Is Halo:Infinite Sprint OP?

I would say it shouldn’t slow a player down cause shields. You aren’t actually getting physically hit.

I find that teams that stick a bit together tend to do better as well and will totally watch a teammates back (camp briefly) in an unexpected spot to mess up someomes push.

I’m down for player collision. Implementing that sounds like it would solve a lot of issues you bring up. Would entirely change how people have to respond to everything

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Sprint will always be a problem in Halo unless it is reduced to nothing but animation with identical speed to base movement. The fundamental issues with the mechanic don’t go away if you only slow it down or lower the delta between normal movement and sprint.

In combination with slide it is as bad as its ever been if not worse. The constant sprint/slide garbage is a plague not only in Infinite but shooters at large. The only reason people like to exaggerate about the sprint/slide “skillgap” is because the actual shooting skillgap is so shallow.

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On the other hand… it opens up movement in the game.

Love it.

Spartans swarming as a team to put the enemy under siege.

I agree that H5 took it a bit far… especially with thrusters and Spartan charge (urgh, I hated that).

I really wasn’t a fan (and I appreciate it’s purely subjective) of the slower map control / camping of the Halo 3 era. And yes, I also acknowledge that is Halo for some people.

Hmmm… I think you’re on to something here!!!

I agree with you and especially your last statement about the so called “Sprint slide skill gap”, I think it is a cop out as well. This is what I mean when I say Im not getting my shots as much as I used to in older Halo titles because of this cowardice mechanic, Sprint/Slide. At least in Halo 5 you had thrusters/jet packs and I absolutely loved it. I believe they nerfed Sprint/Slide in Halo 5 and it was mostly map/movement/jumps skill gap with the addition of the Thruster/Jetpack.

This is why I strongly believe for Halo:Infinite that bullets/projectiles should slow you down and interrupt Sprint/Slide because folks are literally sweating around the map with their scuf controllers spamming Sprint/Slide through bullets…

Halo 5 had infinite sprinting.

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People love saying things like “it opens up the movement in the game,”

What do you think was “closed” before? The only thing difference is that certain aggressive movements is that they are inherently less risky. Just spam the fast, hard to hit slide with the deformed hitbox. Actual coordination or strategy or actual decent strafe? Nah, just fly at them. The constant sprint/sliding around every possible corner and angle just demonstrates how much of a shallow low risk maneuver it actually is.

Halo without sprint/slide is not slow or involve camping, that’s just ahistorical nonsense.

I have no issues with it in all honesty.

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This is just wrong. Its not necessarily a good or a bad thing but Halo was very slow without sprint. In the early entries of most other series that have been around as long as Halo the movement/gameplay was slower. Thats just how it was.

Going back to a game with no sprint realistically isn’t possible. Its just too slow for most people and while i love the older Halo games (CE being my alltime favorite game and Halo CE-3 being the best gaming trilogy of all time) there is just no way i could play a modern game with movement that slow.

Halo doesn’t need to be a twitch shooter and honestly where Infinite is at now is basically perfect. My biggest gripes with Infinite, aside from technical issues, are that there is nothing to strive for and the clear inability of 343 to keep Halo’s art direction consistent to what Halo’s identity is.

All armor is earned from FOMO events or passes or is just bought. We need something like H3 Hayabusa and Recon or H5 Helioskrill to work towards and to be able to show off.

We also don’t need armors like Eagle Strike or cat ears as they against Halo’s art direction.

Pacing wise Halo 3 was slightly faster than Halo 5, I’ll see if I can find the data on that if someone hasn’t had it stored.

Base movement speed was also lower in Reach and 4 compared to the original trilogy, both games featuring sprint. Not only that but combat, one of the main things done in the games is done without sprint, and sprint does influence map design by elongating distances needed to be traveled as to not make the whole thing too hectic when playing.

What’s interesting to note is that prior to Halo, quite a few popular FPSs were far faster than Halo with their movement speed, and no sprint.

Edit:
Found some older stuff relating to Halo 3 vs Halo 5, and other things;
https://www.reddit.com/r/halo/comments/656gyr/halo_5_appears_to_be_substantially_slowerpaced/
https://drive.google.com/file/d/1xWpekId_iiUPAlZ8lXGu_2zMz0QplLXv/view
https://imgur.com/JEXoVcN
https://drive.google.com/file/d/1IDmeuVPC5UDCKvOPsrAy6hx5FeVWJbdw/view
https://www.gamedeveloper.com/design/deathmatch-map-design-the-architecture-of-flow

Bump movement speed, increase FoV.
Along with great map design and utilizing map assets for faster traversals, e.g teleporters, man-cannons, conveyor belts etc.
There, a game that is both fast and feels fast.

Isn’t the premise of a twitch shooter an incredibly fast kill time? Which in some ways offset sprint? Which is also prominent in these twitch shooters?

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I’ve always found that it makes for good targets whe they do that. You in controller?

Options.

You could basically be locked down. Moving from cover essentially guaranteed being shot… so you started every engagement behind the eight ball.

Now I can go around a corner faster. With a jump. With a slide. I can be unpredictable. Or at least less predictable.

I can even the engagement. At least 1v1.

I wouldn’t call it shallow risk.

Lower risk for sure. But the map dynamic now doesn’t punish people for moving.

Camping was a poor choice of words from my side.

What I remember of H2/3 was an initial race to gather power ups and weapons and then establish position - which was usually a high ground vantage point. Often with sight lines of spawn points.

And then it was a slow grind for the opposition to try and win back position. Which was nigh on impossible if you didn’t have any team co-ordination.

I like this new dynamic a lot better.

It’s not necessarily about sprint per se. Which I do like. But it’s the options that sprint and slide provide for that initial engagement.

