Okay, I promised myself I would never make a thread about Sprint, but I have an idea for a mechanic that I think would actually be really cool to go along with Sprint. I’m going to call it “Slipstream”. Anybody who has played a race gametype in GTA V will probably know what I’m talking about. So the way this mechanic would work is:
You will sprint at an accelerated speed when sprinting directly behind an enemy player who is also sprinting. I’m not sure exactly how it would be implemented; maybe you get this speed boost if the enemy is in your crosshairs while you are both sprinting, or maybe players generate a visible “trail” behind them as they sprint which would give a speed boost to a pursuing enemy (like in GTA V races). Either way, the result is the same: cat-and-mouse gameplay becomes a near-automatic victory for the cat, which would make it more enticing for the mouse to stand its ground and finish the fight for better or worse.
You guys probably know that I’m a fan of sprint in Halo 5 already, but I think this “slipstream” mechanic could balance it out even further. Drop a comment and let me know what you guys think, if you have any tweaks, or any questions.
I love your posts. Really do. However I don’t think slipstream is a good idea. Imagine how many people are going to complain that they can’t get away from someone who is running after them and that they always get assassinated. Imagine trying to run away from the sword guy only to have him catch up to you and kill you.
> 2533274795233660;2:
> Hey Doctor,
>
> I love your posts. Really do. However I don’t think slipstream is a good idea. Imagine how many people are going to complain that they can’t get away from someone who is running after them and that they always get assassinated. Imagine trying to run away from the sword guy only to have him catch up to you and kill you.
I think that’s the point though no more running from a direct engagement.
> 2533274795233660;2:
> Hey Doctor,
>
> I love your posts. Really do. However I don’t think slipstream is a good idea. Imagine how many people are going to complain that they can’t get away from someone who is running after them and that they always get assassinated. Imagine trying to run away from the sword guy only to have him catch up to you and kill you.
I believe he is implying that this will only work in closer distances in which a player can already lung and get a kill with a sword. This mechanic also wouldn’t go into effect until you are at maximum momentum. I like the idea but in a realistic situation it would be easier to just open fire from behind since the TTK is shorter in Halo 5.
> 2535464040578101;4:
> So, adding yet another silly bandaid mechanic on sprint to desperately attempt to make it fit in halo.
>
> Coooooolllllllllll
>
> No thanks.
Based on your name I’m assuming you’re a little biased lol
> 2535464040578101;4:
> So, adding yet another silly bandaid mechanic on sprint to desperately attempt to make it fit in halo.
>
> Coooooolllllllllll
>
> No thanks.
Put as many bad -Yoink!- on it as possible IMO the less sprints negative effects bleed into halo the better.
Not a bad idea op you could have a little message pop up on your HUD whenever your slipstreaming like Pursuit mode engaged. I do think unless we can get someone from 343i in here it won’t matter much anyway though.
> 2533274810150284;1:
> Okay, I promised myself I would never make a thread about Sprint, but I have an idea for a mechanic that I think would actually be really cool to go along with Sprint. I’m going to call it “Slipstream”. Anybody who has played a race gametype in GTA V will probably know what I’m talking about. So the way this mechanic would work is:
>
> You will sprint at an accelerated speed when sprinting directly behind an enemy player who is also sprinting. I’m not sure exactly how it would be implemented; maybe you get this speed boost if the enemy is in your crosshairs while you are both sprinting, or maybe players generate a visible “trail” behind them as the sprint which would give a speed boost to a pursuing enemy (like in GTA V races). Either way, the result is the same: cat-and-mouse gameplay becomes a near-automatic victory for the cat, which would make it more enticing for the mouse to stand its ground and finish the fight for better or worse.
>
> You guys probably know that I’m a fan of sprint in Halo 5 already, but I think this “slipstream” mechanic could balance it out even further. Drop a comment and let me know what you guys think, if you have any tweaks, or any questions.
I have to disagree. No need to make sprint pointless.
Ever watch tom & jerry?
> 2533274806106788;5:
> > 2533274795233660;2:
> > Hey Doctor,
> >
> > I love your posts. Really do. However I don’t think slipstream is a good idea. Imagine how many people are going to complain that they can’t get away from someone who is running after them and that they always get assassinated. Imagine trying to run away from the sword guy only to have him catch up to you and kill you.
