Problem with no shield recharge while sprinting

So you kill a guy and your shields are low from the battle. you cant sprint to a new location because you will die easily. The balance problem is, the enemy team are sprinting to your location. That is the definition of unfair.

I would get rid of this mechanic completely and just make it so when ever you take damage, you get knocked out of sprint.

that would be a balanced way to nerf sprint and much more fair to the individual player. it would also solve another issue when players sprint melee you too easily. OR just slow sprint speed when shot which i think halo 5 kinda aleady does.

updated example-

if you kill someone, the enemy team on the other side of the map get an advantage of speed boosting to that area while youre stuck trying to recover shields unable to use the same movement. you now have a much higher chance of being team shot because a) you decided to stay while the enemy team is now planning their attack in that area or b) you ran from danger into more danger with no shields. Why can no one see how that is just bad design?

if shield recharge was acting normal while sprinting you would still have a disadvantage when your sheilds are low after a battle. you still have less health and enemies are heading towards you. your still at a disadvantage. now add the no sheilds recharge mechanic to the equation and now you have less choice and more disadvantage.

teamshooting should be challenging, not easy like halo 5. When teamshooting is that easy, it just gets exploited and becomes a 1 dimension sweaty team shooter

however i see a lot of good changes in infinites core gameplay that should balance teamshooting. the shield recharge sprint mechanic is just a small grievance i have with halo 5 that i want gone to make infinite even better. Infinite could have perfect core gameplay but the maps also need to be fair for teamshooting too and its impossible to judge the multiplayer maps right now.

> 2533274821339472;1:
> So you kill a guy and your shields are low from the battle. you cant sprint to a new location because you will die easily. The balance problem is, the enemy team are sprinting to your location. _That is the definition of unfair._I would get rid of this mechanic completely and just make it so when ever you take damage, you get knocked out of sprint.
>
> that would be a balanced way to nerf sprint and much more fair to the individual player. it would also solve another issue when players sprint melee you too easily.

No dude, that’s where you’re wrong.
This case is the definition of **you overestimated yourself.**If you run blindly into a zone heavily occupied by the enemy team
thinking that you can down them all on your own, you deserve the loss
and not to get away so easily after getting a lucky kill.

It would neither nerf sprint nor provide any “fairness” to anyone.
What you’re describing is a “free out of jail card” and that’s the reason why sprint currently works how it works
and not how you wish it would.

> 2533274886490718;2:
> > 2533274821339472;1:
> > So you kill a guy and your shields are low from the battle. you cant sprint to a new location because you will die easily. The balance problem is, the enemy team are sprinting to your location. _That is the definition of unfair._I would get rid of this mechanic completely and just make it so when ever you take damage, you get knocked out of sprint.
> >
> > that would be a balanced way to nerf sprint and much more fair to the individual player. it would also solve another issue when players sprint melee you too easily.
>
> No dude, that’s where you’re wrong.
> This case is the definition of **you overestimated yourself.**If you run blindly into a zone heavily occupied by the enemy team
> thinking that you can down them all on your own, you deserve the loss
> and not to get away so easily after getting a lucky kill.
>
> It would neither nerf sprint nor provide any “fairness” to anyone.
> What you’re describing is a “free out of jail card” and that’s the reason why sprint currently works how it works
> and not how you wish it would.

what you said changes nothing i said.

the solution i proposed still stops it being a get out of jail card.

the reason no shield recharge affects the game is because it makes teamshooting even easier when enemies can sprint towards you but you cant sprint anywhere. teamshooting should be challenging.

this problem is one of many that makes halo 5 a sweaty teamshooter on steroids compared to halo 3.

People salty about team-shooting…

They need to give y’all 1v1 elimination gametypes so you can stop complaining about TEAMS being TEAMS and doing TEAM things as a TEAM in TEAM gamemodes.

> 2535415281557761;4:
> People salty about team-shooting…
>
> They need to give y’all 1v1 elimination gametypes so you can stop complaining about TEAMS being TEAMS and doing TEAM things as a TEAM in TEAM gamemodes.

easy team shooting will hurt any other style of gameplay that the sand box wants to support. It also ruins match making because trying to match people based on who only teamshoots better is a difficult criteria for matchmaking to take into consideration when new teams are constantly being formed.

