I use mobility on my “Run&gun” loadout but I find it’s only good for getting to certain spots quicker before the enemy.
It’s useless trying to run away and get to cover because the fact that somehow, you slow way the heck down when receiving enemy fire.
I really am not a big fan of this, mainly because I find it useless due to the fact 5 out of 10 times you will die from running away. (From getting shot.)
I wish 343i would do something about the speed decrease when getting hit. Either remove it completely, or nerf it where you would still have enough speed to get away.
I think they did it on purpose so people wouldn’t abuse sprint to run away everytime they felt a bullet. I actually use mobility (My favorite) and i find it perfect for my play style. The infinite sprint is a must to navigate the map and can be used nicely with the hologram. (Sprint and when u stop use the holo, once enemy goes for the assassination, u sprint and do the same)
Sprinting really isn’t meant to be used when escaping, it’s meant for flanking the enemy and easy access to vital points on the map. It’s extremely useful for FFA, especially now with FFA Throwback KotH and Oddball!
> I use mobility on my “Run&gun” loadout but I find it’s only good for getting to certain spots quicker before the enemy.
>
> It’s useless trying to run away and get to cover because the fact that somehow, you slow way the heck down when receiving enemy fire.
>
> I really am not a big fan of this, mainly because I find it useless due to the fact 5 out of 10 times you will die from running away. (From getting shot.)
>
> I wish 343i would do something about the speed decrease when getting hit. Either remove it completely, or nerf it where you would still have enough speed to get away.
>
> Thoughts?
So you are suggesting changes in order to promote your specific style of run&gun?
I like it. And it prevents the rush beat downs of Reach.
Charging in has weaknesses. It should have weaknesses.
It is more realistic. If you are being shot in the body by a gun, you will slow down.
I think it’s super-useful. It can get you around the map quicker and into positions where you have the advantage over your opponent, which is what movement in Halo has always been all about- forcing your opponent between a rock and a hard place. If you are running away and you turn the right corners, it’s good for out-distancing an enemy team too. Personally, I find it to be the more useful out of the available options.
Regarding the slowing down of players when they’re getting shot while sprinting, I think the way it is is great. If players could sprint to cover any faster than they can now, I think it would be ridiculous. If you’re caught by surprise out in the open, you should die. If you’re caught in a hallway and your opponent gets a couple extra shots on you, you should die.
> I think they did it on purpose so people wouldn’t abuse sprint to run away everytime they felt a bullet. I actually use mobility (My favorite) and i find it perfect for my play style. The infinite sprint is a must to navigate the map and can be used nicely with the hologram. (Sprint and when u stop use the holo, once enemy goes for the assassination, u sprint and do the same)
i believe this post is correct. mobility is very good for navigating the map, and going to reinforce your team if you are a good distance away. also good for relocating as a sniper. it, and sprint, is intended to not be suitable for running away from someone mid fight.
> I’d prefer it if there wasn’t any sprinting in the game, though.
Same.
@OP, the slow down when shot mechanic keeps players from sprinting away when they have made a dumb decision and have moved too far from cover. Since we’re stuck with sprint (hopefully not permanent), I hope that 343 never thinks that the game needs to cater to players who make poor decisions more than they already have.