>
>
> I believe he is implying that this will only work in closer distances in which a player can already lung and get a kill with a sword. This mechanic also wouldn’t go into effect until you are at maximum momentum. I like the idea but in a realistic situation it would be easier to just open fire from behind since the TTK is shorter in Halo 5.
Thats a pretty big distance.
> 2533274806106788;6:
> > 2535464040578101;4:
> > So, adding yet another silly bandaid mechanic on sprint to desperately attempt to make it fit in halo.
> >
> > Coooooolllllllllll
> >
> > No thanks.
>
>
> Based on your name I’m assuming you’re a little biased lol
This isn’t a good idea. Escaping needs to be possible. The idea is that if a player notices they are losing an encounter, they should have a chance of escaping, provided they are in some way good enough to work their way out of the disadvantageous situation. If being the escaping player doesn’t give any advantage, then to succesfully run away takes significant skill, and contributes to the depth of the game.
The problem with sprint was never that players could escape. The problem was only that escaping with sprint was easier than when sprint didn’t exist. The right solution to this isn’t to make escaping entirely impossible, because escaping is still a valuable tactic we want to maintain. The proper solution would be one that maintains escaping as a possibility, while making sure that both players are on an even ground aside from the health difference caused by the failure of the escaping player during the encounter.
> 2533274825830455;10:
> This isn’t a good idea. Escaping needs to be possible. The idea is that if a player notices they are losing an encounter, they should have a chance of escaping, provided they are in some way good enough to work their way out of the disadvantageous situation. If being the escaping player doesn’t give any advantage, then to succesfully run away takes significant skill, and contributes to the depth of the game.
>
> The problem with sprint was never that players could escape. The problem was only that escaping with sprint was easier than when sprint didn’t exist. The right solution to this isn’t to make escaping entirely impossible, because escaping is still a valuable tactic we want to maintain. The proper solution would be one that maintains escaping as a possibility, while making sure that both players are on an even ground aside from the health difference caused by the failure of the escaping player during the encounter.
Do you believe that the way shield strength is tied into sprinting in Halo 5 fixes this? What more could they do to create that balance, to put both players on even ground? (Besides the removal of sprint ofc)
> 2533274825830455;10:
> This isn’t a good idea. Escaping needs to be possible. The idea is that if a player notices they are losing an encounter, they should have a chance of escaping, provided they are in some way good enough to work their way out of the disadvantageous situation. If being the escaping player doesn’t give any advantage, then to succesfully run away takes significant skill, and contributes to the depth of the game.
>
> The problem with sprint was never that players could escape. The problem was only that escaping with sprint was easier than when sprint didn’t exist. The right solution to this isn’t to make escaping entirely impossible, because escaping is still a valuable tactic we want to maintain. The proper solution would be one that maintains escaping as a possibility, while making sure that both players are on an even ground aside from the health difference caused by the failure of the escaping player during the encounter.
how about get better at the game and adapt to the situation to kill the escaping player and hunt them down and kill them i do it.this also isnt directed towards you just to anyone who doesnt realize they CAN HUNT THE ENEMY PLAYER DOWN AND KILL THEM
> 2533274848599184;11:
> Do you believe that the way shield strength is tied into sprinting in Halo 5 fixes this? What more could they do to create that balance, to put both players on even ground? (Besides the removal of sprint ofc)
If sprint has to be in the game, I can’t complain. But really, when you look at how it fixes the issue, it’s essentially just removing sprint from the particular situation altogether. Neither player is going to sprint because the escaping player can’t, and the chasing player gains nothing from it. So, there’s really no better way to fix it.
> 2533274884116647;13:
> how about get better at the game and adapt to the situation to kill the escaping player and hunt them down and kill them i do it.this also isnt directed towards you just to anyone who doesnt realize they CAN HUNT THE ENEMY PLAYER DOWN AND KILL THEM
I don’t think you really understand what you are talking about.
i most likely meant that for another sprint post not in this thread tsassi lol but yea instead of making sprint pointless like OP’s mechanic suggestion just leave sprint how it is now in halo 5 its perfectly balanced
> 2533274795233660;2:
> Hey Doctor,
>
> I love your posts. Really do. However I don’t think slipstream is a good idea. Imagine how many people are going to complain that they can’t get away from someone who is running after them and that they always get assassinated. Imagine trying to run away from the sword guy only to have him catch up to you and kill you.
Good, the sprinting player should be punished if they are using it to escape. Players escaping engagements is a big reason people don’t like sprint. Let them complain lol.
