Sprint doesn't stop recharge in Campaign

Click on the video and it should automatically load to where this can be seen. It’s easy to miss so rewind if you don’t see it in the first few seconds, you’ve gone too far if he killed the Elite with the Shotgun.

Now I know that the Campaign probably doesn’t really need the sprint nerf and I should probably just wait and see when it comes out but I can’t help but ask: Why?

All I can see this really doing is causing frustration with people who are new to the game. The energy shield and sprint are 2 core mechanics of the game. If you change any one of these mechanics too drastically between the modes then new people are going to be confused as to what the ground rules are whenever they play the game.

Breakout changes the energy shields but it doesn’t change the mechanic and how it functions, you just have less shields. Players making the jump from Campaign to Multiplayer (LOTS of players) are going to find the transition jarring at first because this one tiny difference is completely changing how you play the game. Now maybe this won’t be a big deal and I’m sure that it really won’t change anything at all in the long run but the gameplay would be more consistent and accessible across all of it’s modes if they left the nerf in for the Campaign as well.

What do you guys think?

EDIT: I’d also like to point out that I realize that I’m just assuming that the majority of players will play the Campaign and then get into Multiplayer afterwards. This change can be seen as the Campaign getting its own special treatment to separate itself from the other modes on purpose or it can be seen as an inconsistency in gameplay. It’s really both at the same time but it’s also subjective whether its good or bad.

To me that looks like he’s sprinting, then he stops to clamber so he’s no longer sprinting and his shields recharge when he’s on top of the box. His shields recharge extremely quick but he’s not sprinting when they do

> 2533274906745123;2:
> To me that looks like he’s sprinting, then he stops to clamber so he’s no longer sprinting and his shields recharge when he’s on top of the box. His shields recharge extremely quick but he’s not sprinting when they do

I guess clamber gives enough time to recharge.

> 2533274906745123;2:
> To me that looks like he’s sprinting, then he stops to clamber so he’s no longer sprinting and his shields recharge when he’s on top of the box. His shields recharge extremely quick but he’s not sprinting when they do

True but wouldn’t the recharge timer have been reset? Where’s the white bar above the energy shields that tells you how much time is left before your shields start recharging?

> 2533274833600810;4:
> > 2533274906745123;2:
> > To me that looks like he’s sprinting, then he stops to clamber so he’s no longer sprinting and his shields recharge when he’s on top of the box. His shields recharge extremely quick but he’s not sprinting when they do
>
>
> True but wouldn’t the recharge timer have been reset? Where’s the white bar above the energy shields that tells you how much time is left before your shields start recharging?

Could be a bug or just a method of recharging faster.

This should be old news, I worked this out for myself a long time ago. The reason it doesn’t recharge because you are meant to get away or chase some thing in the campaign. Plus, I bet my 12 month gold membership that players will have a more jarring experience when they go into campaign from multiplayer. I’m also betting that most players will have a run through campaign first before they even touch multiplayer. Observing my predictions, this shouldn’t be a huge issue.

> 2533274925960280;5:
> > 2533274833600810;4:
> > > 2533274906745123;2:
> > > To me that looks like he’s sprinting, then he stops to clamber so he’s no longer sprinting and his shields recharge when he’s on top of the box. His shields recharge extremely quick but he’s not sprinting when they do
> >
> >
> > True but wouldn’t the recharge timer have been reset? Where’s the white bar above the energy shields that tells you how much time is left before your shields start recharging?
>
>
> Could be a bug or just a method of recharging faster.

