Infinite cannot have sprint

I know this is a touchy subject, so, everyone, please be nice to each other. I personally think sprint isn’t the end of the world but I’ll explain why.

Some assumptions need to be made that can be argued if their valid or not.

Assumption 1: Projectile motion (H3 BR) is more fun and requires more skill to use. TL;DR You have to lead your shots, so getting a perfect kill is more satisfying (several other people can/have argue(d) this for me in other medias and posts)

A2: Games that have sprint must scale up the maps to fit the mechanic.

A3: Hit scan on smaller maps is too easy to use making the TTK (time to kill) significantly smaller.

A4: Projectile motion on bigger maps is too difficult to use and not reliable enough at long ranges.

A5: When a game is too difficult and unreliable, it is not fun. (Dark Souls is difficult, but not TOO difficult)

A6: You play Halo (over COD, Titanfall, Destiny, etc.) because its TTK is much longer. Otherwise you’re just playing a different version of those games.

Proposition 1: You can not have hit scan and smaller maps in the same game because of A3 and A6.

P2: You cannot have sprint and projectile motion in the same game because of A2 and A4.

P3: Because of A1, A4, and A5, Infinite needs smaller maps.

Conclusion: Because of P2, P3, and A2, sprint cannot be in Infinite.

I realize the biggest downfall to this argument is A1, but what this argument allows the community to do is to no longer argue between sprint and no sprint, but instead argue about hit scan and projectile motion.

Notice that you can have sprint and hit scan in the same game, so you’ll get a game like H5. I think H5 is good (at least it wasn’t as bad as H4 shutters), but not as good as H3.

TL; DR Projectile motion is needed = small maps = no sprint

Ok. But I still like sprint… and all the other movement mechanics.

I like the bigger / more varied maps.

I like gameplay that evolves around map movement as opposed to map control.

I like having options to escape or equalise the battle if I’m shot first.

But that’s just me.

And does projectiles vs hit scan make much difference on smaller maps? If you are always closer to someone… the difference would be tending towards negligible? I would have thought having bigger maps (courtesy of sprint and clamber)… then projectile shots become more relevant (over the mid to longer ranges).

I would like no sprint for Halo Infinite. It would bring back one of the key elements that added to the Halo 1-3 feeling. Then we do not have to accommodate sprint and stretch maps.

> 2585548714655118;2:
> Ok. But I still like sprint… and all the other movement mechanics.
>
> I like the bigger / more varied maps.
>
> **I like gameplay that evolves around map movement as opposed to map control.**I like having options to escape or equalise the battle if I’m shot first.
>
> But that’s just me.
>
> And does projectiles vs hit scan make much difference on smaller maps? If you are always closer to someone… the difference would be tending towards negligible? I would have thought having bigger maps (courtesy of sprint and clamber)… then projectile shots become more relevant (over the mid to longer ranges).

Map control is a fundamental aspect of arena shooters. If we abandon Map Control then we may as well be playing CoD… or Halo 4.

> 2533274801605494;4:
> Map control is a fundamental aspect of arena shooters. If we abandon Map Control then we may as well be playing CoD… or Halo 4.

Co-ordinated map movement is still map control.

What I don’t want to go back to is the old timey static map control; a race to dominant position followed by the rinse and repeat of weapon hoarding and spawn killing.

And what good is a longer TTK if the first shot always wins? We need more movement options!

> 2585548714655118;5:
> > 2533274801605494;4:
> > Map control is a fundamental aspect of arena shooters. If we abandon Map Control then we may as well be playing CoD… or Halo 4.
>
> Co-ordinated map movement is still map control.
>
> What I don’t want to go back to is the old timey static map control; a race to dominant position followed by the rinse and repeat of weapon hoarding and spawn killing.
>
> And what good is a longer TTK if the first shot always wins? We need more movement options!

At least in Halo 3 and Reach (pre-TU) the first shot did not always win. There is enough wiggle room in the longer TTK for the more skilled player to gain the advantage in a firefight. Duck and dodge to cause the guy who shot you first to miss, removing his advantage. Utilise cover and a surprise grenade thrown when out of sight to remove his shields, putting him on the defensive, etc. There are many options to turn the tide in a shootout.

I don’t think that’s entirely true. H2 is hitscan and it was completely fine, actually my favourite version of MP. Also I think Apex proves that you can have projectile with fast movement. Either way though, please for the love of god don’t bring back random spread. That ruined the H3 BR for me.

I like sprint…just not spartan abilities.

obviously no sprint

> 2585548714655118;2:
> And does projectiles vs hit scan make much difference on smaller maps? If you are always closer to someone… the difference would be tending towards negligible? I would have thought having bigger maps (courtesy of sprint and clamber)… then projectile shots become more relevant (over the mid to longer ranges).

So the H5 Mythic playlist to me was almost perfect. It’s only flaw was that the starts (H2A BR) was too easy to use on the small maps. And I feel that’s because the H2A BR in H5 is hit scan.

Honestly, I disagree.
I really want to see sprint again.

My problem with halo 3 is the loooong maps and a really slow movement.
You walk, even if you are “running”.
CTF is… Weird, you walk away with the flag.

I don’t really see Sprint like the end of the world.

We already have a long running and existing thread on sprint, there is also the long running thread on classic movement mechanics. Feel free to use either of those to continue this discussion, thanks :slight_smile: