as a map pickup along with overshield, active camo, and any new powerups 343 decides to add to halo infinite.

I agree with most your points but id get rid of thruster & sprint in arena. Just make the maps smaller, its all an illusion anyways. Id keep sprint for wz & btb, thats it.

> 2535423412908536;5:
> > 2533274795098161;3:
> > I’m somewhat in between. I think sprint should be there, but as a power-up or permanent equipment on the map that you lose after dying, but certainly never again as a base mechanic. Still got nightmares from Halo 4 and I would love to avoid them this time around, thank you very much! :slight_smile:
> > [CUT]
>
> Speed boost already exist in h5 Warzone and h2a, so there’s no reason to make sprint its own power up. Just add in speed boost as a map pickup along with overshield, active camo, and any new powerups 343 decides to add to halo infinite.

In 4v4 yes, I agree. Personally I still would prefer to see both though, especially for forge and a few bigger social playlist.

No thank you.

  • I want Sprint returned exactly as it currently is.
  • I want Clamber returned more or less as it currently is.
  • I want Slide returned as it currently is.
  • I want Boost returned more or less as it currently is.
  • I want Stabilizers returned more or less as it currently is.
  • I wouldn’t mind Ground Pound returning in some form, but perhaps tweaks could be made.
  • I wouldn’t mind Spartan Charge returning, but it needs changes from it’s current form.

I agree with all of this except thrusters. They are without a doubt one of the biggest (and most absurd) get-out-jail-free cards. At first, I wasn’t sure about sliding, but if sprint is limited, it is negligible.

Keeping (or adding) anything else is too much. We need to keep the movement relatively simple as it should be.

Keep everything from halo 5 it made moving out of the way of enemy fire easier and climbing cliffs was even easier to

for me it’d be

  • remove thrusters, ground pound, advanced sites, and spartan charge - keep clamber - I really don’t care for slide but it doesn’t feel like it changes up the gameplay too much while still keeping a little extra flavor to the gameplay so if sprint stays, go ahead and keep it. - I’ve been fine with every version of sprint except for reach (if you have the option to sprint it should be permanent, keeping a cool down is fine. it feels absurd when you need equipment to run). however I would like to see 1 of 2 things to happen just to see how it works out.
  • let us shoot while running but greatly decrease accuracy while sprinting - remove sprint and increase speed to what it was in halo ce, along with keeping clamber
  • bring back equipment mechanic from halo 3. doesn’t have to be the same exact equipment I just like the concept but trip mines and grav lifts need to be in there. - making spartans call stuff out in multiplayer was a great idea but I think the players should be able to control that option, meaning add a control that might be holding up on d-pad and using the stick to select a call or something. calls would be variations of “follow me”, “fall back”, “cover me”, etc. this feature might also open the opportunity to select a voice similar to old firefight voices. - I’m okay with stabilizers but they go directly with thrusters and ads which both I would prefer gone so unless another explanation can be added to keep stabilizers then remove them.

> 2535424884364815;10:
> Keep everything from halo 5 it made moving out of the way of enemy fire easier and climbing cliffs was even easier to

Increase player survivability with easy to use mechanics? Decrease skill gap?

> 2533274889282194;11:
> for me it’d be
> - remove sprint and increase speed to what it was in halo ce, along with keeping clamber

Movement speed of Halo CE? Same as Halo 2 and Halo 3.

> 2533274795123910;12:
> > 2535424884364815;10:
> > Keep everything from halo 5 it made moving out of the way of enemy fire easier and climbing cliffs was even easier to
>
> Increase player survivability with easy to use mechanics? Decrease skill gap?
>
>
>
>
> > 2533274889282194;11:
> > for me it’d be
> > - remove sprint and increase speed to what it was in halo ce, along with keeping clamber
>
> Movement speed of Halo CE? Same as Halo 2 and Halo 3.

