So Sprint. My thoughts if H5 should have it.

You’ve probably had at least one person tell you that Sprint is bad for Halo. Their reasons are vague: “It makes power positions less important”; “It slows down the game”; or “Sprint is a ‘get out of jail - free’ card.” Well, they’re actually right. Those are all valid reasons as to why Sprint is detrimental to Halo, but I know what you’re thinking: “I don’t play competitively, so why should I care about those things?” Well, that’s a valid question. Too many people don’t understand the problems Sprint causes, and too few explain the problems thoroughly. I’ll do my best to remedy that, so bear with me on this very long forum post.


Sprint, Small Maps, and Game Pace
I would hope that the ultimate goals of the developers are to improve Halo and make it a fun experience. The best way to do those things is to make the game fast-paced. No doubt some think that Sprint is the perfect addition to Halo; after all, it gets you into the action faster.

But Sprint makes designing maps hell for the developer. In order to make any map that plays well, the designer must measure how long it take to get from one piece of cover to the next, how long it takes to cross the map, how far a player generally strafes, and lines of sight from power positions. With Sprint, all of these measurements need to be increased significantly; this is one of the reasons that Halo 4’s maps are so big. Take Haven and compare it to Halo 3’s Guardian. Haven is huge, and so are maps like Adrift and Skyline, which are some of the supposedly “small” maps in Halo 4. They need to be so big in order to accommodate the effect Sprint has on lines of sight, angles, and general spacing. Sprint makes it so that you can traverse that distance faster, but during that time, you cannot contribute to game play. You can’t scope in, look around, shoot, grenade, melee… You can’t really do anything but move, which should be a result of normal movement, not an extra button.

Now let’s take a look at a different situation: The game has doesn’t have Sprint, and the map is smaller. Getting from one place to another might very well take the same exact amount of time as it would on a larger map with Sprint, but during that time you are active. You can instantly put shots on enemy players, instantly melee, chuck a grenade with stopping, walk backwards at the same speed, thwarting melee chargers, and look around in all 360 degrees while maintaining the fastest speed possible. All of this makes for a much faster-paced game in which you are constantly able to do something that contributes to game play without being restricted by Sprint.


Sprint, Large Maps, Vehicles, and Teamwork
All right, so we’ve covered why eliminating Sprint makes the game faster-paced on small maps, but you’re probably asking yourself, “What about large maps? Wouldn’t Sprint actually benefit those since they’re bigger?” Well, in the short term, yes. But there are other things to consider, because maps generally get more complex the larger they become.

Maps are limited. Designers are given a certain memory budget (sort of like a Forge budget) to expend on their map. Large maps can take up a lot of memory; the designer’s intention is to make this kind of map seem open, spacious, and fluid with the limited data budget they are given. Similarly to what happens with small maps, with Sprint, key points in large maps (specifically power positions, bases, weapon and vehicle spawns, and infantry havens) need to be spaced out in a certain way, limiting the basic design paths the map can take and basically forcing big maps to become bigger. “Isn’t this good?”, you might say to yourself. Well, initially, the larger the map is the more awesome (just because of sheer scale) it becomes. But the larger the map is, the more lines of sight need to be restricted with terrain or buildings. These line of sight breakers reduce the amount of playable space. A map like Valhalla does this well because the main line of sight breaker–the central hill–increases the amount of surface that players can walk on, but that hill also segments game play drastically, making the map seem less open. This is another way that Sprint makes big maps seem smaller and in turn consume more memory that could be used for a longer campaign, more Forge pieces, or even more maps. Xbox One lets 343i use more memory than the Xbox 360 did, but they still have limits to what they can put on a disc.

Now let’s talk about how Sprint affects the biggest game type in Halo: Big Team Battle. BTB isn’t nearly as fast-paced as 4v4, but it places the same (if not more) importance on teamwork, communication, and control of power items. In 4v4, the contested power items are power weapons and power-ups, but in BTB, the focus is and always should be vehicles. Vehicles are just plain awesome, and Halo is one of the few shooters to balance them with infantry so well. However, BTB has suffered a major misfortune in Halo 4 do to the inclusion of plasma pistols and plasma grenades in custom loadouts. At the moment, the only “fun” vehicles are those that are so powerful that those game-breaking weapons aren’t as useful (e.g. Mantis, Scorpion, Banshee). We can all agree that being repeatedly killed by some “n00b” in these vehicles is unpleasant; also, these vehicles don’t require much teamwork to use. Before this post turns into a rant on custom loadouts, let me explain how Sprint fits into all of this.
Sprint allows anyone in BTB to be a lone wolf, single-handedly moving across the map and disrupting the enemy’s setup. This was evident in Reach’s Hemorrhage, a remake of Coagulation/Blood Gulch. With Sprint, there was much less of a dependence on vehicular combat. Without Sprint, however, the maps became massive. I remember just how huge Coagulation seemed in Halo 2, how long it took to traverse on foot. Going on foot was dangerous; getting into cover on large maps isn’t easy with Sprint. Instead, there was a huge emphasis on using vehicles to get across the map; it required teamwork to do damage with the Warthog, coordination to pick up your teammates. Sprint makes that teamwork less important. It takes away the team aspect of the game, makes vehicles not-so-useful.


