Sprint - How does it improve the game?

So I’m sure all tired of the sprint debate by now, but I figured I’d take a last crack at it. If I seem biased it’s because I am:

Tell me in as much detail as you can muster, why and how sprint is a benefit to the game. If you think it adds depth, explain what depth it adds and how it does so, keeping in mind what depth it may remove. Same goes for strategies, skill, etc.

Try to avoid 1-2 sentence posts. I’ll do my best to reply to the answers that seem well thought out.

Let’s get an actual debate going instead of the usual arguments, shall we? :smiley:

So here goes: How does sprint make the game better?

it does nothing that numerous different things that don’t come with all the negatives sprint brings could do just as well.

To put it simply, it increases the pace of the game.

Historically Halo movement has been very slow-paced and sluggish, and the trend of modern shooters is departing from that. It’s a very jarring feeling going back to the original Halos because of that. Inevitably a huge portion of people mentally search for a sprint button, only to remember there isn’t one.

Basically, the sprint helps to modernize the series and bring it more in line with the norms of other shooters.

> 2533274810217211;3:
> To put it simply, it increases the pace of the game.
>
> Historically Halo movement has been very slow-paced and sluggish, and the trend of modern shooters is departing from that. It’s a very jarring feeling going back to the original Halos because of that. Inevitably a huge portion of people mentally search for a sprint button, only to remember there isn’t one.
>
> Basically, the sprint helps to modernize the series and bring it more in line with the norms of other shooters.

Increasing the pace of the game is a fine goal. However, there are numerous other ways they can do that.

The problem with comparing sprint in Halo to sprint in other modern games is that Halo has much longer kill times than those games do. Because of Halo’s kill times when you add sprint, you have to elongate maps. If you didn’t, you wouldn’t be able to kill people without them getting behind cover due to the fact that they are sprinting and have energy shields.

Once you elongate the maps, the pacing becomes all kind of messed up. You end up with a game that actually plays slower than it did without sprint. example- H5 on it’s version of midship plays much much slower than H2 on Midship or H3 on Heretic.

But there’s at least 250 posts discussing Sprint here: https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/watching-players-sprint-away-is-already-lame/e8d0d35e-b0b8-4658-ab58-4be066a536a9/posts

Do we need to rewrite that which is written so soon?

it does nothing positive or negative
if you rely on sprint you are bad
if you never use sprint you are bad

> 2533274810217211;3:
> To put it simply, it increases the pace of the game.

Quake, a game without sprint, is about rushing across the map and shooting people.
Battlefield, which has sprint, is a game about methodically controlling key portions of a gigantic map.
A game of Quake can last a few minutes, while a game of Battlefield will usually drag on for much longer.
Time between finding enemies in Battlefield can also be much longer than in Quake.

A game with sprint is actually slower than a game without it in this specific example.
Sprint alone does not increase the pace of the game.

> Historically Halo movement has been very slow-paced and sluggish,

Depends on which specific title and what we define as slow-paced. I don’t really agree, or rather I don’t agree that it’s previous pacing was a negative.

> it does nothing positive or negative
> if you rely on sprint you are bad
> if you never use sprint you are bad

How insightful…

You realize the truth doesn’t always lie in the middle of two sides, right?

> 2533274810217211;3:
> To put it simply, it increases the pace of the game.
>
> Historically Halo movement has been very slow-paced and sluggish, and the trend of modern shooters is departing from that. It’s a very jarring feeling going back to the original Halos because of that. Inevitably a huge portion of people mentally search for a sprint button, only to remember there isn’t one.
>
> Basically, the sprint helps to modernize the series and bring it more in line with the norms of other shooters.

It has been proven that it doesn’t, and in fact slows it down.

It’s jarring to return to older Halos because gamers aren’t used to faster paced gameplay as opposed to playing a “modern shooter” that feels like it’s fast paced - when in reality it’s much, much slower. Compare the times between player contact/battle from Halo 3’s Heretic to Halo 5’s Truth. In Truth there’s more ground to cover and thus you must sprint - in doing so you put down your weapon, and you increase the time between battles. In Heretic, you always had your gun ready, the map’s proportions were more compact and the times between battles were much shorter because you’re able to always move and shoot.

The only thing that sprint helps to do is to make it easier for gamers - who have gotten used to sprint in other titles - to pick up Halo.

I think sprinting definitely does increase the pace of a gameplay. When i first played Halo4 i was amazed at how much faster the game felt. I’m not saying its a good thing necessarily and I agree that elongated maps are a result of sprint which is a negative. But denying sprint makes the game feel faster i think is foolish.

It makes large maps from Objectives or BTB actually playable and with a nice pacing. I don’t use sprint very often, but i like to know its there in case i need it for a quick weapon snatch.

