Ever since it was introduced in Halo Reach, there has always been a downside to Sprinting. Those downsides have slowly been phased out, but until Infinite, there was still always a downside to sprinting.
Now, you can’t get shot out of sprint, your shields recharge while sprinting, and you trade nothing for having Sprint available). I noticed it immediately, and it greatly cheapens the game play when you can just sprint away after an encounter while your shields are recharging.
Please, at the very least, make it so shields don’t recharge unless you are walking.
From what I’ve heard, having not played the flights, sprinting in Infinite is barely any faster than regular movement. If they were to bring back downsides, they would also need to increase, possibly significantly, sprint speed. That said, I’m not really in favor of sprint having downsides. It’s annoying when sprint just stops in Halo 4 and Reach. You’re telling me a supersoldier in powered armor can’t sprint for more than a few seconds without getting winded? I know, I know, gameplay is different from lore.
the downsides were meant to give a drawback for an otherwise potent escape tool, in Infinite sprint isn’t anywhere near as fast so it doesn’t need downsides as much.
They basically made sprint almost useless, downsides would just make it unusable.
its been showed to give a 9% increase in speed… Now I don’t know exactly how fast it was in Reach/4/5 but I know it was easily double that. Its simply not as detrimental to the core gameplay loop as it was before. This is not to say it has zero impact, but long gone are the Favyn anti-sprint videos lol.
Slide is frankly far more impactful now then sprint is, what with the crazy slide jumps that have been shown off since flights.
Edit: its seen as a way to slide if that makes any sense, has very little impact by itself.
I personally completely disagree with this take, I feel like this is a big part of what made Halo 4/5 multiplayer so sweaty. It also changes combat encounters too significantly favor whoever saw and fired first. Not that they are… but, if all combat encounters in Halo were decided by who saw the other player first and who shot first, imagine how fundamentally that would change the gameplay. I think part of what makes Halo’s combat loop so great, is that someone who is 1 shot from dead can make a comeback and potentially even score a multi kill. That kind of possibility gets nearly eliminated when someone gets caught off guard and starts taking fire while also being made slower while they try to find cover, along with all the other aspects you mention. However, these could be fun aspects to play with in custom games and when forge comes out.
They had it nailed in the first flight when sprinting showed up on radar (walking didn’t).
Sadly they changed it back.
But overall I am happy with the current speed and no penalties. I would even be happy with a slight buff. Just 10-15% or so. But anymore than that and you will need to add in some sort of disincentive.
Honestly after thinking about it more, I think this is the best implementation. Increase Radar range to a usable radius, and make it so only sprinting/equipment use/gunfire show up on radar.
Disagree, I was one of those halo purists that hated, and still hates, sprint in 4 and 5. It’s pretty clunky in reach too. I think they have absolutely nailed sprint in Infinite, and it fits perfectly. It’s a very small speed boost but just enough that you feel faster.