While I do like your idea, I still would prefer if we could shoot while sprinting (throw a sprint limit back on with it for balance).
Though I do think that sprint in halo 5 is certainly more balanced than before, I still look at it as a pretty useless feature. The only real positive element that comes from sprint is a risk vs reward factor.
> 2533274806106788;5:
> > 2533274795233660;2:
> > Hey Doctor,
> >
> > I love your posts. Really do. However I don’t think slipstream is a good idea. Imagine how many people are going to complain that they can’t get away from someone who is running after them and that they always get assassinated. Imagine trying to run away from the sword guy only to have him catch up to you and kill you.
>
>
> I believe he is implying that this will only work in closer distances in which a player can already lung and get a kill with a sword. This mechanic also wouldn’t go into effect until you are at maximum momentum. I like the idea but in a realistic situation it would be easier to just open fire from behind since the TTK is shorter in Halo 5.
Yes, I probably should have been a bit more specific. It would only work when you’re within close range, basically sword lunge range or a bit further. Not from like 30 feet away or anything.
> 2535464040578101;4:
> So, adding yet another silly bandaid mechanic on sprint to desperately attempt to make it fit in halo.
>
> Coooooolllllllllll
>
> No thanks.
I’d rather have a sprint mechanic that has a bunch of balancing systems that work instead of a nearly-uninhibited sprint mechanic like in Halo 4. 343 has made it clear that sprint is here to stay whether we want it or not, all we can do is help them figure out how to optimize its inclusion.
> 2533274825830455;10:
> This isn’t a good idea. Escaping needs to be possible. The idea is that if a player notices they are losing an encounter, they should have a chance of escaping, provided they are in some way good enough to work their way out of the disadvantageous situation. If being the escaping player doesn’t give any advantage, then to succesfully run away takes significant skill, and contributes to the depth of the game.
>
> The problem with sprint was never that players could escape. The problem was only that escaping with sprint was easier than when sprint didn’t exist. The right solution to this isn’t to make escaping entirely impossible, because escaping is still a valuable tactic we want to maintain. The proper solution would be one that maintains escaping as a possibility, while making sure that both players are on an even ground aside from the health difference caused by the failure of the escaping player during the encounter.
I totally get that, and escaping would still be possible, it would just be more difficult than in Halo 4. You wouldn’t be able to just tuck your tail and run, you would have to maneuver yourself a safe distance away from your attacker before you could begin to sprint without the fear of him slipstreaming you.
> 2533274810150284;1:
> You will sprint at an accelerated speed when sprinting directly behind an enemy player who is also sprinting. I’m not sure exactly how it would be implemented; maybe you get this speed boost if the enemy is in your crosshairs while you are both sprinting, or maybe players generate a visible “trail” behind them as the sprint which would give a speed boost to a pursuing enemy (like in GTA V races). Either way, the result is the same: cat-and-mouse gameplay becomes a near-automatic victory for the cat, which would make it more enticing for the mouse to stand its ground and finish the fight for better or worse.
I think, were they to add something like this, they should make it team neutral; why restrict it to just enemies? Why not allies as well? It could lead to some interesting coverfire and ‘leap frog’ situations where you could afford to stay that last second to toss a grenade or fire a rocket to cover the retreat before you followed your allies.
> 2533274842679595;19:
> > 2533274810150284;1:
> > You will sprint at an accelerated speed when sprinting directly behind an enemy player who is also sprinting. I’m not sure exactly how it would be implemented; maybe you get this speed boost if the enemy is in your crosshairs while you are both sprinting, or maybe players generate a visible “trail” behind them as the sprint which would give a speed boost to a pursuing enemy (like in GTA V races). Either way, the result is the same: cat-and-mouse gameplay becomes a near-automatic victory for the cat, which would make it more enticing for the mouse to stand its ground and finish the fight for better or worse.
>
>
> I think, were they to add something like this, they should make it team neutral; why restrict it to just enemies? Why not allies as well? It could lead to some interesting coverfire and ‘leap frog’ situations where you could afford to stay that last second to toss a grenade or fire a rocket to cover the retreat before you followed your allies.
I was thinking that as well, but figured I’d better keep it simple. The main objective of the mechanic would be to minimize extended chase scenarios. You’re not wrong that it could lead to interesting encounters, and I would be all for a team-neutral mechanic like that.