Sprint In Halo

So the argument against sprint is that it makes maps bigger, like Truth, and that it “ruins” close to mid range combat. People just say “ruins”, but rarely ever explain what that means. Another complaint is that sprint makes it easy for people to run away from fights.

So maps can’t be made small anymore, because people would be sprinting into each others faces and meleeing each other. Except that Empire is about a small as Warlock or Midship, and Fathom isn’t much bigger than either. Truth is what, maybe 10% bigger than the original Midship. I remember I wanted to see how much bigger it actually was so I went into MCC’s Forge and placed mongooses from the doorways on the ends of the middle of the map. It was 11 in the old version and 13 in H5…not exactly a massive difference.

Here’s a random game I picked off youtube of EG vs Liquid on Truth TS. The very first kill is a close range battle between Roy and APG with storm rifles, no sprint involved. Then he keeps going Car from respawn and gets 3 kills across the map, long range. Then he runs into the red base and gets two close/mid range kills. Then he goes on D and gets another close range kill with an AR under his own base. I could keep going on, but I think you see my point. The idea that close/mid range combat is "ruined’ in H5 is wrong. We still get plenty of it. So much in fact that auto’s being “overpowered” is also a complaint…

Its interesting to look at high level players like Lethul and see how little they sprint, but also when in their games they choose to sprint. Click on his name and it’ll take you to a game he posted on his youtube channel not too long ago, in that 6 minute game he spends about 40 seconds sprinting. The vast majority of the time its right off spawn, and just for 1 or 2 seconds. He also sprints for like 14 seconds straight at the end of that game when he scrambling to find the last kill. Not once does he sprint away from a fight. Very rarely are you allowed this opportunity in high level play. Most of the time you’re cleaned up by someone else, or naded out of whatever hole you backed into. Everyone knows the difference between playing against a team of randoms and a full Fireteam. Once you see a dude and kill him…you’ll quickly have one or two of his teammates hitting you from angles all over. We’ve all felt that kind of gameplay before, so why do we forget about this when we’re arguing about sprint being used as a way to run from a fight?

If you want to see just how little sprint is used to run away from fights just watch all of the video’s Towey has on his channel of the scrims his team does, or watch some streams of players from CLG and EG. VERY rarely does someone use it to disengage from a fight, the vast majority of the time they’re using it to get to a position, like off spawn, or to get into a fight. If they’re sprinting away from danger its usually in desperation because your shields don’t regen and your weapon is down so you can’t do any dmg.

Sprint is good for the game because it enables things like giant Warzone maps to exist. Imagine running from one end of Apex 7 to the other without sprint, its a -Yoinking!- nightmare to do even with sprint. Sprint is good because it enables cool combo’s like the sprint > thrust > slide > jump > stabilize tricks, or just the slide trick even; which a lot of people do to keep their thrusts saved in case they need it in a fight.

Am I crazy? In high level play is sprint really used as a tool to disengage from fights? Have I got it all wrong? Are maps really hideously large in H5, or are they just slightly bigger?

This has become such a hot topic lately, but this is actually one of the things I learned early on in H5…I used to sprint WAY TOO MUCH! Once I realized what I was doing, I started to tone it down, and my play improved.

So what do you guys think?

You’re comparing highly competitive players to casual or semi competitive though, we have different mindsets and such and opinions and strategies will vary. Competitive players will generally not sprint because it puts you at a disadvantage if your gun is lowered, even I’ve said it, I’d take a 4 man team of non sprinters over 4 guys who will sprint because my team will have that extra shot on you before your able to fire back. Fact is sprint changes the game, it’s subjective as to whether it’s good or not however. Some like elongated maps, others don’t, some would rather have their guns at the ready at all times, others prefer the risk reward factor of sacrificing your combat readiness. Some prefer the Emersion sprint gives, others don’t due to its negatives out weighing the Emersion.

So…what if they added playlists alongside the current ones that didn’t have sprint/boosters/etc. Just base Spartans. Use the best re-created maps of the old good ones?