When trying to run away however your shields don’t recharge, I like that feature so far in sprint. Sprinting isn’t too effective in Halo 5 either. I find myself playing more how I played in Halo 3 in this Beta.

I have yet to master the sprint, I didn’t realize that it kept me from recharging. That explains why I keep dying on the run.

> 2533274845473822;9:
> I think sprinting definitely does increase the pace of a gameplay. When i first played Halo4 i was amazed at how much faster the game felt. I’m not saying its a good thing necessarily and I agree that elongated maps are a result of sprint which is a negative. But denying sprint makes the game feel faster i think is foolish.

Making the game feel faster or play faster are two different things.

Movement speed is not equal to gameplay pacing.

> 2533274845473822;9:
> I think sprinting definitely does increase the pace of a gameplay. When i first played Halo4 i was amazed at how much faster the game felt. I’m not saying its a good thing necessarily and I agree that elongated maps are a result of sprint which is a negative. But denying sprint makes the game feel faster i think is foolish.

FELT is the important word here.

There are plenty of other things that make the game FEEL faster without bringing with it all the negatives that sprint does.

The arguments against sprint were true in Halo 4. The overall game design was terrible compared to past Halos, and the maps were just inflated with no other design elements to properly accommodate the feature.

That said, I see most of the anti-sprint arguments repeating the same things from the anti-sprint threads in Halo 4, and they simply don’t apply anymore. Halo 5’s maps and multiplayer experience is being built with a range of new spartan abilities in mind, sprint being included. As a result, we have a feature that really doesn’t affect the overall gameplay when compared to previous Halos.

Escape by running has always been an option in Halo. Most of these situations where sprinters flee and get away can and have happened in Halo games that didn’t have sprint. People ran, turned corners, and strafed in many walkways and corridors to retreat to their team, or at least until their shields recharged. Halo 5 is no different except there is a “go faster button.” Yes you lower your weapon, but your shields don’t recharge, so you can pursue to get a good line of sight and finish the kill, or call out teammates to assist you. Then it becomes a matter of navigating the environment better than your opponent, putting a skill gap into play. If their teammates start shooting you before you can catch your kill, and you die, while it may be frustrating, let me remind you that, once again, this happened in the original Halo trilogy too.

People want to increase the base speed instead. With the low aim assist, that would be a chaotic nightmare. We don’t need Spartans constantly zipping across the map guns blazing.

Sprint is a feature that, when compared to Halo CE-3, doesn’t make much of a difference. It gives a sense of immersion to the gameplay, and yes, it makes it “feel” better for some people (which is a completely valid argument in game design. Games should feel good when played), but overall it’s a feature that doesn’t do anything when you look at the big picture. And people are gonna read that and say “why not remove it!?” Well, if it doesn’t make much of a difference, then why not keep it?

Just leave it as is and learn to either accept change, or play a game you feel caters more to what YOU want out of Halo. Personally, I enjoy H2A. It’s a next gen Halo title with newish features, new graphics and classic gameplay. No sprint, no thrusters, or anything else of the sort. Hopefully 343 will add more maps to it, forge and otherwise, to keep it active. Everybody will win (unless the MCC still isn’t working for you)

> 2533274812240562;15:
> The arguments against sprint were true in Halo 4. The overall game design was terrible compared to past Halos, and the maps were just inflated with no other design elements to properly accommodate the feature.
>
> That said, I see most of the anti-sprint arguments repeating the same things from the anti-sprint threads in Halo 4, and they simply don’t apply anymore. Halo 5’s maps and multiplayer experience is being built with a range of new spartan abilities in mind, sprint being included. As a result, we have a feature that really doesn’t affect the overall gameplay when compared to previous Halos.
>
> Escape by running has always been an option in Halo. Most of these situations where sprinters flee and get away can and have happened in Halo games that didn’t have sprint. People ran, turned corners, and strafed in many walkways and corridors to retreat to their team, or at least until their shields recharged. Halo 5 is no different except there is a “go faster button.” Yes you lower your weapon, but your shields don’t recharge, so you can pursue to get a good line of sight and finish the kill, or call out teammates to assist you. Then it becomes a matter of navigating the environment better than your opponent, putting a skill gap into play. If their teammates start shooting you before you can catch your kill, and you die, while it may be frustrating, let me remind you that, once again, this happened in the original Halo trilogy too.
>
> People want to increase the base speed instead. With the low aim assist, that would be a chaotic nightmare. We don’t need Spartans constantly zipping across the map guns blazing.
>
> Sprint is a feature that, when compared to Halo CE-3, doesn’t make much of a difference. It gives a sense of immersion to the gameplay, and yes, it makes it “feel” better for some people (which is a completely valid argument in game design. Games should feel good when played), but overall it’s a feature that doesn’t do anything when you look at the big picture. And people are gonna read that and say “why not remove it!?” Well, if it doesn’t make much of a difference, then why not keep it?
>
> Just leave it as is and learn to either accept change, or play a game you feel caters more to what YOU want out of Halo. Personally, I enjoy H2A. It’s a next gen Halo title with newish features, new graphics and classic gameplay. No sprint, no thrusters, or anything else of the sort. Hopefully 343 will add more maps to it, forge and otherwise, to keep it active. Everybody will win (unless the MCC still isn’t working for you)