Halo ce feels significantly faster than both 2 and 3, as well as and especially halo 5 walking speed

> 2533274889282194;13:
> > 2533274795123910;12:
> > > 2535424884364815;10:
> > > Keep everything from halo 5 it made moving out of the way of enemy fire easier and climbing cliffs was even easier to
> >
> > Increase player survivability with easy to use mechanics? Decrease skill gap?
> >
> >
> >
> >
> > > 2533274889282194;11:
> > > for me it’d be
> > > - remove sprint and increase speed to what it was in halo ce, along with keeping clamber
> >
> > Movement speed of Halo CE? Same as Halo 2 and Halo 3.
>
> Halo ce feels significantly faster than both 2 and 3, as well as and especially halo 5 walking speed

Halo CE has the exact same BMS as Halo 2 and Halo 3, Halo Reach on the other hand has a slightly slower BMS, but only sligthly.
While Halo 5 has the highest BMS of all the Halo games, I believe that was done after the Halo 5 Beta.

Halo CE probably feels faster for you due to the FoV, which has seen a decrease with each release, more or less.
That’s for movement only, other factors for match pacing would probably include map layouts, time to kills, respawn system, to name what I can think of in a haste.

> 2535442000045654;1:
> As a long time Halo fan, these would be my ideal Halo Infinite movement mechanics. I think this would be a good compromise between classic gameplay and the new movement mechanics introduced in Halo 5. Let me know what you think and comment any suggestions!
>
> - Remove spartan charge
> - Remove ground pound
> - Remove clamber (as it replaced crouch jumps, which actually required skill)
> - Keep sprint, but on a cool down like in Halo Reach
> - Keep thruster packs
> - Keep slide and make it more useful in competitive maps by adding more areas to slide under like the one section of Fathom from Halo 5
> - Remove the sprint-thrust-slide-jump mechanic to prevent flying which (in my opinion) ruined map flow and made it extremely difficult to forge maps for Halo 5
> - Remove stabilizers
>
> Again, this is just my personal opinion but I think it’s a good compromise that would make Halo feel more like Halo while not abandoning fans of Halo 5. Please let me know what you think in the comments :slightly_smiling_face:

No thanks.

  • Remove sprint and up the BMS slightly - Remove thrusters - Remove slide - Remove Spartan Charge - Remove Ground Pound - Remove stablilizers - Remove ADSMake the game pure classic gameplay. If we have to keep one mechanic from Halo 5 it should be clamber, other than that, get rid of everything from Halo 5.

> 2535416198868046;15:
> > 2535442000045654;1:
> > As a long time Halo fan, these would be my ideal Halo Infinite movement mechanics. I think this would be a good compromise between classic gameplay and the new movement mechanics introduced in Halo 5. Let me know what you think and comment any suggestions!
> >
> > - Remove spartan charge
> > - Remove ground pound
> > - Remove clamber (as it replaced crouch jumps, which actually required skill)
> > - Keep sprint, but on a cool down like in Halo Reach
> > - Keep thruster packs
> > - Keep slide and make it more useful in competitive maps by adding more areas to slide under like the one section of Fathom from Halo 5
> > - Remove the sprint-thrust-slide-jump mechanic to prevent flying which (in my opinion) ruined map flow and made it extremely difficult to forge maps for Halo 5
> > - Remove stabilizers
> >
> > Again, this is just my personal opinion but I think it’s a good compromise that would make Halo feel more like Halo while not abandoning fans of Halo 5. Please let me know what you think in the comments :slightly_smiling_face:
>
> No thanks.
>
>
> - Remove sprint and up the BMS slightly - Remove thrusters - Remove slide - Remove Spartan Charge - Remove Ground Pound - Remove stablilizers - Remove ADSMake the game pure classic gameplay. If we have to keep one mechanic from Halo 5 it should be clamber, other than that, get rid of everything from Halo 5.

Clamber is one the worst geometry breaking abilities out there. If it stays it should be nerfed - a lot.

For instance don’t let the player climb while falling, meaning the animation starts only until you reach the max. jump height. Some broken map elements would still be there, but at least maps wouldn’t be completely build around “climb” and by doing so if someone misses a long jump they can’t just climb the edge again. Meaning the flow in maps like Guardian wouldn’t be broken.