I mean this could be just an early build or whatever but I thought it was still worth bringing to attention.

if the delay for shield recharge was as short as the time it takes to clamber then it wouldn’t matter if it didn’t recharge while sprinting or not. sprinting doesn’t seem to prevent shield recharge. as for campaign it makes sense, moving legs faster=shields stop working… no, just no. but for MP its a good balancing mechanic and the change won’t be that jarring i think you give people less credit than they deserve and considering i think 98% of people i meet are -Yoinking!- idiots that says a lot

> 2533274833600810;1:
> Click on the video and it should automatically load to where this can be seen. It’s easy to miss so rewind if you don’t see it in the first few seconds, you’ve gone too far if he killed the Elite with the Shotgun.
>
> Now I know that the Campaign probably doesn’t really need the sprint nerf and I should probably just wait and see when it comes out but I can’t help but ask: Why?
>
>
> All I can see this really doing is causing frustration with people who are new to the game. The energy shield and sprint are 2 core mechanics of the game. If you change any one of these mechanics too drastically between the modes then new people are going to be confused as to what the ground rules are whenever they play the game.
>
> Breakout changes the energy shields but it doesn’t change the mechanic and how it functions, you just have less shields. Players making the jump from Campaign to Multiplayer (LOTS of players) are going to find the transition jarring at first because this one tiny difference is completely changing how you play the game. Now maybe this won’t be a big deal and I’m sure that it really won’t change anything at all in the long run but the gameplay would be more consistent and accessible across all of it’s modes if they left the nerf in for the Campaign as well.
>
> What do you guys think?
>
> EDIT: I’d also like to point out that I realize that I’m just assuming that the majority of players will play the Campaign and then get into Multiplayer afterwards. This change can be seen as the Campaign getting its own special treatment to separate itself from the other modes on purpose or it can be seen as an inconsistency in gameplay. It’s really both at the same time but it’s also subjective whether its good or bad.

the recharge system for sprint is just a patch job to try balance it for multiplayer gameplay, poorly at that. it really won’t matter, it isn’t that jarring.

> 2533274865708979;8:
> if the delay for shield recharge was as short as the time it takes to clamber then it wouldn’t matter if it didn’t recharge while sprinting or not. sprinting doesn’t seem to prevent shield recharge. as for campaign it makes sense, moving legs faster=shields stop working… no, just no. but for MP its a good balancing mechanic and the change won’t be that jarring i think you give people less credit than they deserve and considering i think 98% of people i meet are -Yoinking!- idiots that says a lot

People say that delaying shield recharge is a good ‘balance’ for Sprint an awful lot… and I’m just sitting here thinking yeah, that’s another nerf… Like, it’s there to make Sprint weaker again.

Feel free to call me an analytical -Yoink- after this, but I reckon if a nerf is too punishing in the interim of a Campaign mission, then it should be too punishing for Multiplayer as well. If it’s being used to run away too often in a match, then certainly chasing after one another also happens very often in that same match… Why not just rid players in both Campaign AND Multiplayer of the infamous cat and mouse scenario, and just let our Sprinting feline use it’s razor sharp claws like god intended without slowing down for the mouse’ sake? Should you really be punished for using it even when you aren’t using it to run away? Does it really need to weaken the player to solve all of it’s problems? (Do you believe that it has problems in the first place if you don’t care that it temporarily weakens you…)

> 2535460843083983;10:
> > 2533274865708979;8:
> > if the delay for shield recharge was as short as the time it takes to clamber then it wouldn’t matter if it didn’t recharge while sprinting or not. sprinting doesn’t seem to prevent shield recharge. as for campaign it makes sense, moving legs faster=shields stop working… no, just no. but for MP its a good balancing mechanic and the change won’t be that jarring i think you give people less credit than they deserve and considering i think 98% of people i meet are -Yoinking!- idiots that says a lot
>
>
> People say that delaying shield recharge is a good ‘balance’ for Sprint an awful lot… and I’m just sitting here thinking yeah, that’s another nerf… Like, it’s there to make Sprint weaker again.
> Feel free to call me an analytical -Yoink- after this, but I reckon if a nerf is too punishing in the interim of a Campaign mission, then it should be too punishing for Multiplayer as well. If it’s being used to run away too often in a match, then certainly chasing after one another also happens very often in that same match… Why not just rid players in both Campaign AND Multiplayer of the infamous cat and mouse scenario, and just let our Sprinting feline use it’s razor sharp claws like god intended without slowing down for the mouse’ sake? Should you really be punished for using it even when you aren’t using it to run away? Does it really need to weaken the player to solve all of it’s problems? (Do you believe that it has problems in the first place if you don’t care that it temporarily weakens you…)

