No Sprint Please

My words were harsh. I apologize. I understand what you are saying but hopefully down the roads there will be playlist that classic fans will enjoy.

If sprint is practically redundant, why are people so mad about it? It’s because Halo purists can’t track a target with inconsistent movement speed, even if severely little. Most of the game enemies stand practically still, and the first 3 Halo games were very easy to track other player movements. Halo trilogy purists hated games like DOOM, Quake, and Unreal Tournament, because they couldn’t predict the other players. That’s why they hate Reach to Infinite, because they can’t predict their opponent players anymore. Halo purists are the equivalent of ā€œdodging is cheatingā€ in fighting games.

It’s not even just sprint, they hate rolling, jetpack, thruster, clamber, and slide, all because they add an element of travel that makes it harder to predict where the player is going to move and where they will land in the arch of their jump and fall. They don’t just hate sprint. They hate everything that makes the game more fluid and less predictable.

They say stuff like ā€œit ruins the flow of the gameā€, and by flow, they mean consistency of speed and movement.

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Sprint works just fine since they did away with the ā€œSpartan Chargeā€ ability, even though Spartans can still technically run out of stamina…

I’m glad that, as far as I can tell right now, there is no shield recharge reset while sprinting by default (I really hated that crap from Halo 5).

I’m glad to see there are still people that think this way still around

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Isn’t happening man.

I never use sprint unless I’m juggling the flag for extra speed or wielding the sword/hammer. I don’t feel like the maps are really built with sprint in mind or at least navigating them at base speed works fine.

I believe you have unlimited sprint.

I’m asking what the point is in keeping it if it’s deemed so redundant. You said it’s the slowest ever, an extra walk without shooting. I didn’t say anything about it so there’s no reason to ask me, other than of course avoid answering the question because you can’t, or don’t really want to.

This is just bitter headcanon fantasies.
What are you even basing it on? Checking my own legacy stats and comparing to newer Halos my K/D for instance has gone up.
Are you ā€œkeepingā€ tabs on people you deem ā€œpursistsā€ and checking their played games on all platforms they use? What exactly?

Also, first it wasn’t about inconsistent movement speed, only faster speeds.

That’s the analysis you pulled from the campaign? Well sure it’s true if you disregard most of the covenant species, forerunner robots and Flood forms.

The tracking of other players has nothing to do with sprint.

I thought Halo ā€œpuristsā€ had issues tracking players with inconsistent movement speeds, ā€œeven if severly littleā€. Yet you now give examples of games where pretty much no one slowed down at all and instead went full speed all the time.
Even more interesting is that Halo drawn inspiration from those games listed, aaand that those games often came up in the old threads by people disliking sprint, citing games they enjoyed without sprint, which were well done.

Reach started with loadouts making starts uneven.
It featured rng bloom on weapons. Those are the two biggest issues in terms of gameplay players had with it.
Many, including me, though Armor Abilities would’ve been far better had they been map pickups, and balanced accordingly.

Halo 4 introduced custom loadouts, more of Reach’s already disliked uneven starts. Replaced descope with flinch, had a broken killcam, grenade indicators and a ā€œkill streakā€ system which often sbowballed in any direction. That’s everything disliked but sprint, which was made a global mechanic, not through any gameplay reasoning, but ā€œplayer expectationsā€.
Reasonings against sprint were plenty, difficulty to hit targets was never anything brought up.

Halo 5 was commended for decreasing the delta between bms and sprint after the beta, then, among other things the Sprint’s escapability was adressed since Halo 4.
Difficulty to hit targets were never an issue.

Infinite has received a lit of positive feedback for sprint, despite many thinking it may as well be removed, because if it has to be in, then this is good.
Difficulty hitting targets now isn’t due to sprint, but aiming mechanics.
So, considering this sprint barely affecting movement, and people now have difficulties, previous Halo sprints never were an issues with hitting targets.

Riight.
Nothing more than provocative horse manuer.
You’re perfectly aware of that.

Or, if you’d have taken the time to actually read up instead of blindly dismissing everything due to what appears the be pure spite, I wouldn’t have to correct you.

Evade / Thrusters were generally liked.
Jetpack as a spawn item enabled players to bypass map verticality with ease, which in many cases ruined the maps flow.
Clamber, not because of unpredictability but because of second chances on every jump. No matter jump difficulty, there was always a second chance.
Slide, it’s not something which to my knowledge has come up much. I don’t mind it, but it’d be fun to have some more map elements you’d slide through to incorporate the mechanic more into maps.

You’re free of course to cite sources to support that theory of yours.

And you of course asked about this, and didn’t insert your own cooked up degrading theory because you chose to not understand / ignore what was being talked about?

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Did you mean to reply to me? I don’t think you gave me any harsh words, I think you replied to the wrong person.

Honestly though if you don’t mind me replying anyway, I think what we have now is such a good balance between old and new I can’t see them making a separate playlist just to accommodate no sprint. They did do that in H5 as a LTM which was fun but it made more sense in that game because its base movement was drastically different from old Halo. Infinite is a lot closer.

I really want to go point by point and dismantle every pretentious, confidently ignorant argument you made in this post.

I want to do that, but instead I’ll keep it short, and point to the hilarity that is you using DOOM in your argument to denigrate fans of the foundational Halo combat loop, apparently not knowing that the modern D0OM games are constantly referenced in a gargantuanly positive light in discussions regarding sprint’s place in Halo. You’re talking all this trash about ā€œpuristsā€, but your confidently conjured caricature makes well and clear that you have not once honestly engaged with this ongoing conversation.

They say stuff like ā€œit ruins the flow of the gameā€, and by flow, they mean consistency of speed and movement.

I really just have to mention this, too. Yes. The consistency of speed and movement is one of several elements of a game’s flow, so what you’re actually saying is ā€œand by flow, they mean the flowā€.

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Yea I would like no sprint playlists, because while the impact of sprint in Infinite was redeuced, it was not eliminated, and generally I think the gameplay flows a lot better without it.

Also it stops the silly slide tech that I’m not fond of.

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All good reasons not to have sprint, I personally think that walking is faster than sprinting, and the only time I actually sprint is when I want to do a slide. Not to get into the lore in this topic, but Sgt. Menendez who trained the OG spartans-II’s has one of my favorite quotes of all time, ā€œfools rush in, and fools dieā€

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The idea is that it could be a modifier that disables faster forward movement and sliding for a tiny score increase, which adds more depth to the game than just unmaping it. This is assuming scoring is back.

You want a score modifier for something you can do entirely of your own volition?

Okay.

Yes, because it gives us more to do in the game. There’s nothing wrong with that.

More to do by way of removing simple and entirely optional mechanics?

Please, explain more.

Interesting, I’d like to see some data on that, but the reason for the 110% speed is so that you are constantly moving roughly as fast as the game expects you to during a regular play session. Maps are after all designed around players sprinting at about 109% base player speed.

Here ya go. This video is an analysis on movement speed. Everyone here should start watching Aozolai’s content, he does good stuff like this all the time.

ttps://youtu.be/KlkuuNG8g90

Add an h to the link at the start.

Sprint is never getting removed. Sprint in Infinite is almost the same speed as trot speed, this can also be changed in custom games to make sprint much faster.
What we have in Infinite is best thing 343i can do for both community…so move along.

It’s not going away, sorry.

Very good stuff! Thank you for sharing. What I said about the map being designed to accommodate that top speed still stands but I suppose it ought to be weighed against the still relatively fast speed of base movement. Maybe some time I’ll run a few custom games on the maps we currently have to sort of feel out both options a little to see what would fit better in a classic-like mode.