Would that not solve the issue. You have the choice for whichever you prefer that way.

> 2533274830592615;3:
> So…what if they added playlists alongside the current ones that didn’t have sprint/boosters/etc. Just base Spartans. Use the best re-created maps of the old good ones?
>
> Would that not solve the issue. You have the choice for whichever you prefer that way.

Because there are still rules dictating how the game plays, such as bullet magnetism, TTK, and aim assist. Classic playlists have never worked in the past, and I don’t expect them to work in Halo 5.

> 2533274923562209;2:
> You’re comparing highly competitive players to casual or semi competitive though, we have different mindsets…Fact is sprint changes the game, it’s subjective as to whether it’s good or not however. Some like elongated maps, others don’t, some would rather…

I get where you’re coming from, but in what ways does sprint change the game, and at what point is the arguing against it just toxicity talking? Are there any sound reasons at all behind sprint being detrimental to the game?

> 2533274830592615;3:
> So…what if they added playlists alongside the current ones that didn’t have sprint/boosters/etc. Just base Spartans. Use the best re-created maps of the old good ones?
>
> Would that not solve the issue. You have the choice for whichever you prefer that way.

My question is whether there is an issue to be solved at all.

Also, I think playlists like Team Snipers, Team Doubles, Social Slayer, Social Objective, and many more are more popular and should take precedent over a Classic playlist. In my opinion it seems like there’s a vocal minority that has a misconception of what sprint does to the game, and how its used.

While the diameter of the arena has changed somewhat slightly, because of that change, the area of the arena is so much larger. Another way sprint is detrimental is that it creates dead zones in the map, which have no cover, because the cover spaced apart so that sprint and armor/Spartan Abilities can be used. Again, as UEG ShadowAngel said, any opinions on such deadzones are subjective, but I do not believe that they are good for the game; and I think that the dead zones actually encourage players to be killed by precision weapons from across the map, something that a lot of the people who do not like the precision weapons should take note of.

> 2533274915643658;6:
> While the diameter of the arena has changed somewhat slightly, because of that change, the area of the arena is so much larger. Another way sprint is detrimental is that it creates dead zones in the map, which have no cover, because the cover spaced apart so that sprint and armor/Spartan Abilities can be used. Again, as UEG ShadowAngel said, any opinions on such deadzones are subjective, but I do not believe that they are good for the game; and I think that the dead zones actually encourage players to be killed by precision weapons from across the map, something that a lot of the people who do not like the precision weapons should take note of.

Do you mean to say that there were no open area’s in previous Halo’s? I still don’t really understand what you mean by dead zones. You mean area’s that are too slow to move through while you’re not sprinting? What about thrusting, sliding, or shooting back? Can you give me examples of those dead zones that you think have come about as a result of sprint? There are many ways to affect sightlines such as walls, arches, and terrain that can be used to block the view into areas. Maps aren’t just flat, and there are many variables that affect map design, sprint is just a small piece.

I’m not trying to be a smarty pants, I just think I’ve been pretty specific in my post, and I’d like the discussion to remain on specifics. Often people use broad terms to describe their arguments and it doesn’t really make much sense when you think about it.

