> 2533274881015020;2:
> What is a valid argument, however, is that to combat the fact that sprint makes maps artificially smaller that the proportions of maps and their designed to be stretched out.
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> The distances between points of cover, how long ramps are, width of doorways, etc, are all scaled upwards with sprint in mind. In previous Halo games that did not feature sprint, you were always able to shoot and move at a reasonable pace with no preventative rest periods between (where in order to move at an adequate speed you are forced to not fire your weapon with sprint). This is most evident when you compare the same map across multiple Halo titles. Halo 3’s Heretic and Halo Reach’s Zealot are comparably tiny to the enormously proportioned Halo 5’s Truth, which was designed to have longer distances between points of cover and areas that are connected by ramps.
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> As a direct result in Halo 3 you were able to always shoot and move, but in Halo 5 you’re forced to sprint in order to cover the same relative distance on a map that has been heavily tweaked to combat how sprint makes maps smaller. If you lifted sprint from Halo 5 and forced it into Halo 3, it would completely break Heretic.
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> Protip: focusing on one bad argument doesn’t invalidate others.
> 2533274965837334;3:
> The argument isn’t “it is bad because you press a button” but “the amount of effort required to flee/retreat successfully or rather with a high success rate gets decreased to simply aiming to the exit and pressing the (sprint) button”.
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> A similar example would be: to protect yourself from damage via armor lock it is enough to simply press the AA button in the right time. It really doesn’t require much effort/skill to perform that and hence a bad player can as successfully dodge damage with AL as a good player. Same basically applies to sprint.
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> So the “button-pressing-argument” is about the effort it requires to perform certain actions with sprint and not the button-pressing itself.
See, at least THESE are valid arguments that SUPPLEMENT the idea of it, rather than just saying ‘Press a button and you get away’; Thank you both for your insightful comments.
On the flip side, however…
@Majatek:
True enough that focusing on one bad argument doesn’t invalidate others, I was just tired of THIS argument being made with no relevant back up like you and Swift supplied.
At the same time, going back to ‘Truth’ and it’s scaling. It has ramps and open areas, so why does it matter if you have to sprint? Can you not just strafe in the open areas and shoot at others. Sure enough they might turn tail and run behind cover, but wasn’t this similar to what was done on Heretic and Zealot? Hell, speaking of Zealot; They had Sprint for that map and it was proportioned relatively the same as Heretic. (Sure it was done sporadically rather than constantly, but regardless…) If it’s such an issue, why not have teammates flank the other sides or prepare for such a move to be able to combat it?
@Swift 806:
Again, I thank you and Majatek for providing much BETTER supplement reasoning or at least better arguments than what was originally inquired about.
At the same time; It requires you to aim and keep your aim on an opponent with shooting, with grenades it requires you to judge or understand the distance your grenade will go and arching it correctly to meet the adequate distance and target, and so on and so forth. Really there isn’t that much effort or skill put into doing any of those actions, it’s the end result and skill of the individual that matters in those regards.
Sprint is similar to that end. You could just say they would point to an exit and press a button but if anyone attacking that fleeing individual is worth their say in skill, they would see the movement towards the door or the change in direction and would proceed to counter it by sprinting first to melee from behind or by throwing a grenade ahead of them. It still requires skill to sprint as it requires the player to have the reaction time to effectively dodge an encounter or escape from it, and the from there the instinct and skill to dodge incoming fire or break off from the engagement to get to a better position to counter ambush or attack the other player with grenades or lead him to an area full of your teammates.
Sure it requires less skill at dodging than the normal speed does, but it still requires it or else you’re just a target still that ends up getting themselves caught in a trap or shot in the back of the head.