So...Sprint

The addition of the Sprint mechanic in Halo was controversial. To put it lightly. Any changes of fundamental game mechanics as basic as player movement will always come under scrutiny. And rightfully so. Changes like these can drastically change the way a game feels and flows. And if map design has to be modified to accommodate such changes this poses a problem since it can affect the viability of classic map remakes and change how they flow and function. This is kind of why I do not believe AAs such as the Jetpack should ever return as spawn abilities. Since they undoubtedly have this effect. Open vertical separation maps are one of Halos fortes, maps that are very hard to balance with jetpacks messing with the flow, without segmenting and isolating the verticality.

But Sprint, What effect does that have? It allows players to move faster than base movement speed but at the cost of having to lower their weapon. But the mechanic does not in of its self imply faster paced gameplay as often suggested. But rather a 2 tiered movement system. since a sprint mechanic is not a necessary needed to increase the pace of the game. As such I will be addressing both pacing and 2 tiered movement separately.

The purpose of the Sprint mechanic is to allow players to get in the action quickly, but at the same time, limit the player’s mobility once they find it. This has been implemented into many games because console controllers are notoriously less precise and difficult to aim with when compared to a PC mouse and as such developers implement features like aim assist, sprint, ADS… etc. to make it easier. Something I’m not sure Halo needs. In fact if anything I think base movement speed should be increased to promote strafe battles. I mean what is the point of drawn out battles if they don’t allow for a bit of trickery.

As with most game elements, pacing is a balancing act. Other game elements such as kill times, shield recovery times, number of players… have to be taken in to consideration. As well the power position meta-game of maps, player spawning and the territorial gain meta-game. Faster paced does not = better. Though you don’t want the game to be too slow… There is an ideal level and it’s somewhere in the middle. Halo 4 can be said to be fast paced but I mean… Onslaught, Warlock/Wizard, Midship all played faster paced then any Halo 4 game I’ve personally played in Matchmaking.

But as I think most of us know, the real reason why Sprint is here most likely is because a large proportion of the consumer demographic expect it to be there. Practically all FPSs have it and it just feels like it should be there, and people like it. It’s shallow reasoning I know, but it makes sense I guess. It helps players who have invested time in separate FPS games feel at home when playing Halo. And I suppose it does help balance infantry vs Vehicle movement in BTB, though this does kind of make the mongoose redundant, and it could have also been achieved through tweaking base movement.

Whilst I am opposed to the addition of Sprint since I feel it is fairly pointless, it uses up a button on the controls and it causes more problems than it fixes, I also suspect this is one of those features that 343 is unlikely to do a u-turn on. So with that said is there anything that can be done to improve the mechanic?
I’m going to throw out some suggestions but bear in mind this intended very much as an open discussion and feel free to add suggestions:

  • Increase default strafe speed to 110% but do not change the Sprint speed. A fairly simple one.
    -Keep kill times similar to what they are now Post-Turbo.
    -No instant respawn (accept maybe some select gametypes like infection…)
    -Give custom gamers the option to remove it.

That’s the less controversial suggestions out of the way now let’s get into the meat of the discussion.

-Significantly shorten the amount of time it takes to raise your gun and shoot after sprinting.

I know someone is going to quote ‘risk vs reward’ at me for suggesting this but I think it’s a good idea. The delay at the moment is actually really quite long in Halo 4. Much longer than for example COD. I mean I’ve timed it and you can actually charge a Boltshot quicker. You can also melee and throw grenades long before you can shoot. The Act of Sprinting, lowering your gun and committing to tunnel vision is a risk in of its self. Giving away the ability to land the first shot on top of that is risk enough in my opinion. The delay doesn’t have to be that long. At the moment you can get shot up to 3 times with for example the DMR before you can shoot back. I don’t know, I think players should be given the opportunity to turn fights around if the aggressor is missing shots… but maybe that is just me.

When you are chasing someone around corners the delay is only really just adding to the get out of jail free problem of sprint. It is just precious seconds the pursuer is losing every time they try and shoot. Also removing the delay would allow for little things like Sprint, Jump and shoot at the ground concussion rifle long jumps and things like that. It will allow players to use the mechanic aggressively not just defensively. Honestly I think reaction times and the speed at which payers can input actions into a controller whilst doing so accurately should give players an advantage. Many of the delays only serve to level the playing field.

-De-Sprint.