no, i won’t call you that. but in campaign balance is less of an issue o by not penalizing you for sprinting it adds to the immersion that you’re a freaking spartan, but in MM the ability to blitz about the map without penalty requires either you make weapons even more -Yoink- to kill the people using sprint or you penalize sprint making it something to be used tactically, not recklessly or constantly.
but to counter your thoughts directly;
that’s another nerf… Like, it’s there to make Sprint weaker again. yes, yes it is a nerf and it is there to weaken sprint, because sprint was too powerful when it had a limit and now it doesn’t so to make it balanced (not too powerful) they had to nerf it in some way and this is a reasonably good way to do it.

also we already know that in campaign certain characters have slightly better weapons/abilities than others so maybe in that video the character being played (i think it was chief) hasn’t got the shield recharge penalty but the others do. just a theory. but at the end of the day sprint in MM has a penalty to shield recharge, whether it does in campaign or not is irrelevant to balanced gameplay and i can live with or without it in campaign

I know that people like to complain and question every little detail, but I can’t help but ask why?

Honestly. I always felt that camapign shouldn’t have the Balance Issues that MP has. Why stuff like the TU for Reach or the fixes to the BR on Halo 4 never made it’s way to the Campaigns

The no recharge while sprinting thing was just a balancing mechanism in MP to prevent Halo 4 like situations where people will just flee every time. But in SP, I don’t think it’s necessary anyway.

I think this is a good decision.

Perhaps they are playing on normal and the only difficulty(s) that implements the sprint/shield recharge mechanic is the harder/hardest difficulties like Legendary(or possibly Heroic too).

It’s weird enough they feel the need to limit sprint in any way, since using limitations implies it would be too powerful otherwise. If they kept things simple, new people wouldn’t have a problem switching to MP in the first place. There shouldn’t be any trade offs for sprint in the first place in Campaign or MP. Let people sprint and that’s that. The transition from Campaign to MP would be so simple. Making people choose between ‘sprinting or recharging your shields’ or ‘sprinting or shooting your gun’ are pointless limitations that don’t actually prevent anything bad from happening or prevent anyone from be too powerful.

> 2533274833600810;1:
> Now I know that the Campaign probably doesn’t really need the sprint nerf and I should probably just wait and see when it comes out but I can’t help but ask: Why?

I think you just answered your own question.

> 2533274819567236;17:
> It’s weird enough they feel the need to limit sprint in any way, since using limitations implies it would be too powerful otherwise. If they kept things simple, new people wouldn’t have a problem switching to MP in the first place. There shouldn’t be any trade offs for sprint in the first place in Campaign or MP. Let people sprint and that’s that. The transition from Campaign to MP would be so simple. Making people choose between ‘sprinting or recharging your shields’ or ‘sprinting or shooting your gun’ are pointless limitations that don’t actually prevent anything bad from happening or prevent anyone from be too powerful.

wat

The sprint nerf was absolutely necessary after the disaster that sprinting was in halo 4.

Completely took most of the risk out of rushing a power position, and if you make a bad move, you can just sprint away while previous halo games were more punishing of mistakes. In halo 4, making a push is an almost nonexistent concept because you can just sprint around & rush in or high tail it & run.

Making it so sprinting delays your shield recharge and making it take a while to reach top speed was required to actually make it balanced- this is basically common knowledge at this point.

> 2533274829675476;14:
> The no recharge while sprinting thing was just a balancing mechanism in MP to prevent Halo 4 like situations where people will just flee every time. But in SP, I don’t think it’s necessary anyway.

But it’s gonna confuse people who won’t know why their shield isn’t recharging in MP. It should just be the same across the board.