> 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 
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.