Wow, that was a lot of writing. Hopefully you were convinced, but if you weren’t, please read further.

Some of you might not have been convinced by that last point out how Sprint affects BTB negatively. You might be saying, “Why not just put Sprint into casual playlists and leave it out of competitive ones?” Well, that’s been done before (Reach), and it created a huge rift in the community. Casuals wouldn’t feel comfortable playing without Sprint, and competitive players would detest playing with it. The two sides of the community wouldn’t interact nearly as much as they should; that’s not what anyone wants. Also, if this were the case, then Sprint would have to be an armor ability; all of the other abilities would go unnoticed unless they were overpowered/game-breaking like Armor Lock or Jetpack.


You’ve come to the end of my explanation of why Sprint is bad for Halo. There are many other reasons, most of which are related to the competitive nature of the game; if you’re interested to know what those issues are, tell me and I will explain.

If not for the adverse effects on game play, get rid of Sprint for this reason: Halo needs to be unique. Too many games these days are becoming “mainstream,” adding detrimental aspects like ADS, Sprint, and kill-streaks to otherwise untainted multiplayer. Sure, Sprint seems good in the short run. But what’s the point if Sprinting doesn’t get you anywhere in the long run?

I don’t care if it’s spam, 343 needs to know why sprint is bad. It goes beyond who likes or dislikes it, we need to build games based on logic and balance. Catering to people has to stop, 343 should just build a good game, that’s it. If it’s good people will play it.

> I don’t care if it’s spam, 343 needs to know why sprint is bad. It goes beyond who likes or dislikes it, we need to build games based on logic and balance. Catering to people has to stop, 343 should just build a good game, that’s it. If it’s good people will play it.

Amen.

sprint is bad. It helped kill halo reach and halo 4

I think that everyone should get unlimited sprint. You cannot beatdown while sprinting, and when you come out there is a moment where you cannot shoot or go back into sprint. If you take a certain amount of damage while in sprint you get kicked out and go through this exact same moment where you cannot shoot or go back into sprint. This damage is equal to one burst from a BR. Any less and nothing happens to your sprint. This punishes people that run away from battle as any decent player should be able to get that damage off easily at mid range, and allows people to run in the distance without having to worry about one AR bullet stopping you.

> I think that everyone should get unlimited sprint. You cannot beatdown while sprinting, and when you come out there is a moment where you cannot shoot or go back into sprint. If you take a certain amount of damage while in sprint you get kicked out and go through this exact same moment where you cannot shoot or go back into sprint. This damage is equal to one burst from a BR. Any less and nothing happens to your sprint. This punishes people that run away from battle as any decent player should be able to get that damage off easily at mid range, and allows people to run in the distance without having to worry about one AR bullet stopping you.

which still leaves you with:

Map design problems
Spawning problems
Not being able to readily help a teammate and move at full speed
Less emphasis on vehicle importance
Promotes “Let me run in wi ma ASSaults Rifle oh wait i’m dead…” gameplay
Sword lunge mechanics problems (STILL NOT FIXED FROM REACH!)

and probably more for others to point out.

This pretty much sums it up. Sprint needs to go. It’s one of the many serious issues with Reach and Halo 4 gameplay. :confused:

> > I think that everyone should get unlimited sprint. You cannot beatdown while sprinting, and when you come out there is a moment where you cannot shoot or go back into sprint. If you take a certain amount of damage while in sprint you get kicked out and go through this exact same moment where you cannot shoot or go back into sprint. This damage is equal to one burst from a BR. Any less and nothing happens to your sprint. This punishes people that run away from battle as any decent player should be able to get that damage off easily at mid range, and allows people to run in the distance without having to worry about one AR bullet stopping you.
>
> which still leaves you with:
>
> Map design problems
> Spawning problems
> Not being able to readily help a teammate and move at full speed
> Less emphasis on vehicle importance
> Promotes “Let me run in wi ma ASSaults Rifle oh wait i’m dead…” gameplay
> Sword lunge mechanics problems (STILL NOT FIXED FROM REACH!)
>
> <mark>and probably more for others to point out.</mark>

Huge aim assisst. Maybe one of the most important for me.