But sprint does impact the map design, and the current maps just feel huge and cluttered at the same time. There aren’t any good sight lines, which is why the AR/SMG feel so overpowered compared to the BR/DMR, IMHO.

> 2533274794673678;16:
> But sprint does impact the map design, and the current maps just feel huge and cluttered at the same time. There aren’t any good sight lines, which is why the AR/SMG feel so overpowered compared to the BR/DMR, IMHO.

They flow well to me. I think Truth plays properly as a midship remake with these abilities in mind, and the AR/SMG only dominate in close range engagements as they should.

For Campaign and BTB-style experiences, it helps you move faster or cover large distances quicker to get you to the next interesting part of the game. (i.e, the next ‘30 seconds of fun’). And for a lot of people, it helps you at least feel you’re moving faster and helps to break up the monotony if you’re stuck on foot. I played through a Halo 2 level (I want to say Quarantine Zone) on Legendary and got blasted out of my Warthog and had to move forward through a massive area on foot, while dodging vehicles. It wasn’t fun, and having Sprint would have helped to alleviate the frustration.

In BTB, it helps you cover the greater distances and gets you back into the action quicker when no vehicles are available.

The real problem is arena gameplay. Sprint can make maps larger and less playable if the maps are poorly designed and the rest of the sandbox doesn’t really support it, (I think this was part of Halo 4’s issues) but for Halo 5, this is less of a case because the new SA additions to the sandbox and better map design make the larger maps more fun to play on.

Like the rest of the SAs, Sprint’s situational but also a risk v reward balance, similar to dual wielding in the past. You can take a boost in one area (movement speed for sprint, extra firepower for DW) at the cost of others (guns for Sprint, grenades and zoom for DW).

> 2533274812240562;15:
> The arguments against sprint were true in Halo 4. The overall game design was terrible compared to past Halos, and the maps were just inflated with no other design elements to properly accommodate the feature.
>
> That said, I see most of the anti-sprint arguments repeating the same things from the anti-sprint threads in Halo 4, and they simply don’t apply anymore. Halo 5’s maps and multiplayer experience is being built with a range of new spartan abilities in mind, sprint being included. As a result, we have a feature that really doesn’t affect the overall gameplay when compared to previous Halos.
>
> Escape by running has always been an option in Halo. Most of these situations where sprinters flee and get away can and have happened in Halo games that didn’t have sprint. People ran, turned corners, and strafed in many walkways and corridors to retreat to their team, or at least until their shields recharged. Halo 5 is no different except there is a “go faster button.” Yes you lower your weapon, but your shields don’t recharge, so you can pursue to get a good line of sight and finish the kill, or call out teammates to assist you. Then it becomes a matter of navigating the environment better than your opponent, putting a skill gap into play. If their teammates start shooting you before you can catch your kill, and you die, while it may be frustrating, let me remind you that, once again, this happened in the original Halo trilogy too.
>
> People want to increase the base speed instead. With the low aim assist, that would be a chaotic nightmare. We don’t need Spartans constantly zipping across the map guns blazing.
>
> Sprint is a feature that, when compared to Halo CE-3, doesn’t make much of a difference. It gives a sense of immersion to the gameplay, and yes, it makes it “feel” better for some people (which is a completely valid argument in game design. Games should feel good when played), but overall it’s a feature that doesn’t do anything when you look at the big picture. And people are gonna read that and say “why not remove it!?” Well, if it doesn’t make much of a difference, then why not keep it?
>
> Just leave it as is and learn to either accept change, or play a game you feel caters more to what YOU want out of Halo. Personally, I enjoy H2A. It’s a next gen Halo title with newish features, new graphics and classic gameplay. No sprint, no thrusters, or anything else of the sort. Hopefully 343 will add more maps to it, forge and otherwise, to keep it active. Everybody will win (unless the MCC still isn’t working for you)

Totally agree. The argument that sprint helps people escape encounters is totally bs now - it doesn’t help escapes anymore than base movement speed helped in older halos. The beta feels a LOT like Halo 3, and the only thing sprint does is add immersion. Thanks for saying this.

