Movement Speed WU/s

I am interested to know what the WU/s (world units per second) of our BMS (base movement speed) and sprint speed are in Halo Infinite.

Below I have the breakdown of previous Halo games movement speeds. Source

> Halo CE: 2.25 WU/s (6.86 m/s)
> Halo 2: 2.25 WU/s (6.86 m/s)
> Halo 3: 2.25 WU/s (6.86 m/s)
> Halo Reach BMS: 2.20 WU/s (6.71 m/s)
> Halo Reach sprint: 3.56 WU/s (10.9 m/s)
> Halo 4 BMS: 2.20 WU/s (6.71 m/s)
> Halo 4 sprint: 3.63 WU/s (11.1 m/s)
> Halo 5 BMS: 2.60 WU/s (7.92 m/s)
> Halo 5 sprint: 3.38 WU/s (10.3 m/s)

To me the increase in speed by Sprinting feels almost negligible, and I’d like to get some data on it if anyone has it.

Combined with the fact that your shields recharge when sprinting, you can reload while sprinting, and shoot instantly from a sprint (all amazing choices, thank you 343i) mean there is no real penalty to sprinting, and yet it doesn’t feel too powerful either. This is a wonderful way for Halo to approach player movement.

Just making up numbers, it feels to me that (for example) Halo Infinite has 2.60 WUs BMS, while Sprinting increases it to 2.95 WU/s (again, just making up numbers to get a point across.)

I felt the same, although i dont have the numbers to back up what im saying, I feel that the sprinting is barely faster than the running. Like you can either choose to run or a sprint. Either way it wont do you no wrong.

> 2533274924320173;2:
> I felt the same, although i dont have the numbers to back up what im saying, I feel that the sprinting is barely faster than the running. Like you can either choose to run or a sprint. Either way it wont do you no wrong.

Check out this comparison!

We’re not going to get the absolute speed until we get access to some kind of in-game coordinates, but based on a quick test I did sprint is about 15% faster than BMS, which is a lot less than 30% in Halo 5.

Given that sprint is so negligible, I do not understand the nerf to the motion tracker. You only show up when sprinting or shooting. So sprinting is actively discouraged and the motion tracker does almost nothing. Does marking targets cause them to appear on tracker?

> 2533274825830455;4:
> We’re not going to get the absolute speed until we get access to some kind of in-game coordinates, but based on a quick test I did sprint is about 15% faster than BMS, which is a lot less than 30% in Halo 5.

I appreciate your help! Both with the original source and this info :slight_smile:

> 2533274846307559;5:
> Given that sprint is so negligible, I do not understand the nerf to the motion tracker. You only show up when sprinting or shooting. So sprinting is actively discouraged and the motion tracker does almost nothing. Does marking targets cause them to appear on tracker?

This change is actually in-line with how Team Arena in Halo 5 behaved, which was then used in subsequent playlists like the Halo: CE Anniversary Throwback playlist. It may be that 343i always had this change in mind and were testing it back then. I personally enjoyed it in Halo 5 and look forward to trying it more in Halo Infinite.

Actually, I never felt the need to sprint given that the difference between sprint and walking, albeit noticeable, is not something over the top. Sometimes I sprint, but I rarely use the slide and the sprint. They serve a purpose and all, but they need some tweaking.

> 2533274815711361;6:
> This change is actually in-line with how Team Arena in Halo 5 behaved, which was then used in subsequent playlists like the Halo: CE Anniversary Throwback playlist. It may be that 343i always had this change in mind and were testing it back then. I personally enjoyed it in Halo 5 and look forward to trying it more in Halo Infinite.

From a game design standpoint it makes some sense in H5 because sprinting is so fast that everyone is expected to use it. But in Infinite sprinting barely does anything so you are encouraged to just walk to maintain stealth which in turn makes the tracker useless. In the older games you had to trade a significant amount of speed to gain stealth. Now it is your default state of being.

From a more personal standpoint I have some hearing loss so I have to rely on the tracker to make up for missing auditory cues. Not having a functioning tracker puts me at a severe disadvantage.

I understand if they want to use this style of tracker for ranked gametypes, but I’m really hoping social gametypes have the old tracker.

> 2533274846307559;8:
> > 2533274815711361;6:
> > This change is actually in-line with how Team Arena in Halo 5 behaved, which was then used in subsequent playlists like the Halo: CE Anniversary Throwback playlist. It may be that 343i always had this change in mind and were testing it back then. I personally enjoyed it in Halo 5 and look forward to trying it more in Halo Infinite.
>
> From a game design standpoint it makes some sense in H5 because sprinting is so fast that everyone is expected to use it. But in Infinite sprinting barely does anything so you are encouraged to just walk to maintain stealth which in turn makes the tracker useless. In the older games you had to trade a significant amount of speed to gain stealth. Now it is your default state of being.
>
> From a more personal standpoint I have some hearing loss so I have to rely on the tracker to make up for missing auditory cues. Not having a functioning tracker puts me at a severe disadvantage.
>
> I understand if they want to use this style of tracker for ranked gametypes, but I’m really hoping social gametypes have the old tracker.

That is a good point, and I appreciate you sharing. I on occasion will play Halo without my headphones on, but I am still able to use the motion detector to reliably have situational awareness.

I hadn’t considered the accessibility impact to this change.