Stopping power does work fairly well but I will throw de-sprint in as a source of deliberation. De-sprint is very much a Halo approach to fixing the problems Sprint is causing and it completely removes the defensive advantage Sprint can have in a gun fight. Only it would feel alien from other FPS games which kind of goes against the point of sprint. Stopping Power does not completely remove the sprint speed boost but rather reduces it from 65% to 25%. The 25% speed boost would help empower weapons like the Sword without the need for the ridiculously large lunge ranges of for example H2. so I’m split. Removing stopping power from weapons like this should however be out of the question.

-Delayed health recharge. (Halo Reach elite Style health bar)

The player shield recharge delay has had to change in order to accommodate sprint. It has been increased by 2 seconds. which is quite a lot in game terms. This is to limit how often players can ‘get away free’ from encounters. But Sprint in its current form increases the pace of the game creating a demand for faster shield recharges so that players can skip between battles quickly and not be punished and cleaned up after winning an encounter because other players can sprint to the action so quickly. So why not bring back the health Bar? Have shields recharge faster but delay health recharge. Canonically bio-foam injectors can speed up Spartan healing but why does it have to be virtually instantaneous? The health recharge delay can put a retreating player temporally on the back foot without making them completely vulnerable to an instant kill headshots for a prolonged time. Allowing them to get back in the action quicker.

Also I think the health bar is an all round good idea because it takes the guess work out of near deaths, it makes SWAT and other no shield gametypes more intuitive, it could add to the cinematic of a crash landing in the campaign giving Master Chief red bar health at a beginning of a mission for example, and it would allow for classic CE style zero% health recharge multiplayer in customs, health packs and all.

> -Delayed health recharge. (Halo Reach elite Style health bar)
>
> The player shield recharge delay has had to change in order to accommodate sprint. It has been increased by 2 seconds. which is quite a lot in game terms. This is to limit how often players can ‘get away free’ from encounters. But Sprint in its current form increases the pace of the game creating a demand for faster shield recharges so that players can skip between battles quickly and not be punished and cleaned up after winning an encounter because other players can sprint to the action so quickly. So why not bring back the health Bar? Have shields recharge faster but delay health recharge. <mark>Canonically nano-bots can speed up Spartan healing</mark> but why does it have to be virtually instantaneous? The health recharge delay can put a retreating player temporally on the back foot without making them completely vulnerable to an instant kill headshots for a prolonged time. Allowing them to get back in the action quicker.
>
> Also I think the health bar is an all round good idea because it takes the guess work out of near deaths, it makes SWAT and other no shield gametypes more intuitive, it could add to the cinematic of a crash landing in the campaign giving Master Chief red bar health at a beginning of a mission for example, and it would allow for classic CE style zero% health recharge multiplayer in customs, health packs and all.

Source? I’m not necessarily disagreeing with your ideas here, but don’t throw something out there and claim it as fact when there’s evidence to the contrary. Canonically, the health bar was removed due to bio-foam injectors to the Mark VI armor. Your comment on nano-bots leads me to believe that you’re confusing these with the nano-bots present in the Mark VII armor…

While I do want Sprint to return, it would be foolish to suggest that it do so in its current state. I absolutely agree with most of your points: I want players to be unable to Sprint while under fire, I want base movement speed to be slightly increased, and I want the option to disable Sprint in custom games.

Shortening the time it takes to raise your gun post-Sprint is a good call as well. Should these changes occur in Halo 5, I don’t believe that there would be any remaining aspects of Sprint that I could take issue with.

All good sequels come with evolution. While many features of Halo 4 may be better off left behind, I do feel that Sprint is one that can be developed to a point where it is, at the very least, accepted by the fanbase.

> All good sequels come with evolution. While many features of Halo 4 may be better off left behind, I do feel that Sprint is one that can be developed to a point where it is, at the very least, accepted by the majority of the fanbase.

Fixed.

[Personally] I have one simple solution…make BIGGER maps. Vehicles wouldn’t be ignored, sprint would become a must need, and things would balance themselves out.

but then again you could argue that the removal of sprint would bring the attention back to the vehicles and that’s how people would get around faster,

but then I could argue with bigger maps you bring the attention back to the vehicles and keep sprint all at the same time.

hmm this must be why this is such a touchy subject…

> > All good sequels come with evolution. While many features of Halo 4 may be better off left behind, I do feel that Sprint is one that can be developed to a point where it is, at the very least, accepted by the majority of the fanbase.
>
> Fixed.

What did you change…?

