So let’s talk about the implementation of sprint in the Halo 5 beta. I’ve heard moving forward from the beta strafe speed is being increased and sprint is being dialled back a bit, which is definitely good I think. But I want to delve deeper.
Let’s talk about, say, the Sprint versus shield recharge mechanic. I personally don’t want such an ugly, clunky, counterintuitive mechanic in the game. Fleeing with sprint might be a problem yes, but I don’t think this is the solution. What is one of the biggest complaints about Sprint? People complaining about not being able to finish their own kills. Over reliance on team shot. Lack of individual empowerment. This does not solve anything, it’s not really doing anything longer shield recharge delays weren’t already. And I don’t like longer shield recharge delays, it compounds another issue with Sprint and long kill times, Trafficking. Sprint allows you to run faster towards the action, it allows you to back up teammates from a wider radius, save or avenge teammates. It increases how often you can win a 1 on 1 then get picked off when you are week. It creates a demand for faster recharge rates, Halo 2/ 3 recharge rates are appropriate for Halo 5 in my view. If the point of sprint is to make the game faster, having people hiding for prolonged periods waiting for there shields to recharge so they can re-join the action is counter productive. Then look at it from the perspective of an unaware casual being introduced to Halo 5, why the Hell does running effect health? It’s a bit weird and counterintuitive.
Then there’s ‘The Chase’. Another complaint about Sprint is the speed difference between attack versus defence. It is frustrating shooting, but moving slowly, whilst your would be victim speeds away, and there being nothing you can do about it. De-sprint is a solution, it only works during the acceleration period in the Halo 5 Beta, which is kinda a small window. But there are other solutions, instead of nerfing defence you could buff offence. Increase player’s abilities to chase. I’m talking about Run and Gun Sprint, Allow players to carry momentum out of sprint and fire their gun, without losing much if any speed. You could have so you have to lower your gun to accelerate but you keep your momentum when you shoot, or at least you decelerate slowly if you keep holding down forward. I personally wouldn’t have the reticle disappear either, maybe have it fade at most, so you can still line up shots. People complain sprint is overly defensive, well make it offensive.
Allow fast weapon draws coming out of sprint. I mean really ramp it up, make the animation as fast as looks natural, Spartans don’t fumble, and allow the gun to be fired before the animation is even complete. Does the risk vs reward dynamic of get caught sprinting = you die, really work well? It discourages running into the action, which is kinda the point of sprint and it doesn’t really promote any interesting counterplay tactics other than camping staring at doorways. I think Halo is all about not getting the first shot but still having a chance to win, weapon raise delays don’t fit well in my opinion.
Counterbalances: faster moving players maybe should be detectable on radar at a greater range and be a bit nosier than regular running. Slower turning look sensitivity or deceleration when you turn sharply. Momentum that makes it slow to reverse direction. Don’t think it needs much more than that. Maybe an acceleration pause- stopping power mechanic that bleeds over from even when you are not sprinting, don’t make sprint too fast…