No Sprinting Without Full Shields (with Descope)

Original: Why won’t Desprint fix people’s issues with Sprint? It essentially prevents people from using Sprint as an escape mechanism. Doesn’t it? Desprint, in addition to 343i’s current balancing method of preventing shield recharge while sprinting, seems like it balances unlimited Sprint just fine to me.

Edit: Majatek had a great idea of preventing players from sprinting unless their shields are fully recharged. In my opinion this, in addition to Descope, would be a much more favorable balance than simply preventing shield regeneration while sprinting. What’s your opinion?

Or like how a few users suggested thus far, it could be changed so that you can only enter sprint when you have full-shields. Desprint may annoy some players, so being able to enter sprint only when at full shields would be a nice balance because you’d have to commit to an encounter (instead of attempting to escape, even if desprint can possibly force you out of sprint, or that the current system prevents your shield from recharging).

(not that this fixes anything, really, as the two users below me pointed out)

Because it still doesn’t fix the problem of map scaling. Maps have to be designed with the game mechanics in mind. It should take between 1-3 seconds to move between cover (depending on the size of cover and the designers intended use of it) The distance between cover becomes more difficult to determine when movement speed is a variable. Not only that but maps have to be larger if players are able to move at higher speeds. Stretching out maps leads to altered lines of sight and in general less verticality.

As an escape tool this doesn’t change anything. Sprint inherently favors the player running away, if you miss at all it greatly increases the chance of the other player escaping or at the very least greatly delaying the killtime.

For those of you who would say, “well its your fault you missed them” lets think about what you are saying with that statement. The winning player should be punished for not having flawless accuracy, but a fleeing player deserves to get away with a button press heading in the opposite direction. Does anyone else see the problem with that?

A ‘desprint’ mechanic also does nothing to fix the comically inflated map sizes that result from sprint. Adding additional nerfs does not fix the problems sprint has and causes, it only serves to show how out of place the mechanic is. 343 keeps trying to shove a square peg, through a round hole and the only justification seems to be, “well lots of games have square pegs these days”…

There is no satisfactory middle ground for sprint, its either not present at all, present and problematic, or present and nerfed to the point where no one is really happy.

What about using Majatek’s idea of not allowing players to sprint if their shields aren’t full. This combined with Descope should prevent players from running away using Sprint.

it’s viable but it’s still a bit of a clunky solution.

it all depends on how much the other players shoot each other.

when it’s a game of all average players there’s still a lot of sprinting, any smaller maps become so easy to escape
when it’s a good player facing average players the good player has such an easy time, it’s so much benefit in general MM it’s ridiculous. average players aren’t good at staying alive and don’t get a chance anyway, though because you’re good it becomes too easy
when it’s good players vs good players there’s enough awareness and output in the game it feels like a normal halo game but on a larger/more open map.

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> As an escape tool this doesn’t change anything. Sprint inherently favors the player running away,

That makes no sense whatsoever. Sprinting makes you open to fire, you can’t run and gun and you’re defenseless. As for confrontation sprinting is as much as an escape as strafing… should we remove that too? don’t be silly.

> 2533274819446242;4:
> For those of you who would say, “well its your fault you missed them” lets think about what you are saying with that statement. The winning player should be punished for not having flawless accuracy, but a fleeing player deserves to get away with a button press heading in the opposite direction. Does anyone else see the problem with that?

This has got to be…the absolute…most ridiculous comment I have ever seen in favor of getting rid of sprint. Let’s take a moment and just reflect on what you just said, shall we? Because I think even the most competitive players are shaking their heads right now.

So you are saying that there’s a problem with someone being able to run, and I quote, ‘in the opposite direction’ and that the ‘winning’ player not getting his kill because he didn’t land the kill shot and has inaccurate shots on his escaping target who, by your analogy, isn’t taking cover or running around a corner but just in an ‘opposite direction’ should be, in fact, given a slower target to be able to better line up his shot and, therefore, get an easier kill? I have never heard any worse type of argument against sprint than I have now…and I’ve made topics defending it.

