If Sprint returns...

If sprint returns, which it probably will, there is one thing we need… A dam sprint indicator.

Halo: Reach had sprint as an armor ability… which showed a indicator through the AA cooldown timer.

Halo 4 however, made you guess? So the results were comprehensively ambiguous and thus were unreliable in the field without the Mobility perk.

We need a indicator on the HUD? Perhaps a circular boarder around the radar which depletes and regenerates given us better knowledge and tactical use of the mechanic.

Mod please move to Halo 5: Guardians sorry…

Sprint will only return in the games which featured it - so Halo 4.

No changes are being made to the game other than 1080p, 60FPS and dedicated servers, so don’t expect a Sprint indicator.

EDIT: Ah, you meant Halo 5: Guardians :frowning:

That’s assuming that sprint in Halo 5 is somehow limited. It could be unlimited for all we know.
I’m guessing, going by the trailer, the sliding/slide-to-cover is performed by sprinting and crouching, initiating a slide.
Sprinting and melee’ing could initiate the tackle/shoulder slam.

In a tragic event that sprint does return, I want a custom game option to turn it off.

I don’t know how I feel about sprint tbh. Lore wise it makes no sense that it isn’t in the game, I mean they’re bloody Spartans - they can sprint and sprint fast. Gameplay wise…well that’s another issue.

I don’t really care to be honest. The trick is to get a feel for the amount of sprint left. Which is not that much different than getting the feel of how to time your shots right. So I’m completely fine with it being as it was in H4.

> In a tragic event that sprint does return, I want a custom game option to turn it off.

Still -Yoink- on map design either way, though.

> That’s assuming that sprint in Halo 5 is somehow limited. It could be unlimited for all we know.
> I’m guessing, going by the trailer, the sliding/slide-to-cover is performed by sprinting and crouching, initiating a slide.
> Sprinting and melee’ing could initiate the tackle/shoulder slam.

Unlimited wouldn’t necessarily be a bad thing. That would make everyone have the same sprint capability–so only two speeds of movement. This is more “balanced” and it could incorporate weapon ready times as well as a lot of other factors for balancing reasons.

> > In a tragic event that sprint does return, I want a custom game option to turn it off.
>
> Still Yoink! on map design either way, though.

Not necessarily. If it is unlimited and the transition from sprint to no sprint is nearly instantaneous, “sprint” is really just the new base speed. Sprint hurts map design primarily because of the delay between coming out of sprint and going into combat, and the limited nature of sprint (so you can’t make that tac jump if you used up sprint just getting there).

If the transition is made quicker, chasing people down to get that last HS in becomes easier, as you can keep up with him and shoot at the moment you have a good shot (same as if sprint were not there). If you miss, then he gets away easier - so that difference remains. But at least that first attempt to close the deal will be virtually identical to no-sprint.

If sprint is unlimited, then jumps / cover can simply be designed for the sprint speed. There still will be some differences, as you could not simultaneously sprint + jump + shoot and still make some jumps, but there will be no difference for simple positioning or transit.

I am not sure I see all of the same things as some others in that trailer. The body check is not sprint + melee. It’s thruster + melee. Though the beginning of the slide is not shown, there is no residual thrust animation, so it is almost certainly related to sprint. Note, however, how the weapon remains in the firing position throughout the move.

Frank O’Connor said that the trailer was made using only in-game assets. That means that it is almost certain that some kind of sprint mechanic exists in H5. My hope is that the transition from sprint -> combat is virtually instantaneous, and that sprint is unlimited. Those two characteristics would go a long way toward minimizing the negative impacts of sprint.

> Frank O’Connor said that the trailer was made using only in-game assets. That means that it is almost certain that some kind of sprint mechanic exists in H5.

I’m no developer, but I believe “assets” really just means the graphics, such as models, textures, particles/sprites, etc. The animation may have been dramatized and therefore not indicative of actual gameplay (for example, I doubt that our Spartans will clench their fists in-game).

I like fast movement but sprint and the abundance of precision weapons led to some sub-par maps in Halo 4 and Reach.

Both of these things need to scaled back in Halo 5.

Im not entirely opposed to sprint, as long as it works in a balanced manner, ill be happy.

> That’s assuming that sprint in Halo 5 is somehow limited. It could be unlimited for all we know.
> I’m guessing, going by the trailer, the sliding/slide-to-cover is performed by sprinting and crouching, initiating a slide.
> Sprinting and melee’ing could initiate the tackle/shoulder slam.

I’m interested to see how’s that “Shoulder tackle” gonna play out? I want it to be a risk-reward move honestly, also are we seeing the replacement of the incredibly long Melee lunging Halos from 2-4 had?