I despise sprint. It ruins the game. I honestly don’t think 343 realise how much it ruins the game so I’m pretty sure they decide to keep it in.

> which still leaves you with:
>
> Map design problems
> Spawning problems
> Not being able to readily help a teammate and move at full speed
> Less emphasis on vehicle importance
> Promotes “Let me run in wi ma ASSaults Rifle oh wait i’m dead…” gameplay
> Sword lunge mechanics problems (STILL NOT FIXED FROM REACH!)
>
> and probably more for others to point out.

-Maps can be made to work with sprint and still be normal sized. Pitfall and Ragnarok are perfect examples of this.

-The spawning problems have more to do with instant respawn than sprint. If they put a 3-5 sec timer on respawn then this problem is gone.

-Sprinting should not be concidered full speed, walking should, and if anything sprint would help a teammate as you could sprint to the enterence of a room/area, get out of sprint, and then help your teammate. Instead of walking there and letting them die.

-The vehicle thing is kind of true but at the same time I don’t see a lack of vehicle use in H4 so I don’t think that this will cause anymore issues.

-Bad players are going to be bad. Even without sprint people walk into stupid situations where they have no hope of killing anyone, this is not sprints fault.

-I said how to fix the sword/beat down problem. When coming out of sprint there should be a moment where you cannot shoot or beat down or throw grenades, only walk.

> -Maps can be made to work with sprint and still be normal sized. Pitfall and Ragnarok are perfect examples of this.

Both maps untouched and both maps play very differently from Halo 3 which had no sprint.

> -Sprinting should not be concidered full speed, walking should, and if anything sprint would help a teammate as you could sprint to the enterence of a room/area, get out of sprint, and then help your teammate. Instead of walking there and letting them die.

Same could be said about crouching being default speed and upright speed.

Maps would probably play well when everyone is crouching but as soon as they stood up it’d be a completely different story.

> > -Maps can be made to work with sprint and still be normal sized. Pitfall and Ragnarok are perfect examples of this.
>
> Both maps untouched and both maps play very differently from Halo 3 which had no sprint.
>
>
>
> > -Sprinting should not be concidered full speed, walking should, and if anything sprint would help a teammate as you could sprint to the enterence of a room/area, get out of sprint, and then help your teammate. Instead of walking there and letting them die.
>
> Same could be said about crouching being default speed and upright speed.
>
> Maps would probably play well when everyone is crouching but as soon as they stood up it’d be a completely different story.

-Both maps play well though. Obviously they are going to play differnetly, there are differnet mechanics in play. The point was to show that maps can still be built with traditional/classic proportions and still work well with sprint.

-I have no clue what you are trying to say with the crouching/standing thing.

I’ve always liked the idea that Spartans should be able to have unrestricted sprinting, but I can’t say the games have ever pulled it off right.

Personally, I feel sprint should be more of a player-based form of transportation. I’ve always like how the novels describe Kelly-087’s speed as she is sprinting, where she holsters her weapon and moves at speeds of almost 40 MPH, and I would like to see that somehow replicated in the game. You can imagine it like the player switching modes, between a combat mode and a speed mode, where when a player holds a button while moving forward, they activate it. Upon activating, the player holsters their weapon and can move at a greater speed. Players will want to avoid running into combat though because in order to balance it, the sprinting player will not be able to attack immediately out of sprint, not until their weapon is brought out. Sprinting players can stop their sprint by pressing any of the attack buttons, crouch, or just stopping their forward momentum. Enemy sprinters could be stop as well by dealing enough damage to them, leaving that player vulnerable because they carelessly sprinted into combat.

This could further be treated as a form of transportation by limiting the modes it can be used in, typically the BTB maps or just most vehicle maps in general.

That’s my two cents on it, like I said above I like the idea of sprint, and think this idea might give the player some of the “super soldier” feeling I’ve felt the games were lacking, I just think sprint has been poorly implemented so far.