> [Personally] I have one simple solution…make BIGGER maps. Vehicles wouldn’t be ignored, sprint would become a must need, and things would balance themselves out.
>
> but then again you could argue that the removal of sprint would bring the attention back to the vehicles and that’s how people would get around faster,
>
> but then I could argue with bigger maps you bring the attention back to the vehicles and keep sprint all at the same time.
>
> hmm this must be why this is such a touchy subject…

Halo 4 had loads of big maps – probably the most out of any game in the series. Problems were abundant anyway.

> All good sequels come with evolution. While many features of Halo 4 may be better off left behind, I do feel that Sprint is one that can be developed to a point where it is, at the very least, <mark>accepted by the majority</mark> of the fanbase.

It’s never going to be accepted by the entire community.

Sure, 100% tolerance is impossible but I’m talking that no matter what, there’s going to be a significant chunk of the community that will hate Sprint no matter what.

> [Personally] I have one simple solution…make BIGGER maps. Vehicles wouldn’t be ignored, sprint would become a must need, and things would balance themselves out.
>
> but then again you could argue that the removal of sprint would bring the attention back to the vehicles and that’s how people would get around faster,
>
> but then I could argue with bigger maps you bring the attention back to the vehicles and keep sprint all at the same time.
>
> hmm this must be why this is such a touchy subject…

How do weapons’ effective ranges play into that idea, mate?

> It’s never going to be accepted by the entire community.
>
> Sure, 100% tolerance is impossible but I’m talking that no matter what, there’s going to be a significant chunk of the community that will hate Sprint no matter what.

You’re right about that. But the fact is that nothing added to Halo will ever be accepted by the entire community – armor abilities, equipment, dual wielding, Elites – there has never been a single change made to the franchise that didn’t receive some sort of criticism. Nor will there ever be. Everyone has their own vision of what the game should look like, and everyone’s vision is different.

Its 343’s job to make sure that their vision of the game works as well as possible. Its okay – and inevitable – that some of us are not going to like it.

I don’t see a problem with sprint remaining, if it’s limited to only certain portions of the game - ie. it could be solely there for campaign / spartan ops (thinking of speed runners here), or it could be in matchmaking but limited to either certain playlists or only for larger maps. I’ve gotten to quite like sprint between Halo Reach and Halo 4, I’d miss it if it were completely removed but I suppose I could live it. Jumping back to other Halos sure is different, but you get used to it eventually :slight_smile:

> <mark>Canonically nano-bots can speed up Spartan healing</mark>

> Source? I’m not necessarily disagreeing with your ideas here, but don’t throw something out there and claim it as fact when there’s evidence to the contrary. Canonically, the health bar was removed due to bio-foam injectors to the Mark VI armor. Your comment on nano-bots leads me to believe that you’re confusing these with the nano-bots present in the Mark VII armor…

My mistake. I’ll edit the OP.

To be honest I don’t mind sprint. After playing Halo 3 again I’ve actually come to accept it will less hostility, more importantly for BTB. In many areas, particularly Sandtrap where I found myself having to spend more time traversing open distances where for the most part nothing happens. I would, given the option, rather skip that portion of relative unexcitement and inactivity which is a relatively harmless change to gameplay.

As for smaller 4v4 orientated maps, you can only sprint so far before encountering an enemy so maintaining sprint all the time would put you at a great offensive/defensive disadvantage.

That said having the option to move faster shouldn’t come at a cost of reduced base speed. Base speed should be as fast as we are accustomed to and sprint should just be an addition rather than a compensation.

> To be honest I don’t mind sprint. After playing Halo 3 again I’ve actually come to accept it will less hostility, more importantly for BTB. In many areas, particularly Sandtrap where I found myself having to spend more time traversing open distances where for the most part nothing happens. I would, given the option, rather skip that portion of relative unexcitement and inactivity which is a relatively harmless change to gameplay.
>
> As for smaller 4v4 orientated maps, you can only sprint so far before encountering an enemy so maintaining sprint all the time would put you at a great offensive/defensive disadvantage.
>
> That said having the option to move faster shouldn’t come at a cost of reduced base speed. Base speed should be as fast as we are accustomed to and sprint should just be an addition rather than a compensation.

I know what you mean. The presence of vehicles in BTB creates a demand for wider more open playing spaces in map designs. What with vehicle turning circles and mobility… The default player speed of Spartans never seemed to quite match up to the scale of some maps and pacing suffered. I would have preferred 125% player movement to sprint but Sprint does work quite well in this respect.

Since Sprint is a default ability now map designers as such have a scale to work to. They can design the pacing and flow of the map, as well as the power position meta-game. From my personal experience maps don’t need to be much bigger either, maybe 125% the size and often not even that.