> 2533274810217211;3:
> To put it simply, it increases the pace of the game.

Alright, that’s a start, but I’d argue sprint tends to do the opposite of that. Primarily because maps are, on average (and in comparison to previous games) larger than before. The pace of a map is almost entirely controlled by the person who made that map, so if they don’t want you getting across the map in less than 10 seconds, you aren’t getting across the map in 10 seconds.

People have pointed out that Wizard from Halo CE and Truth are relatively the same size, but tWizard tends to play faster. The teleporters play a huge rule in this, because they allow you to cross the map instantly. But teleporters are not only a controlled way of increasing the pace of the game (in the sense that you can’t just randomly teleport from anywhere, but there has to be a distinquisahble entrance and exit), but a controllable one.

I’d argue things like Teleporters, Man cannons and Vehicles do a better job at increasing the pace of the game for the simple reason of being controlled elements.

> 2533274810217211;3:
> Historically Halo movement has been very slow-paced and sluggish, and the trend of modern shooters is departing from that. It’s a very jarring feeling going back to the original Halos because of that. Inevitably a huge portion of people mentally search for a sprint button, only to remember there isn’t one.

This is almost entirely subjective to personal preference. You might be jarred by going back to previous games, but that hardly means that everybody is. Nor does it mean the depth of the gameplay is improving by the benefit of sprint.

I will whole heartedly agree that Halo could use a faster pace in some ways, but I disagree that sprint is the ideal way to go about this.

> 2533274810217211;3:
> Basically, the sprint helps to modernize the series and bring it more in line with the norms of other shooters.

And I’m just going to say that is a terrible way to justify a mechanic :stuck_out_tongue:

Halo doesn’t need to be “in line” with other shooters because Halo ISN’T other shooters. There isn’t anything like classic Halo on the market, and there never really was. How many games do we need with the exact same “move or shoot” mechanics before we get bored of them?

> 2603643534597848;5:
> But there’s at least 250 posts discussing Sprint here: https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/watching-players-sprint-away-is-already-lame/e8d0d35e-b0b8-4658-ab58-4be066a536a9/posts
>
> Do we need to rewrite that which is written so soon?

I’ll be entirely honest and say I haven’t dived into that thread yet. Maybe we didn’t need another one, but I’ve seen little constructive talk on the subject of sprint lately and thought i’d create a thread specifically to encourage it.

> 2533274842918190;18:
> For Campaign and BTB-style experiences, it helps you move faster or cover large distances quicker to get you to the next interesting part of the game. (i.e, the next ‘30 seconds of fun’). And for a lot of people, it helps you at least feel you’re moving faster and helps to break up the monotony if you’re stuck on foot. I played through a Halo 2 level (I want to say Quarantine Zone) on Legendary and got blasted out of my Warthog and had to move forward through a massive area on foot, while dodging vehicles. It wasn’t fun, and having Sprint would have helped to alleviate the frustration.

That I can definitely understand. From a psychological perspective there are clearly benefits, and lord knows I can sympathise with having to walk on quarantine zone :PP.

From a BTB perspective it’s understandable, though there’s two other factors to consider. For starters, teleporters and manconnans are huge ways of alleviating the monotony of walking everywhere in BTB. Obviously we can’t just have mancannons at every position, but Valhalla’s system was pretty well set up.

With both main mancannons firing into the centre there was a constant stream of action on the main hill. In the event that one team took the hill, other players had a sniper and various vehicles in and around their base in order to put pressure on the other team and fight back.

Of course, if you wanted to go the long side route you best get your walking boots on or have a vehicle, but that pain of walking was often rewarded with some easy flanking kills on the enemy. Or perhaps a sniper bullet to the brain, it was pretty 50/50.

> 2533274842918190;18:
> In BTB, it helps you cover the greater distances and gets you back into the action quicker when no vehicles are available.

But at the same time I can’t think of a BTB map that doesn’t have mancannons or teleporters to get you around faster. Blood Gluch, Valhalla, Sidewinder, Headlong etc.

I understand where you’re coming from though.

> 2533274842918190;18:
> Like the rest of the SAs, Sprint’s situational but also a risk v reward balance, similar to dual wielding in the past. You can take a boost in one area (movement speed for sprint, extra firepower for DW) at the cost of others (guns for Sprint, grenades and zoom for DW).

There’s another argument I can support for sprint, the risk vs reward balance of it. And really, there’s no way to argue that other than preference. It’s not deniable that sprint forces you to choose between your gun or optimal movement, but whether or not you like that in Halo (I personally don’t) is almost entirely subjective.