Sprint doesn't encourage running away!

I’ve been noticing way too many people in my opinion trying to pass off the idea that sprint will cause too many people to turn around and run away.

I’ve played tons of games in Halo 3 and tons in Reach. Never have I complained or even noticed a difference in people running away during a fight. In Reach compared to 3. People act as if sprint is a “teleport across the map button.” It’s not. In Halo 3 people can turn around and run away just as easy as in Reach. If someone sprints away, there’s nothing stopping you from pursuing them! And that’s under the assumption that it will be a big problem.

I could understand if someone sprinted away from you and you were stuck at the default run speed. You would have no hope of catching them. But in Halo 4 everyone has the ability to sprint. If they sprint away, sprint after them, throw a 'nade where they’re running to, or simply move to the next target. People complain as if every single engagement they get in will result in the weaker player running away. That’s not the case.

I’ve probably seen every single video there is to watch on Halo 4 gameplay. Be it at E3, RTX, or Comicon. All the gameplay I’ve seen is fast, fun, and doesn’t involve the player having to chase down another. And remember, not all of the gameplay was MLG gamers. At RTX and Comicon, 343 employees and Red vs Blue employees played. If you’ve already seen the footage, you know that the RvB players were horrible, but you never saw them running away sprinting.

So my question is: Where do these people get the idea that sprint will ruin the game and cause players to run away from a losing engagement?

I agree. If you’ve watched a lot of the games of the E3 Infinity Slayer demos, you’ll notice that Sprint isn’t much of a means of escape at all. It doesn’t pose the problem a lot of the haters think it will/does.

exactly plus everyone has sprint now if someone runs away chase em down and claim your kill

The problem is, it does act as an escape in Reach. Part of that may have been map design. But if you are losing a 1on1 fight it is easy to turn around after two shots and sprint around a corner.

Sprint+melee leap + the way melee damage interacted with sheilds was a major reason the AR sucked in Reach. It also made melee OP, and made sword and hammer even more powerful then before.

As for sprinting after someone?

So they sprint around a corner, i run after. First off, the entire time we are running is time for their shield to start recharging. Second, I am following them into their controlled area of the map recklessly? Not to mention the fact they will likely leave a nade or two behind to buy even more time for their shields to recharge.

Personally sprint+melee was more of a game ruiner than running away. But both of these shouldnt be much of an issue in Halo 4 because of the slowdown effect of sprinting while being shot.

>:()

We were doing so well without a sprint thread for the better or worse. I honwstly haven’t seen as many complaints as before, but I think this thread is going to stir up some pages lol.

OT: Sprint in Halo 4 functions much better than in Reach. That’s coming from countless of Halo 4 players and my opinion :stuck_out_tongue:

Edit: Sprint does encourage people to run away. Stopping power or not, it does. People will always, if given the chance, sprint away.

Sprinting after someone? That is the worst idea you can have when someone is running away from combat. You never know what they are sprinting into. It could be one of their teammates around a corner with a Sword or Rockets.

Getting shot while sprinting will slow you down.

Yes it does. You are wrong. Good day.

> Sprinting after someone? That is the worst idea you can have when someone is running away from combat. You never know what they are sprinting into. It could be one of their teammates around a corner with a Sword or Rockets.

Yes, but if you know what you’re doing, then you can come off with the kill plenty of times. I don’t get punished all that often for chasing. I chase and I kill you. It’s just a risk… Sometimes it’s good, other times the opposite. I know in the Halo book that chasing is just bad bad, but not always.

I agree, OP.

If someone has the room to run away, they have the room to walk away. If you’re fighting somebody relatively close to you, it’s as impossible to sprint away as it is to walk away.

This problem is really over exaggerated. It’s just because people saw players running away and they started to dislike the ability. But the exact same thing happened in Halo 3.

If they get away, that’s fair. You failed to kill them.

