Something 343 needs to fix for h4's movement

Now in the podcast they stated that they are using H3’s movement as a benchmark, now I wont take this literally or anything but H3’s movement does have some issues.

The main one being that the strafe in H3 was a lot worse then previous Halo’s. Here is a video showing how H3’s strafe was a lot worse. http://www.youtube.com/watch?v=fYAPmV7GcrU

Now H3 had a bad strafe, which makes it so competitive players cant use mechanics to its fullest extent. basically make a “skill cap”, because eventually you cant improve on your strafe or increase your shots on enemies when they are strafing since it is so slow. Now some might say, “But this might make it to difficult for casuals!”, well we all know some sort of ranking system is being put it. If it works correctly (343 has said it will), you will play with players on your level, so the aim percentage on players in that match will be around the same, so they will be even since they can both use the strafe. And higher level players can have a higher individual skill gap that most casuals wouldn’t even notice.

Also having a tutorial session that teaches you things like strafe wouldn’t be a bad idea.

This next post/article/whatever is from my self, it helps further state why having a good strafe makes a healthy Halo game.

> Just something I would like to point out
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> While strafe seems something that isn’t to big of a deal, it actually is a very big thing.
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> The reason why CE’s pistol took so much skill was the fact that the strafe in that game had fast negative acceleration(deceleration in laymen terms) and fast positive acceleration allowing for fast changes in direction. Coupled with no bullet magnetism, it made the gun extremely difficult to consistently get 3sk’s with.
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> Now if we were to look at H3 and reach, getting the highest speed for a kill time was a lot easier. Harder in H3 because of the BR spread, but lets look at the strafe in those games compared to CE.
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> The strafe in H3/Reach was a lot slower, it took way to long to turn to the other direction and this makes it so dodging shots become a lot more irrelevant and therefore make the game more of a “first to shoot wins”. Now obviously H3/Reach really don’t play like that, but they are much closer then CE, and if we have a great strafe we can then achieve fast kill times without breaking the game.
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>
> Now lets look at Sprint, in Reach it was something I really disliked and in my opinion I don’t think sprint is a good addition to Halo, but something Reach did wrong made sprint terrible when it could have been a lot better.
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> In Reach the killtimes are 1.5 seconds (which is a decent killtime) with the DMR. But with sprint the game becomes a lot slower because players are able to run away a lot more.
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> Now if we were to increase kill times then we can make it so players cant just turn around and run away, this makes the game a lot faster.
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> But how can we increase the kill times without making the game a “First to shoot wins” sort of mentality? Well we make it so turning left when you were turning right is instantaneous.
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> Lets look at this scenario, the BR in H4 now kills in 1.0 seconds, now what some people here might say is “Now the killtimes are to fast, the game will feel like CoD!”. Now this could be possibly true if the straf is something like H3/Reach, but lets say H4 has a strafe acceleration similar to CE.
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> Now that the kill time is 1.0 seconds, it feels like a very fast kill time. But the strafe is now similar to CE, and this in turn increases the average kill time. Because it is so difficult to land…lets say 4 shots to the head, the average kill time is increased since it is so difficult.
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> Now lets say the average kill time is about 1.5 seconds, well guess what? That is around Reach’s highest possible kill time.
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> Guess what we just did? We increased the highest possible kill time with a BR to 1 second, and also made it so that the gun is difficult enough where it is around Reach’s DMR’s killtime or H2’s BR.
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> Now you might ask, but if the gun is to difficult to use to where it is around Reach’s kill time wont we be stuck to where we previously were? No because killing a player sprinting is a lot easier to get headshots with rather then someone who is strafing.
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> Since now that sprinting away when you are one shot is a lot less effective, we have made it so “Standing your ground” in a way becomes more effective. Because of the fact that the strafe is effective, we have made it so players will less likely use Sprint to run away since they will notice that strafing is a lot harder to get a kill with and trying to run away is a lot less effective.
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> And even if they do try sprinting away rather than standing your ground, they will most likely die since the killtimes are fast and a lot easier to achieve.
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> Now to balance the sandbox because the BR is faster, we should now make the other killtimes for weapons balance around the BR’s kill time.
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> If 343 were to do this, the game would have more depth and would be so much fun.
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> Also please 343, do not add the BR spread back to the BR. Make it at least like H2’s BR when it comes to how effective it is.-Cows say meeeow

Also another issue in H3 was movement in general, it was a lot slower then CE and h2. So in classic game types increase the speed to 10%-20%. Of course test it first obviously.

Would you be so kind as to link me to this podcast? I would very much like to hear it.

no worries

yes i really hope they make the strafing responsive. i really dont like reach’s strafing because its so slow to change directions and i feel like im sliding on ice. (referring to mlg settings, not sure if it feels the same way in other playlists)

hopefully the ranking system works good that way casual players dont keep getting matched up with more competitive players.

Podcast

http://halo.xbox.com/Content/assets/en-us/Podcast/343Sparkast_012.mp3

Edit: Lol 3 links to the podcast.

@Menque- Yes, strafe is very important to halo

> no worries

The recoil in that gif looks like it’s an entire crosshair’s length. Interesting. Should make long range shooting pretty hard.

I think that was the player moving his crosshair. The thing though is that while the movement might be fast in ONE direction, the problem in newer Halo games is that it takes time to move from one side to the other.

In Halo CE it was basically instantaneous and it made the game a lot smoother.

I’m hoping that when they said they drew from Halos 1 and 2 as well, they meant the strafe acceleration. Halo 3’s was pretty bad.

I support this idea, strafe is what defines a player.

First of all, I’ld like to say yes, yes, and yes! this is what halo needs to be an amazing competitive game! however i think you are wrong about the average kill time, for the good players the average kill time would be around 1.5 seconds, but for the entire halo population it would probably be >3 seconds. I think the bad players would be dealing with alot higher kill times, because they would be able to strafe effectively, but they wouldn’t be able to land their shots while doing it.

Again, I love it! I’m just a little bit concerned with the lower skilled players losing interest before they gain enough experience to be decent at the game. and also you might want to edit your quote in op, you use the term “turning” when referring to switching directions of movement. There is no turning in strafing, I think that might confuse some people.

Maybe have the kill time about 1 second at the highest, then 1.5 for average and 2-2.5? Of course the reason the lower skilled players would be missing shots is because of the strafe, basically all of them don’t know how to strafe and if they do they don’t know how to do it effectively.