I’m sorry if I’m sounding quite brash or rude but that comment is ridiculous on multiple counts;

#1: If the player is able to successfully run out of that engagement without taking cover or getting behind a wall and the ‘winning’ player cannot land that last kill shot because he is running away or making maneuvers to make the shot harder to land then I believe that, skillfully speaking, the player running away is in the right and successfully evaded his death and prolonged his time alive.

#2: If the ‘winning’ player cannot land that kill shot but is still ‘winning’ then why does landing that ‘one’ kill matter in the first place?

#3: Why should you slow down players just so you can land your shot? If they can be able to evade your shots with the use of sprint (or other game mechanics, I.E. Walls, Cover, Corners, etc.) then that is a valid reason.

Furthermore;
I’m so tired of this ‘press a button and they get away’ argument. You all ‘press a button’ to shoot your gun, you all ‘press a button’ to throw a grenade, you all ‘press a button’ to crouch, so why is sprint getting this crap just because you do exactly as you do with all your other mechanics in the game? Honestly, you think you are pulling the actual trigger with that right trigger? It’s a button, just like the Sprint button, on a controller with multiple available gameplay commands.
The map rescaling argument is at least a little debate worthy versus these rather ridiculous complaints that people are just picking up to spout without putting thought behind it.

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> > 2533274819446242;4:
> > As an escape tool this doesn’t change anything. Sprint inherently favors the player running away,
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>
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> That makes no sense whatsoever. Sprinting makes you open to fire, you can’t run and gun and you’re defenseless. As for confrontation sprinting is as much as an escape as strafing… should we remove that too? don’t be silly.

That is ridiculous. Sprinting away or into cover is not the same as dodging.

I look forward to the sprint option and the shield recharge delay sounds like it will work great.

The running away argument isn’t much of a debate imo. People ran away even when there was no sprint. Sprint doesn’t have more people getting away than usual. Even in halo 4 you slowed down when shot and off the top of my head I can only recall missing out on 2 kills due to sprint. (The rest would’ve still got away without sprint)

Map scale argument is a worthy debate though

Sprint is going to be in Halo 5 regardless. 343i seems fixed in it. My question is whether or not you would be more tolerant of Sprint if the balances I mentioned above were implemented.

I favor the no sprint while shield are down, only if the base player movement speed is fairly fast & sprint speed is only like a 10% increase. That way, sprint becomes primarily a map navigation tool (like the knife in Counter Strike), without buggering up combat.

Having said all that. The sprint system 343 is using now is a decent compromise between no-sprint-whatsoever and still having a game mechanic which is more palatable to the overall gaming populous.

> 2533274922858087;1:
> Original: Why won’t Desprint fix people’s issues with Sprint? It essentially prevents people from using Sprint as an escape mechanism. Doesn’t it? Desprint, in addition to 343i’s current balancing method of preventing shield recharge while sprinting, seems like it balances unlimited Sprint just fine to me.
>
> Edit: Majatek had a great idea of preventing players from sprinting unless their shields are fully recharged. In my opinion this, in addition to Descope, would be a much more favorable balance than simply preventing shield regeneration while sprinting. What’s your opinion?

There is a really big problem though if we nerf sprint more. Map design will have to be totally changed if sprint was further nerfed. If desprint was added with the current maps then moving between cover would become very risky as getting shot would mean you are now stuck out in the open for an almost guaranteed death. Everyone will become corner/cover campers as moving about these larger maps will be too dangerous because getting shot means you are stuck in the open to die.

There is a physcological aspect to sprint that people often don’t take into consideration. People HATE when someone runs away from them “How dare they run away from my bullets!!!”. People also fail to realise how many kills sprint earns them because it allowed them to get into that perfect spot faster than no sprint at all. It’s difficult to quantify how many deaths are prevented/earned by sprint but people will always focus on the negative aspect which is when someone runs away. Overall I would say the changes they have made to sprint are pretty much spot on and no other nerfs are needed.