> Sprinting after someone? That is the worst idea you can have when someone is running away from combat. You never know what they are sprinting into. It could be one of their teammates around a corner with a Sword or Rockets.

this is what nades, hardlight shield, motion sensor, hologram, etc, etc are for

> The problem is, it does act as an escape in Reach. Part of that may have been map design. But if you are losing a 1on1 fight it is easy to turn around after two shots and sprint around a corner.
>
> Sprint+melee leap + the way melee damage interacted with sheilds was a major reason the AR sucked in Reach. It also made melee OP, and made sword and hammer even more powerful then before.
>
> As for sprinting after someone?
>
> So they sprint around a corner, i run after. First off, the entire time we are running is time for their shield to start recharging. Second, I am following them into their controlled area of the map recklessly? Not to mention the fact they will likely leave a nade or two behind to buy even more time for their shields to recharge.
>
> Personally sprint+melee was more of a game ruiner than running away. But both of these shouldnt be much of an issue in Halo 4 because of the slowdown effect of sprinting while being shot.

Again. You are putting this in the sense that everyone will run away therefore sprint ruins the game. Very few people actually run away. The time that allows their shields to recharge doesn’t make any sense. You could just throw a 'nade at them as easily as they could you. And popping off a shot or two when you get a glimpse of them will stop the recharge.

Sprint+ melee looks to be fixed with the addition of slowing sprint down when you get shot.

> Sprinting after someone? That is the worst idea you can have when someone is running away from combat. You never know what they are sprinting into. It could be one of their teammates around a corner with a Sword or Rockets.

This is true. But I’m pretty sure your radar more than makes up for that unknown. Unless the people around the corner are standing still.

But like someone already stated.
If you’re in close quarters combat, it’s impossible to effectively sprint away.
If you’re in long range combat, it’s just as easy to walk away as it is sprint away…

There’s also the fact that shooting a sprinting player stops them.

> Very few people actually run away.

Er… no. Actually they do. They really do.

> There’s also the fact that shooting a sprinting player stops them.

It only slows the down, but not a complete stop of sprint.

> I’ve been noticing way too many people in my opinion trying to pass off the idea that sprint will cause too many people to turn around and run away.
>
> I’ve played tons of games in Halo 3 and tons in Reach. Never have I complained or even noticed a difference in people running away during a fight. In Reach compared to 3. People act as if sprint is a “teleport across the map button.” It’s not. In Halo 3 people can turn around and run away just as easy as in Reach. If someone sprints away, there’s nothing stopping you from pursuing them! And that’s under the assumption that it will be a big problem.
>
> I could understand if someone sprinted away from you and you were stuck at the default run speed. You would have no hope of catching them. But in Halo 4 everyone has the ability to sprint. If they sprint away, sprint after them. People complain as if every single engagement they get in will result in the weaker player running away. That’s not the case.
>
> I’ve probably seen every single video there is to watch on Halo 4 gameplay. Be it at E3, RTX, or Comicon. All the gameplay I’ve seen is fast, fun, and doesn’t involve the player having to chase down another. And remember, not all of the gameplay was MLG gamers. At RTX and Comicon, 343 employees and Red vs Blue employees played. If you’ve already seen the footage, you know that the RvB players were horrible, but you never saw them running away sprinting.
>
> So my question is: Where do these people get the idea that sprint will ruin the game and cause players to run away from a losing engagement?

> If they get away, that’s fair. You failed to kill them.

I’d rather have someone run away than punch the ground.

> It only slows the down, but not a complete stop of sprint.

Exactly, it slows them down so they still have the chance to kill you with the sword, but you still have a chance to retaliate.

> > Sprinting after someone? That is the worst idea you can have when someone is running away from combat. You never know what they are sprinting into. It could be one of their teammates around a corner with a Sword or Rockets.
>
> this is what nades, hardlight shield, motion sensor, hologram, etc, etc are for

Can’t nade while sprinting.
Can’t activate Hardlight Shield while sprinting.
Can’t see unmoving targets on my radar.
Can’t activate Hologram while sprinting.

> I’d rather have someone run away than punch the ground.

1,000,000 times this!