> 2600292642016732;1:
> So the argument against sprint is that it makes maps bigger, like Truth, and that it “ruins” close to mid range combat. People just say “ruins”, but rarely ever explain what that means. Another complaint is that sprint makes it easy for people to run away from fights.
>
>
> So maps can’t be made small anymore, because people would be sprinting into each others faces and meleeing each other. Except that Empire is about a small as Warlock or Midship, and Fathom isn’t much bigger than either. Truth is what, maybe 10% bigger than the original Midship. I remember I wanted to see how much bigger it actually was so I went into MCC’s Forge and placed mongooses from the doorways on the ends of the middle of the map. It was 11 in the old version and 13 in H5…not exactly a massive difference.
>
> Here’s a random game I picked off youtube of EG vs Liquid on Truth TS. The very first kill is a close range battle between Roy and APG with storm rifles, no sprint involved. Then he keeps going Car from respawn and gets 3 kills across the map, long range. Then he runs into the red base and gets two close/mid range kills. Then he goes on D and gets another close range kill with an AR under his own base. I could keep going on, but I think you see my point. The idea that close/mid range combat is "ruined’ in H5 is wrong. We still get plenty of it. So much in fact that auto’s being “overpowered” is also a complaint…
>
> Its interesting to look at high level players like Lethul and see how little they sprint, but also when in their games they choose to sprint. Click on his name and it’ll take you to a game he posted on his youtube channel not too long ago, in that 6 minute game he spends about 40 seconds sprinting. The vast majority of the time its right off spawn, and just for 1 or 2 seconds. He also sprints for like 14 seconds straight at the end of that game when he scrambling to find the last kill. Not once does he sprint away from a fight. Very rarely are you allowed this opportunity in high level play. Most of the time you’re cleaned up by someone else, or naded out of whatever hole you backed into. Everyone knows the difference between playing against a team of randoms and a full Fireteam. Once you see a dude and kill him…you’ll quickly have one or two of his teammates hitting you from angles all over. We’ve all felt that kind of gameplay before, so why do we forget about this when we’re arguing about sprint being used as a way to run from a fight?
>
> If you want to see just how little sprint is used to run away from fights just watch all of the video’s Towey has on his channel of the scrims his team does, or watch some streams of players from CLG and EG. VERY rarely does someone use it to disengage from a fight, the vast majority of the time they’re using it to get to a position, like off spawn, or to get into a fight. If they’re sprinting away from danger its usually in desperation because your shields don’t regen and your weapon is down so you can’t do any dmg.
>
> Sprint is good for the game because it enables things like giant Warzone maps to exist. Imagine running from one end of Apex 7 to the other without sprint, its a -Yoinking!- nightmare to do even with sprint. Sprint is good because it enables cool combo’s like the sprint > thrust > slide > jump > stabilize tricks, or just the slide trick even; which a lot of people do to keep their thrusts saved in case they need it in a fight.
>
> Am I crazy? In high level play is sprint really used as a tool to disengage from fights? Have I got it all wrong? Are maps really hideously large in H5, or are they just slightly bigger?
>
> This has become such a hot topic lately, but this is actually one of the things I learned early on in H5…I used to sprint WAY TOO MUCH! Once I realized what I was doing, I started to tone it down, and my play improved.
>
> So what do you guys think?

It diminishes close range fighting since we have large open areas so nothing special in gun fights.

“oh wow, this map is only 2 mongooses bigger since I only need to measure this one part to be accurate and prove that”

I dont think your example is very good here since they sprinted to get near each other and nobody would sprint in the middle of a storm rifle fight while youre close enough to cuddle.

Lethul sprints all the time unless there is going to be a gunfight in the near future just like how any skilled player should play and yet we still have to deal with spartan charging since 343 still is wanting to dumb down the game.

Sprint isnt good for any of these reasons because if the maps were smaller to begin with, we wouldnt need to sprint LOL

I enjoy that this whole thread ends up trying to claim sprint is good by saying people dont run away midfight when you are right next to the enemy. Please provide some sort of valid excuse for sprint to exist because I have never seen one. We dont need sprint but for some reason, 343 wants to make games that completely revolve around it.

Guys seriously just stop like okay stop
post this in the already created threads
we really don’t need more of these

> 2600292642016732;7:
> > 2533274915643658;6:
> > While the diameter of the arena has changed somewhat slightly, because of that change, the area of the arena is so much larger. Another way sprint is detrimental is that it creates dead zones in the map, which have no cover, because the cover spaced apart so that sprint and armor/Spartan Abilities can be used. Again, as UEG ShadowAngel said, any opinions on such deadzones are subjective, but I do not believe that they are good for the game; and I think that the dead zones actually encourage players to be killed by precision weapons from across the map, something that a lot of the people who do not like the precision weapons should take note of.
>
>
> Do you mean to say that there were no open area’s in previous Halo’s? I still don’t really understand what you mean by dead zones. You mean area’s that are too slow to move through while you’re not sprinting? What about thrusting, sliding, or shooting back? Can you give me examples of those dead zones that you think have come about as a result of sprint? There are many ways to affect sightlines such as walls, arches, and terrain that can be used to block the view into areas. Maps aren’t just flat, and there are many variables that affect map design, sprint is just a small piece.
>
> I’m not trying to be a smarty pants, I just think I’ve been pretty specific in my post, and I’d like the discussion to remain on specifics. Often people use broad terms to describe their arguments and it doesn’t really make much sense when you think about it.