> I’ve always liked the idea that Spartans should be able to have unrestricted sprinting, but I can’t say the games have ever pulled it off right.
>
> Personally, I feel sprint should be more of a player-based form of transportation. I’ve always like how the novels describe Kelly-087’s speed as she is sprinting, <mark>where she holsters her weapon</mark> and moves at speeds of almost 40 MPH, and I would like to see that somehow replicated in the game. You can imagine it like the player switching modes, between a combat mode and a speed mode, where when a player holds a button while moving forward, they activate it. Upon activating, the player holsters their weapon and can move at a greater speed. Players will want to avoid running into combat though because in order to balance it, the sprinting player will not be able to attack immediately out of sprint, not until their weapon is brought out. Sprinting players can stop their sprint by pressing any of the attack buttons, crouch, or just stopping their forward momentum. Enemy sprinters could be stop as well by dealing enough damage to them, leaving that player vulnerable because they carelessly sprinted into combat.
>
> This could further be treated as a form of transportation by limiting the modes it can be used in, typically the BTB maps or just most vehicle maps in general.
>
> That’s my two cents on it, like I said above I like the idea of sprint, and think this idea might give the player some of the “super soldier” feeling I’ve felt the games were lacking, I just think sprint has been poorly implemented so far.

This would be cool. As for you are talking about with speed mode/combat mode, it sounds a lot like section 8 prejudice.

> This would be cool. As for you are talking about with speed mode/combat mode, it sounds a lot like section 8 prejudice.

I wouldn’t know, never played Section 8. But I did think the drop in spawning from orbit was pretty cool, and wondered if it could similarly work in Halo with a player spawning into the game via ODST drop pods.

> > This would be cool. As for you are talking about with speed mode/combat mode, it sounds a lot like section 8 prejudice.
>
> I wouldn’t know, never played Section 8. But I did think the drop in spawning from orbit was pretty cool, and wondered if it could similarly work in Halo with a player spawning into the game via ODST drop pods.

It is pretty cool, the only thing is that it takes a while and it gets old if you die a lot. If you dropped in at the beggining just for the cool look I think it would be better.

> -Both maps play well though. Obviously they are going to play differnetly, there are differnet mechanics in play. The point was to show that maps can still be built with traditional/classic proportions and still work well with sprint.

That’s not a risk that can be taken.

> -I have no clue what you are trying to say with the crouching/standing thing.

Let’s say you make a map, you have two top speeds to choose from. The speed you have when you crouch, and then the top speed when you stand straight.

Having sprint in a game and not designing maps with it taken into account is like designing a map made for crouch speed without thinking that players can stand straight.

> > -Both maps play well though. Obviously they are going to play differnetly, there are differnet mechanics in play. The point was to show that maps can still be built with traditional/classic proportions and still work well with sprint.
>
> That’s not a risk that can be taken.
>
>
>
> > -I have no clue what you are trying to say with the crouching/standing thing.
>
> Let’s say you make a map, you have two top speeds to choose from. The speed you have when you crouch, and then the top speed when you stand straight.
>
> Having sprint in a game and not designing maps with it taken into account is like designing a map made for crouch speed without thinking that players can stand straight.

I would say that that is a risk that needs to be taken. With the exception of Haven, and maybe Exile, Pitfall and Ragnarok are the two best maps in the game. I would rather “risk it” than release with a bunch of under average maps. There are other things that can be done to balence sprint too. Little things such a as altering how much you can turn are a good example of this. Making it so that you can basically only run in a strait line would discourage people to use it in smaller more confined areas, and mixing that with a moment where you cannot attack your enemy after coming out of sprint would make it more of a movement thing, which would never be bad.

> I would say that that is a risk that needs to be taken. With the exception of Haven, and maybe Exile, Pitfall and Ragnarok are the two best maps in the game. I would rather “risk it” than release with a bunch of under average maps. There are other things that can be done to balence sprint too. Little things such a as altering how much you can turn are a good example of this. Making it so that you can basically only run in a strait line would discourage people to use it in smaller more confined areas, and mixing that with a moment where you cannot attack your enemy after coming out of sprint would make it more of a movement thing, which would never be bad.

Having maps that actually work but are below average is better than having gambled more than half the maps being broken because of a feature not taken into account when designing the maps.

Furthermore, you must ask yourself after having nerfed a feature alot, is it worth actually including it in the end?

Is it worth spending resources on a feature trying to balance it out and remove it’s problems when all you can do is not include it at all? What’s the point in having a feature if it’s nerfed to the point where it’s only purpose is to get your from one point to the other a little faster? Which is down to map design either way.

If the whole point is to move faster or feel faster, either increase the default movement speed a little or increase FoV, or even both at the same time.