If you’re in the open and the enemy team is only nearby, you still have the opportunity to make it to cover before they arrive. If you kill an enemy and their team is right there, that’s on you.

> 2535411993815954;6:
> If you’re in the open and the enemy team is only nearby, you still have the opportunity to make it to cover before they arrive. If you kill an enemy and their team is right there, that’s on you.

if you kill someone, the enemy team on the other side of the map get an advantage of speed boosting to that area while youre stuck trying to recover shields unable to use the same movement. you now have a much higher chance of being team shot because a) you decided to stay while the enemy team is now planning their attack in that area or b) you ran from danger into more danger with no shields. Why can no one see how that is just bad design? one of many halo 5’s bad designs.

Sounds like you find yourself in a lot of 1v4 encounters. Try to avoid lone-wolfing it and stick with a teammate.

Or how about this, when you are sprinting, without shields, and you get shot, then you stumble, and can’t run anymore?

> 2533274866989456;8:
> Sounds like you find yourself in a lot of 1v4 encounters. Try to avoid lone-wolfing it and stick with a teammate.

it can be 1v2 or a 1v1 if you had to run with no sheilds after killing someone. bad gameplay loop.

While the enemy team is rushing to that red X hopefully you are communicating with your team to cover your retreat or support you while your shields recharge. Your team will want to be where the action is too.

> 2533274866989456;11:
> While the enemy team is rushing to that red X hopefully you are communicating with your team to cover your retreat or support you while your shields recharge. Your team will want to be where the action is too.

what if the team cant communicate or are already dead. its easy to see how limited the gameplay really is.

What you are suggesting is modifying the game design to better suit your run-and-gun, lone-wolf play style. (I suppose everyone suggests things that would better suit they play style, so I can’t fault you for that) Halo has always had a big focus on team play. If your whole team is dead then you’ve found yourself in a crap situation and death should be expected if you are surrounded by enemies. If your team is not communicating then you are only playing casually and should enjoy trying to take out as many of the SOBs on your own as possible.
If I wanted to play a game where everyone was sprinting around the map throwing caution (and tactics) to the wind, then I would go play one of the 50 COD out there. They are fun games, but I would rather not have another born out of Halo.

> 2533274866989456;13:
> What you are suggesting is modifying the game design to better suit your run-and-gun, lone-wolf play style. (I suppose everyone suggests things that would better suit they play style, so I can’t fault you for that) Halo has always had a big focus on team play. If your whole team is dead then you’ve found yourself in a crap situation and death should be expected if you are surrounded by enemies. If your team is not communicating then you are only playing casually and should enjoy trying to take out as many of the SOBs on your own as possible.
> If I wanted to play a game where everyone was sprinting around the map throwing caution (and tactics) to the wind, then I would go play one of the 50 COD out there. They are fun games, but I would rather not have another born out of Halo.

you are assuming too much. i’m amazed you think taking out the no shield recharge while implementing a better mechanic of no sprinting when taking damage would magically turn into cod. you realise halo 5 has problems right? I’m pin pointing them for you while you are effectively singing lalalalala with your hands over your ears ignoring anything that criticises halo 5. halo 5 could not retain its population and its not hard to see all the problems why.

I have no desire to argue with you. I simply disagree that your suggestion is a better mechanic.

As long as the shield is still active I’d like the sprint to not get interrupted at all, when shield is down I could possibly see it work.
I also don’t like that shields don’t recharge while sprinting, it discourages some gaming-styles. Running around rambo style barely any shield that goes slightly up and down is very satisfying. Not that H5 players don’t go crazy risky agressive, I know some do anyway.
I know nobody relates but I really enjoyed how H4 balanced it. Could be even better though.