The problem Sprint causes for me is that some map remakes may have to be rescaled to work with sprint, particularly the smaller ones. I would love to see Midship make a return in the future. I hope sprint doesn’t get in the way.

> > To be honest I don’t mind sprint. After playing Halo 3 again I’ve actually come to accept it will less hostility, more importantly for BTB. In many areas, particularly Sandtrap where I found myself having to spend more time traversing open distances where for the most part nothing happens. I would, given the option, rather skip that portion of relative unexcitement and inactivity which is a relatively harmless change to gameplay.
> >
> > As for smaller 4v4 orientated maps, you can only sprint so far before encountering an enemy so maintaining sprint all the time would put you at a great offensive/defensive disadvantage.
> >
> > That said having the option to move faster shouldn’t come at a cost of reduced base speed. Base speed should be as fast as we are accustomed to and sprint should just be an addition rather than a compensation.
>
> I know what you mean. The presence of vehicles in BTB creates a demand for wider more open playing spaces in map designs. What with vehicle turning circles and mobility… The default player speed of Spartans never seemed to quite match up to the scale of some maps and pacing suffered. I would have preferred 125% player movement to sprint but Sprint does work quite well in this respect.
>
> Since Sprint is a default ability now map designers as such have a scale to work to. They can design the pacing and flow of the map, as well as the power position meta-game. From my personal experience maps don’t need to be much bigger either, maybe 125% the size and often not even that.
>
> The problem Sprint causes for me is that some map remakes may have to be rescaled to work with sprint, particularly the smaller ones. I would love to see Midship make a return in the future. I hope sprint doesn’t get in the way.

I don’t understand why people keep saying that maps need to be bigger or rescaled to accomodate sprint.

  1. You make it big enough and the net change in the speed of movement is zero as to simply walk around the map it would require constant use of sprint for the time spent traveling to be equivalent. ie: You’re going faster, but you also have to travel further. Cancels it out.

  2. The use of sprint isn’t infinite unless you constantly use Mobility. For the people who don’t use it, larger maps and less capacity to sprint would dramatically distort travel times between different players.

  3. Weapons have to be re-optimised across the board to maintain relevance in bigger maps, and this distortion to weapon effectiveness will become more apparent on smaller 4v4 orientated maps.

First off, a really good post and read in my opinion.

Basically, I am ok with Default Sprint but it should not be kept in its current state in my opinion.

One the one hand, I’ve already had the urge and wish to sprint when playing BTB in Halo 3.
Also, personally, I could never really follow the argument that sprint is a “get-out-of-jail free card” and that the player who used sprint defensively actually deserved to die. Falling back or fleeing has always been a legitimate tactic in FPSs, Halo has been no exception. Granted, with the addition of sprint falling back or fleeing became easier but I think a player is still not entitled to any kill unless he/she actually gets the kill.
I do not want to attack anybody but sometimes it seemed to me that people who came up with that argument are mad because they cannot get the “easy kill” from mid or long range anymore or they angrily and blood-thirsty chased the fleeing player and ended up trapped around the next corner and eventually got likely killed by the player they have chased.
However, I think adding “De-Sprint” would be too extreme to solve this “issue” but I could imagine that different weapons could have different stopping powers.
For example: Sniper rifles and shotguns could have the highest stopping power and could actually cause “De-Sprint” and automatics could have a higher stopping power than precision rifles.

On the other hand I do not like the current effects Sprint has on Map Design and Strafing and its combination with Instant Respawn.

Because of the addition of Sprint, maps had to get larger what caused too many long ranges of sight (“hallways”), with the result that the precision rifles are dominating on nearly every map what led to more static long range battles as well.
I think to fix that, Map Design has to contain a better balance between long ranges of sight (“hallways”) and short ranges of sight (“winding alleys”).

I think how to fix the strafing issue and still keep Sprint is already stated in the OP. Slightly increase the base player movement but do not increase the sprint boost as well.

Instant Respawn is something that should simply not exist in the regular playlists in my opinion, especially not in combination with Default Sprint.
In my opinion the Respawn countdown is an important aspect in Halo’s gameplay.
You have to wait a certain amount of seconds that allow you to calm down a little, to shortly analyse what went wrong or what happened, to think out a new strategy and most important during that time your team could really need you, so it gives your death a meaning.
With Instant Respawn you die but in the same second you can already be right back into the fight again. Because of that it doesn’t even feel like you died. It’s like your team haven’t even lost you. Your death has no meaning or consequences anymore, except to be a point for the enemy. And with Sprint this effect gets even stronger.