> 2535442000045654;1:
> As a long time Halo fan, these would be my ideal Halo Infinite movement mechanics. I think this would be a good compromise between classic gameplay and the new movement mechanics introduced in Halo 5. Let me know what you think and comment any suggestions!
>
> - Remove spartan charge
> - Remove ground pound
> - Remove clamber (as it replaced crouch jumps, which actually required skill)
> - Keep sprint, but on a cool down like in Halo Reach
> - Keep thruster packs
> - Keep slide and make it more useful in competitive maps by adding more areas to slide under like the one section of Fathom from Halo 5
> - Remove the sprint-thrust-slide-jump mechanic to prevent flying which (in my opinion) ruined map flow and made it extremely difficult to forge maps for Halo 5
> - Remove stabilizers
>
> Again, this is just my personal opinion but I think it’s a good compromise that would make Halo feel more like Halo while not abandoning fans of Halo 5. Please let me know what you think in the comments :slightly_smiling_face:

Agree with everything here, but if stabilizers is removed, ADS should be as well

Keep thrusters and clamber and increas the bms

> 2533274795098161;16:
> > 2535416198868046;15:
> > > 2535442000045654;1:
> > > As a long time Halo fan, these would be my ideal Halo Infinite movement mechanics. I think this would be a good compromise between classic gameplay and the new movement mechanics introduced in Halo 5. Let me know what you think and comment any suggestions!
> > >
> > > - Remove spartan charge
> > > - Remove ground pound
> > > - Remove clamber (as it replaced crouch jumps, which actually required skill)
> > > - Keep sprint, but on a cool down like in Halo Reach
> > > - Keep thruster packs
> > > - Keep slide and make it more useful in competitive maps by adding more areas to slide under like the one section of Fathom from Halo 5
> > > - Remove the sprint-thrust-slide-jump mechanic to prevent flying which (in my opinion) ruined map flow and made it extremely difficult to forge maps for Halo 5
> > > - Remove stabilizers
> > >
> > > Again, this is just my personal opinion but I think it’s a good compromise that would make Halo feel more like Halo while not abandoning fans of Halo 5. Please let me know what you think in the comments :slightly_smiling_face:
> >
> > No thanks.
> >
> >
> > - Remove sprint and up the BMS slightly - Remove thrusters - Remove slide - Remove Spartan Charge - Remove Ground Pound - Remove stablilizers - Remove ADSMake the game pure classic gameplay. If we have to keep one mechanic from Halo 5 it should be clamber, other than that, get rid of everything from Halo 5.
>
> Clamber is one the worst geometry breaking abilities out there. If it stays it should be nerfed - a lot.
>
> For instance don’t let the player climb while falling, meaning the animation starts only until you reach the max. jump height. Some broken map elements would still be there, but at least maps wouldn’t be completely build around “climb” and by doing so if someone misses a long jump they can’t just climb the edge again. Meaning the flow in maps like Guardian wouldn’t be broken.

Basically this

> 2533274795098161;16:
> > 2535416198868046;15:
> > > 2535442000045654;1:
> > > As a long time Halo fan, these would be my ideal Halo Infinite movement mechanics. I think this would be a good compromise between classic gameplay and the new movement mechanics introduced in Halo 5. Let me know what you think and comment any suggestions!
> > >
> > > - Remove spartan charge
> > > - Remove ground pound
> > > - Remove clamber (as it replaced crouch jumps, which actually required skill)
> > > - Keep sprint, but on a cool down like in Halo Reach
> > > - Keep thruster packs
> > > - Keep slide and make it more useful in competitive maps by adding more areas to slide under like the one section of Fathom from Halo 5
> > > - Remove the sprint-thrust-slide-jump mechanic to prevent flying which (in my opinion) ruined map flow and made it extremely difficult to forge maps for Halo 5
> > > - Remove stabilizers
> > >
> > > Again, this is just my personal opinion but I think it’s a good compromise that would make Halo feel more like Halo while not abandoning fans of Halo 5. Please let me know what you think in the comments :slightly_smiling_face:
> >
> > No thanks.
> >
> >
> > - Remove sprint and up the BMS slightly - Remove thrusters - Remove slide - Remove Spartan Charge - Remove Ground Pound - Remove stablilizers - Remove ADSMake the game pure classic gameplay. If we have to keep one mechanic from Halo 5 it should be clamber, other than that, get rid of everything from Halo 5.
>
> Clamber is one the worst geometry breaking abilities out there. If it stays it should be nerfed - a lot.
>
> For instance don’t let the player climb while falling, meaning the animation starts only until you reach the max. jump height. Some broken map elements would still be there, but at least maps wouldn’t be completely build around “climb” and by doing so if someone misses a long jump they can’t just climb the edge again. Meaning the flow in maps like Guardian wouldn’t be broken.

Hence why I said “if”.