> 2533274947805189;16:
> As long as the shield is still active I’d like the sprint to not get interrupted at all, when shield is down I could possibly see it work.
> I also don’t like that shields don’t recharge while sprinting, it discourages some gaming-styles. Running around rambo style barely any shield that goes slightly up and down is very satisfying. Not that H5 players don’t go crazy risky agressive, I know some do anyway.
> I know nobody relates but I really enjoyed how H4 balanced it. Could be even better though.

yeah i think the sprint in halo infinite is slow enough that it doesnt need to be interupted unless you take a lot of damage. the only thing that needs to stay is not being able to activate sprint when taking damage. thats the main thing that keeps sprint balanced in halo so that you cant run away easily from a losing gun battle. thats why i hate thruster because youre about to kill a person and they thrust away. the kill times are already long enough in halo, lets not make it longer with gimmicky mechanics

> 2533274821339472;17:
> > 2533274947805189;16:
> > As long as the shield is still active I’d like the sprint to not get interrupted at all, when shield is down I could possibly see it work.
> > I also don’t like that shields don’t recharge while sprinting, it discourages some gaming-styles. Running around rambo style barely any shield that goes slightly up and down is very satisfying. Not that H5 players don’t go crazy risky agressive, I know some do anyway.
> > I know nobody relates but I really enjoyed how H4 balanced it. Could be even better though.
>
> yeah i think the sprint in halo infinite is slow enough that it doesnt need to be interupted unless you take a lot of damage. the only thing that needs to stay is not being able to activate sprint when taking damage. thats the main thing that keeps sprint balanced in halo so that you cant run away easily from a losing gun battle. thats why i hate thruster because youre about to kill a person and they thrust away. the kill times are already long enough in halo, lets not make it longer with gimmicky mechanics

Longer kill times is what makes Halo Halo, go play COD and and stop complaining when Halo does Halo things

You should even be happy Halo even has sprint, but you boohoo thrusters, despite being actually unique and somewhat balanced.

> 2533274821339472;17:
> > 2533274947805189;16:
> > As long as the shield is still active I’d like the sprint to not get interrupted at all, when shield is down I could possibly see it work.
> > I also don’t like that shields don’t recharge while sprinting, it discourages some gaming-styles. Running around rambo style barely any shield that goes slightly up and down is very satisfying. Not that H5 players don’t go crazy risky agressive, I know some do anyway.
> > I know nobody relates but I really enjoyed how H4 balanced it. Could be even better though.
>
> yeah i think the sprint in halo infinite is slow enough that it doesnt need to be interupted unless you take a lot of damage. the only thing that needs to stay is not being able to activate sprint when taking damage. thats the main thing that keeps sprint balanced in halo so that you cant run away easily from a losing gun battle. thats why i hate thruster because youre about to kill a person and they thrust away. the kill times are already long enough in halo, lets not make it longer with gimmicky mechanics

We don’t actually know for sure how fast or slow the sprint is in Halo Infinite until the game releases.
Demo’s are a work in progress build and things are subject to change.

Im leaning to disagree with your idea on this one. I feel like the balance between shield regen & sprint is fairly well done in Halo 5 and I’m fine keeping that system in Infinite.
Sprint allows you to move quicker but there is a cost to that - your shields won’t regen. It’s a Ying - Yang. There’s a positive and a negative to balance the mechanic.

> 2535458188883243;18:
> > 2533274821339472;17:
> > > 2533274947805189;16:
> > > As long as the shield is still active I’d like the sprint to not get interrupted at all, when shield is down I could possibly see it work.
> > > I also don’t like that shields don’t recharge while sprinting, it discourages some gaming-styles. Running around rambo style barely any shield that goes slightly up and down is very satisfying. Not that H5 players don’t go crazy risky agressive, I know some do anyway.
> > > I know nobody relates but I really enjoyed how H4 balanced it. Could be even better though.
> >
> > yeah i think the sprint in halo infinite is slow enough that it doesnt need to be interupted unless you take a lot of damage. the only thing that needs to stay is not being able to activate sprint when taking damage. thats the main thing that keeps sprint balanced in halo so that you cant run away easily from a losing gun battle. thats why i hate thruster because youre about to kill a person and they thrust away. the kill times are already long enough in halo, lets not make it longer with gimmicky mechanics
>
> Longer kill times is what makes Halo Halo, go play COD and and stop complaining when Halo does Halo things
>
> You should even be happy Halo even has sprint, but you boohoo thrusters, despite being actually unique and somewhat balanced.

dont jump to conclusions. i like long kill times but there is a balance to what makes it fun.