In addition, I think the suggestion of a decrease of the time it needs to be able to shoot again after sprinting is a good call.

Sprint shouldn’t be a default ability.
It should be an Armor Ability again.

The Sprint AA should only be available in playlists like BTB and Infection.

Sprint adds nothing positive to gameplay.
Except for allowing players to move across open areas quicker in BTB, and making Infection feel more intense.
Otherwise, it affects gameplay negatively.

Also, the Sprint AA should be available in Campaign, FF/SO, CG, and Action Sack.

That is what I would I do.

> > > To be honest I don’t mind sprint. After playing Halo 3 again I’ve actually come to accept it will less hostility, more importantly for BTB. In many areas, particularly Sandtrap where I found myself having to spend more time traversing open distances where for the most part nothing happens. I would, given the option, rather skip that portion of relative unexcitement and inactivity which is a relatively harmless change to gameplay.
> > >
> > > As for smaller 4v4 orientated maps, you can only sprint so far before encountering an enemy so maintaining sprint all the time would put you at a great offensive/defensive disadvantage.
> > >
> > > That said having the option to move faster shouldn’t come at a cost of reduced base speed. Base speed should be as fast as we are accustomed to and sprint should just be an addition rather than a compensation.
> >
> > I know what you mean. The presence of vehicles in BTB creates a demand for wider more open playing spaces in map designs. What with vehicle turning circles and mobility… The default player speed of Spartans never seemed to quite match up to the scale of some maps and pacing suffered. I would have preferred 125% player movement to sprint but Sprint does work quite well in this respect.
> >
> > Since Sprint is a default ability now map designers as such have a scale to work to. They can design the pacing and flow of the map, as well as the power position meta-game. From my personal experience maps don’t need to be much bigger either, maybe 125% the size and often not even that.
> >
> > The problem Sprint causes for me is that some map remakes may have to be rescaled to work with sprint, particularly the smaller ones. I would love to see Midship make a return in the future. I hope sprint doesn’t get in the way.
>
> I don’t understand why people keep saying that maps need to be bigger or rescaled to accomodate sprint.
>
> 1) You make it big enough and the net change in the speed of movement is zero as to simply walk around the map it would require constant use of sprint for the time spent traveling to be equivalent. ie: You’re going faster, but you also have to travel further. Cancels it out.
>
> 2) The use of sprint isn’t infinite unless you constantly use Mobility. For the people who don’t use it, larger maps and less capacity to sprint would dramatically distort travel times between different players.
>
> 3) Weapons have to be re-optimised across the board to maintain relevance in bigger maps, and this distortion to weapon effectiveness will become more apparent on smaller 4v4 orientated maps.

This.

I’ve been thinking about making a YouTube video explaining precisely why Sprint doesn’t work well in Halo Multiplayer.
What do you guys think?

> Sprint shouldn’t be a default ability.
> It should be an Armor Ability again.
>
> The Sprint AA should only be available in playlists like BTB and Infection.
>
> Sprint adds nothing positive to gameplay.
> Except for allowing players to move across open areas quicker in BTB, and making Infection feel more intense.
> Otherwise, it affects gameplay negatively.
>
> Also, the Sprint AA should be available in Campaign, FF/SO, CG, and Action Sack.
>
> That is what I would I do.

While I would be willing to compromise to turn Sprint into an AA again or only keep it as an default mechanic for BTB, I think it should be kept as default for Campaign and the other Co-op mode like Firefight/SpOps because there it simply fits, in my opinion.
And in case the player should not be able to rush through a specific passage of the Campaign for several certain reasons, the developers could simply disable sprint for that passage.

> > Sprint shouldn’t be a default ability.
> > It should be an Armor Ability again.
> >
> > The Sprint AA should only be available in playlists like BTB and Infection.
> >
> > Sprint adds nothing positive to gameplay.
> > Except for allowing players to move across open areas quicker in BTB, and making Infection feel more intense.
> > Otherwise, it affects gameplay negatively.
> >
> > Also, the Sprint AA should be available in Campaign, FF/SO, CG, and Action Sack.
> >
> > That is what I would I do.
>
> While I would be willing to compromise to turn Sprint into an AA again or only keep it as an default mechanic for BTB, I think it should be kept as default for Campaign and the other Co-op mode like Firefight/SpOps because there it simply fits, in my opinion.
> And in case the player should not be able to rush through a specific passage of the Campaign for several certain reasons, the developers could simply disable sprint for that passage.

Oh, of course!
I heavily support default Sprint in Campaign and FF/SO.

I simply feel it negatively affects Multiplayer in far too many aspects.