Generally when it comes to things like this, the most used method rarely promotes the use of other options.
Because it is the most viable one with the outcome being the likeliest to be positive to the user.
If everyone is doing it around a corner, it doesn’t matter how many more different options there are, there’s only one or two viable ones, and you’re back where you started.

I’d assume “shallow” is in the context of “game depth”, as in “depth vs complexity”.

I don’t really see how players were punished for moving in older titles.

And power items being in non-power positions, leaving the team and positions vulnerable in order to get them, otherwise risking getting blown out.
Sight lines on spawn points is a map design issue.

So by extent the new mechanics have made the game more complex and more shallow? It’s easier to do things that required effort before?

No, it’s not sprint. And slide could be implemented fine without sprint.

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I guess?

But I certainly try and mix it up.

And other players in the game certainly seem to.

I walk around the corner. I can run around the corner. I can sprint around the corner. I can slide around the corner.

Lots of options.

Oh. And jumping. But that usually just gets me killed :slight_smile:

It was more being “predictable”. It put you on the backfoot if you tried to move and challenge someone in a stronger position. And yes, that’s strategic advantage - but it wasn’t (from my point of view) that fun to play.

Deja vu from some H5 to’s and fro’s. :slight_smile:

And I agree. If slide is my primary outcome. It could be achieved with without sprint.

Or you could have a hybrid set up where you have a higher top speed of movement but it takes a bit longer to get there (more sigmoidal than linear). And you can only slide once you are at full stick.

But I also find the controls easy and intuitive. Start running. Sprint. Slide.

It makes sense that you have a normal running speed that is comfy to control and aim with. You can peg the stick and still be confident that you are ready to fight back.

And I think Infinite has done a very good job of reigning in the advanced mechanics of H5 (too fast and insane when used in combination with thrusters).

@The_Cool_Spoon
My face when “walking” at 15MPH is “slow” -_-

The movement speed in the first 3 Halo games are faster than many contemporary shooters sprinting speed, so you once again demonstrate you don’t know what you are talking about. If those games are “slow” then it only serves to demonstrate that your view of speed and pacing is totally superficial. Someone should tell the CSGO and Valorant folks they should get with the times with their “slow” games.

The “people expect sprint” argument is just an empty talking point with no actual basis. Other games being popular with sprint does not inherently mean other games will be unpopular without it. Its the same type of argument big publishers used when they declared Survival Horror dead as a genre. Step 1: Stop making certain types of games because you are shamelessly chasing the success of something else. Step 2: Declare the genre/subgenre dead because people can’t buy the games you stopped making.

Some Halo games are slower paced than others, the presence of sprint is not the deciding factor.

@Darwi
The only way you are getting locked down is if you are wildly outclassed or the map is bad/unsuited for a particular gametype. Getting shot is a risk you take in a shooter. If you are so concerned you are going to get shot around the corner take a different angle, frag it out to clear some room, or make a coordinated push with your team. You always had options.

If you have lost the positioning or items some measure of risk is something you have to accept. I would also point out if it is that easy to consistently tag anyone breaking cover with a normal strafe/peak then its a sign the aim assist is way too high.

So much for your options when sprint/sliding around the corner is so clearly the optimal option that it is spammed constantly. A high speed harder to hit target is always going to be low risk. Again you were never punished for moving in the OG games, you were punished for moving poorly.

You’ve changed your words around but you are still highly exaggerating how “slow” or how much of a “grind” it was to retake weapons/positions within previous games.

Actually most non-power weapons can fire directly out of Sprint, so that’s not a concern anymore. But it’s alright. I’m very anti-sprint in Halo and Infinite’s iteration of it has actually put it in a position where I don’t actively hate it anymore. I’d still rather just not have it, but I won’t complain about it as it is now.

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So it seems you are going off of in game units to say that Halo 3’s walking speed is faster than some moder games sprinting speeds. That may be true but it would be a very small amount of them.

In practice Halo 3 movement is much slower than most modern shooters. Again i love those games but i don’t see the future of Halo being that slow. Its unnecessary and i find the “Sprint shouldn’t be in Halo” a pretty weak argument.

If its mainky an animation difference then its not a big deal. If it really does speed up the game i would say its hard to argue that its a terrible thing and all you can really do is say its your preference to not have it and ask for a No Sprint Playlist.

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So having combat take place at the sprint speed of other games is slow? We literally moved faster at “walk” speed in Halo 3 than Battlefield games sprinting. Battlefield games built around significantly larger maps and players than any Halo game, but audiences won’t accept their player character moving and shooting at the same if not higher speeds?

Halo 3 is by no objective measure “slow”. There are certainly things that can make it appear slower, such as its awful default FOV, but the actual game is not slow by any reasonable standard.

Even putting that aside. Upping the actual speed is not an inherent good. I don’t think I should have to explain why more of anything is not inherently good whatever the context.

Moreover Faster movement speed =/ a faster paced game. As some of Naqser links point out, you can have games like Halo 5 which has both objectively faster base movement on top of sprint and most weapons have a faster TTK, it still had a slower pace than Halo 3. And we haven’t even started talking about how a game of CE 2v2 can reach 50 kills before a 4v4 in just about any Halo game since.

So again, this concern trolling about a sprintless Halo being too slow for modern audiences is just nonsense. If they really care so much about waving their arms around to make themselves feel fast then they can have a totally cosmetic sprint animation activate after a couple of seconds of moving at full speed without a combat action.

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he might be a troll idk

The speed boost from the sprint in this game is effectively non existent. If someone got away from you while sprinting, they would have gotten away from you while walking.

If anything, they should buff sprint so it’s actually useful.

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After more gameplay, I don’t feel sprint is OP. I regularly don’t use it to start shooting faster