This is just an idea. Don’t hurt me.
It’s relatively simple, but it would preserve the “guns always ready” style that has been absent in recent titles. Perhaps those against sprint and those for it can meet in the middle, and the state of the community could be assuaged.
The premise of “Spartan Rush” (for lack of a better name) is an exchange of faster movement for decrease in accuracy. During this time, movement speed is increased by 15-25% and the the reticle size expands. This ability would be limited similar to Reach. While active, your weapon stays raised. Haven’t really thought about all weapon scenarios, but perhaps when wielding weapons like the Rocket Launcher, Binary Rifle, etc, this ability would be disabled.
Only stipulation that would remain is map design.
Just throwing this out there.
I just don’t get the obsession with attaching tradeoffs to movement. Being able to move and shoot isn’t a bad thing, it’s not something that’s overpowered and needs balanced.
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> I just don’t get the obsession with attaching tradeoffs to movement. Being able to move and shoot isn’t a bad thing, it’s not something that’s overpowered and needs balanced.
Well if sprint must stay, I just thought it would be a compromise to the feuding sprint “factions.”
anyone that played Reach already understands any kind of bloom is a bad idea for Halo
What makes halo stand out from other shooters is the longer time to kill coupled with very accurate weapons to make gun battles mean something
you are a futuristic super soldier with targeting systems and powered armor that allows you to compensate for recoil and precise aiming (canon/lore argument)
bloom hurt Reach more than helped so adding another tradeoff like “running and gunning” (ew cod) would hurt more than help.
the speed boosts in Warzone are pretty close to what you describe but does not require the trade off (that being said i would like to see the speed boost pick up in arena maps)
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> anyone that played Reach already understands any kind of bloom is a bad idea for Halo
>
> What makes halo stand out from other shooters is the longer time to kill coupled with very accurate weapons to make gun battles mean something
>
> you are a futuristic super soldier with targeting systems and powered armor that allows you to compensate for recoil and precise aiming (canon/lore argument)
>
> bloom hurt Reach more than helped so adding another tradeoff like “running and gunning” (ew cod) would hurt more than help.
>
> the speed boosts in Warzone are pretty close to what you describe but does not require the trade off (that being said i would like to see the speed boost pick up in arena maps)
I Definitely hear you. I’m also well aware of how horribly inconsistent bloom was in Reach. However, my idea of reticle expansion only occurs while “rushing.” While not “rushing,” the players accuracy returns to normal. Maybe it doesn’t need a trade-off. Just thinking of a possible way to end the Sprint debacle.
I don’t see the big deal, the penalty to sprinting is the inability to shoot and the inability to recharge shields. That’s already a valid tradeoff…
when people try try to sprint in situations where they should have been ready to shoot, they die… There’s nothing wrong with this implimentation of sprint at all…
people claiming that their targets are getting away and the game has become cat and mouse, just have bad aim… They only time good players sprint are when its required to pull of a particular jump (which serves as a good risk/reward scenario), or when they are in a situation where there is no immediate danger.
No need to add another check and balance. It’s already balanced.
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> I don’t see the big deal, the penalty to sprinting is the inability to shoot and the inability to recharge shields. That’s already a valid tradeoff…
>
> when people try try to sprint in situations where they should have been ready to shoot, they die… There’s nothing wrong with this implimentation of sprint at all…
>
> people claiming that their targets are getting away and the game has become cat and mouse, just have bad aim…
You could have perfect aim and there’s still situations people escape. Also, it’s unrealistic to expect people to have perfect aim in every encounter.
Maybe I should start recording gameplays just to show off some ridiculous examples of ring around the rosie I’ve been a part of.
> I Definitely hear you. I’m also well aware of how horribly inconsistent bloom was in Reach. However, my idea of reticle expansion only occurs while “rushing.” While not “rushing,” the players accuracy returns to normal. Maybe it doesn’t need a trade-off. Just thinking of a possible way to end the Sprint debacle.
In a way it’s just another form of bloom though.
I could enable rush during a strafe battle to get the upper hand, and still get lucky with random spread.
> 2676692992818466;7:
> I don’t see the big deal, the penalty to sprinting is the inability to shoot and the inability to recharge shields. That’s already a valid tradeoff…
>
> when people try try to sprint in situations where they should have been ready to shoot, they die… There’s nothing wrong with this implimentation of sprint at all…
>
> people claiming that their targets are getting away and the game has become cat and mouse, just have bad aim…
Well i’ll refrain from making this an another anti-sprint thread, but this is an appeasement attempt. A good portion of the community is unhappy with it’s implementation due to MANY previously stated points.
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> > 2676692992818466;7:
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> > I Definitely hear you. I’m also well aware of how horribly inconsistent bloom was in Reach. However, my idea of reticle expansion only occurs while “rushing.” While not “rushing,” the players accuracy returns to normal. Maybe it doesn’t need a trade-off. Just thinking of a possible way to end the Sprint debacle.
>
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> In a way it’s just another form of bloom though.
>
> I could enable rush during a strafe battle to get the upper hand, and still get lucky with random spread.
Hmm good point. Perhaps if the player hasn’t been shot at in the past 3-5 seconds, the rushing ability is available.
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> > 2533275010968401;5:
> > anyone that played Reach already understands any kind of bloom is a bad idea for Halo
> >
> > What makes halo stand out from other shooters is the longer time to kill coupled with very accurate weapons to make gun battles mean something
> >
> > you are a futuristic super soldier with targeting systems and powered armor that allows you to compensate for recoil and precise aiming (canon/lore argument)
> >
> > bloom hurt Reach more than helped so adding another tradeoff like “running and gunning” (ew cod) would hurt more than help.
> >
> > the speed boosts in Warzone are pretty close to what you describe but does not require the trade off (that being said i would like to see the speed boost pick up in arena maps)
>
>
> I Definitely hear you. I’m also well aware of how horribly inconsistent bloom was in Reach. However, my idea of reticle expansion only occurs while “rushing.” While not “rushing,” the players accuracy returns to normal. Maybe it doesn’t need a trade-off. Just thinking of a possible way to end the Sprint debacle.
the “sprint debacle” is actually more about how small the maps feel now that sprint is a thing and the fact that players can chase/be more aggressive because your shields dont recharge while sprinting
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> > > 2533275010968401;5:
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> > I Definitely hear you. I’m also well aware of how horribly inconsistent bloom was in Reach. However, my idea of reticle expansion only occurs while “rushing.” While not “rushing,” the players accuracy returns to normal. Maybe it doesn’t need a trade-off. Just thinking of a possible way to end the Sprint debacle.
>
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> the “sprint debacle” is actually more about how small the maps feel now that sprint is a thing and the fact that players can chase/be more aggressive because your shields dont recharge while sprinting
Trust me, I’ve sat back with my popcorn on these forums plenty of times. I do agree that map design would still be a problem, but i’m just trying to avoid the anti-sprint rant thread lol.