Please Shorten Shield Recharge Delay for Halo 5

So after playing through all the Halos something sticks out like a sore thumb and I hope it is addressed. Halo 4’s shields feel like they take forever to even start recharging and I’ve died multiple times because they don’t regenerate even if I’ve actively avoided conflict for a significant amount of time. Please knockdown the shield recharge delay. It only slows down the combat when you need to sit out of combat for 6-8 seconds for your shields to recharge.

So you want to counter the attempts at balancing sprint? That won’t work well.

Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.

> 2533274831961512;1:
> So after playing through all the Halos something sticks out like a sore thumb and I hope it is addressed. Halo 4’s shields feel like they take forever to even start recharging and I’ve died multiple times because they don’t regenerate even if I’ve actively avoided conflict for a significant amount of time. Please knockdown the shield recharge delay. It only slows down the combat when you need to sit out of combat for 6-8 seconds for your shields to recharge.

The recharge time in CE is far longer than the one in Halo 4. So it’s not the only Halo game to suffer from that issue.

> 2533274881015020;2:
> So you want to counter the attempts at balancing sprint? That won’t work well.
>
> Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.

the shields don’t recharge while sprinting. What I want doesn’t counter the change to sprint. I just want recharge times closer to halo 2 and 3.

s.

> 2533274881015020;2:
> So you want to counter the attempts at balancing sprint? That won’t work well.
>
> Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.

That is remarkably terrible idea. I can see it now, some dude spraying with an AR or SMG from the other side of the map and one bullet ends up hitting you and you are kicked out of sprint.

Sprint has already been nerfed a lot. Sprint takes about 1 second to “charge up” and during that time they will be stopped with damage

I honestly fail to see how “shields don’t recharge while sprinting” is a downside. That’s not all that relevant to someone who is using sprint to flee (smart players aren’t going to chase you), while it punishes people who were using sprint to cross the map and got shot in the process. As much as I dislike sprint, I think all this is going to do is cause frustration for everyone involved.

I will say that their other change is smart though: You can be kicked out of sprint for the first second or so of sprinting, but after that you can’t. This punishes using it for quick escapes, while it doesn’t punish using it for just crossing the map.

> 2533274828579555;6:
> > 2533274881015020;2:
> > So you want to counter the attempts at balancing sprint? That won’t work well.
> >
> > Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.
>
>
> That is remarkably terrible idea. I can see it now, some dude spraying with an AR or SMG from the other side of the map and one bullet ends up hitting you and you are kicked out of sprint.

If you get hit by a player that’s cross-mapping you with an SMG (of all things), you deserve it. Rofl.

> 2533274828579555;6:
> > 2533274881015020;2:
> > So you want to counter the attempts at balancing sprint? That won’t work well.
> >
> > Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.
>
>
> That is remarkably terrible idea. I can see it now, some dude spraying with an AR or SMG from the other side of the map and one bullet ends up hitting you and you are kicked out of sprint.

That’s not exactly how it works. You have to be sprinting at full speed which takes a second to achieve, then you won’t be knocked out.

> 2533274881015020;9:
> > 2533274828579555;6:
> > > 2533274881015020;2:
> > > So you want to counter the attempts at balancing sprint? That won’t work well.
> > >
> > > Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.
> >
> >
> >
> > That is remarkably terrible idea. I can see it now, some dude spraying with an AR or SMG from the other side of the map and one bullet ends up hitting you and you are kicked out of sprint.
>
>
> If you get hit by a player that’s cross-mapping you with an SMG (of all things), you deserve it. Rofl.

key word of his post. Spraying…it only take one lucky bullet.

> 2533274831961512;11:
> > 2533274881015020;9:
> > > 2533274828579555;6:
> > > > 2533274881015020;2:
> > > > So you want to counter the attempts at balancing sprint? That won’t work well.
> > > >
> > > > Alternatively, how about this?; A player won’t be able to enter sprint unless the shields are full, and, when the player takes damage, the player is forced out of sprint.
> > >
> > >
> > >
> > >
> > > That is remarkably terrible idea. I can see it now, some dude spraying with an AR or SMG from the other side of the map and one bullet ends up hitting you and you are kicked out of sprint.
> >
> >
> >
> >
> > If you get hit by a player that’s cross-mapping you with an SMG (of all things), you deserve it. Rofl.
>
>
>
>
> key word of his post. Spraying…it only take one lucky bullet.

Not outside of its range it won’t (ie: weapons in Halo that have a range limit where the raycast for each bullet reaches a “cap”, and doesn’t register any shots beyond that distance).

> 2533274819302824;8:
> I honestly fail to see how “shields don’t recharge while sprinting” is a downside. That’s not all that relevant to someone who is using sprint to flee (smart players aren’t going to chase you), while it punishes people who were using sprint to cross the map and got shot in the process. As much as I dislike sprint, I think all this is going to do is cause frustration for everyone involved.
>
> I will say that their other change is smart though: You can be kicked out of sprint for the first second or so of sprinting, but after that you can’t. This punishes using it for quick escapes, while it doesn’t punish using it for just crossing the map.

Yup, I also doubt that linking shields to sprint was a smart idea for the overall gameplay experience in the end.
I can fairly imagine how this will interrupt the combat flow of the game, while doesn’t solve anything in regards to escaping/avoiding encounters or dodging fire with more ease via sprint because it is the speed boost you achieve that is relevant.
I mean on the one hand you implement a basic mechanic that will eventually be essential for the combat gameplay in the game, in terms of map movement, offensive as well as defensive gameplay, plus also functions as a trigger mechanic for 2 other combat moves, yet paradoxically on the other hand you punish people for using said essential mechanic in combat by linking it to health.
How I would wish they would have focused on more important things instead of getting tangled up by implementing this pointless mechanic and other gimmicks.

Can you really be kicked out in the first second? I thought it was about that it just takes you one second to reach full speed.

To the OP:
I think the reason why they bumped it up was because there are now more and easier ways to dodge fire and with short shield recharge times it would become even easier to do that on a consistent basis during a life, but the long recharge times do of course become a problem once you try to hold and control key positions where you are obviously not constantly on the run but rather stationary. It is quite tricky I guess or let’s say unfortunate.

I think that the shields regeneration delay should be 10 seconds while sprinting instead of never regenerating at all, my biggest problem is trying to run away from a group of people but they all go after me cause I’m running and they know my shields won’t regenerate unless I walk. Now if you changed it to a ten second delay instead of a 3-4 second delay while walking then it would give me a chance to come back and try to attack again, Instead of being the guy they all go for cause I’m running and that obviously symbolizes that I’m weak and I’m gonna stay that way so " shoot at that guy he’s weak obviously". This way it would still be balanced but not completely unfair you can really take advantage over someone running and it sucks, you feel like a little girl not a Spartan.

> 2533274831961512;1:
> So after playing through all the Halos something sticks out like a sore thumb and I hope it is addressed. Halo 4’s shields feel like they take forever to even start recharging and I’ve died multiple times because they don’t regenerate even if I’ve actively avoided conflict for a significant amount of time. Please knockdown the shield recharge delay. It only slows down the combat when you need to sit out of combat for 6-8 seconds for your shields to recharge.

Just use the armod mod that regenerates your shields faster. =problem Fixed