Okay, for example, you know the circle around the Splinter grenade spawns on Truth? That area which doesn’t have any cover = dead zones. Literally, they do not have any cover, and when I need cover, I need to sprint to the next available cover, because walking to it is too slow and Joey Macaron(1) is going to kill me with his AR in 3 seconds. On the original Midship, it didn’t feel as open as it does in Halo 5, at least to me. There was only one movement speed for Halo 2, and thus maps were scaled for that speed. In Halo 5, since there is combat speed and sprint speed, the map has to be scaled larger than it was in Halo 2 to maintain a similar time to traverse the map. This means the cover gets stretched away from the user when he is in combat speed.

Another example is the Rig, with the ground area leading from Blue Spawn to Plasma Caster.

> 2533274935111428;8:
> > 2600292642016732;1:
> > So the argument against sprint is that it makes maps bigger, like Truth, and that it “ruins” close to mid range combat. People just say “ruins”, but rarely ever explain what that means. Another complaint is that sprint makes it easy for people to run away from fights.
> >
> > So maps can’t be made small anymore, because people would be sprinting into each others faces and meleeing each other. Except that Empire is about a small as Warlock or Midship, and Fathom isn’t much bigger than either. Truth is what, maybe 10% bigger than the original Midship. I remember I wanted to see how much bigger it actually was so I went into MCC’s Forge and placed mongooses from the doorways on the ends of the middle of the map. It was 11 in the old version and 13 in H5…not exactly a massive difference.
> >
> > Here’s a random game I picked off youtube of EG vs Liquid on Truth TS. The very first kill is a close range battle between Roy and APG with storm rifles, no sprint involved. Then he keeps going Car from respawn and gets 3 kills across the map, long range. Then he runs into the red base and gets two close/mid range kills. Then he goes on D and gets another close range kill with an AR under his own base. I could keep going on, but I think you see my point. The idea that close/mid range combat is "ruined’ in H5 is wrong. We still get plenty of it. So much in fact that auto’s being “overpowered” is also a complaint…
> >
> > Its interesting to look at high level players like Lethul and see how little they sprint, but also when in their games they choose to sprint. Click on his name and it’ll take you to a game he posted on his youtube channel not too long ago, in that 6 minute game he spends about 40 seconds sprinting. The vast majority of the time its right off spawn, and just for 1 or 2 seconds. He also sprints for like 14 seconds straight at the end of that game when he scrambling to find the last kill. Not once does he sprint away from a fight. Very rarely are you allowed this opportunity in high level play. Most of the time you’re cleaned up by someone else, or naded out of whatever hole you backed into. Everyone knows the difference between playing against a team of randoms and a full Fireteam. Once you see a dude and kill him…you’ll quickly have one or two of his teammates hitting you from angles all over. We’ve all felt that kind of gameplay before, so why do we forget about this when we’re arguing about sprint being used as a way to run from a fight?
> >
> > If you want to see just how little sprint is used to run away from fights just watch all of the video’s Towey has on his channel of the scrims his team does, or watch some streams of players from CLG and EG. VERY rarely does someone use it to disengage from a fight, the vast majority of the time they’re using it to get to a position, like off spawn, or to get into a fight. If they’re sprinting away from danger its usually in desperation because your shields don’t regen and your weapon is down so you can’t do any dmg.
> >
> > Sprint is good for the game because it enables things like giant Warzone maps to exist. Imagine running from one end of Apex 7 to the other without sprint, its a -Yoinking!- nightmare to do even with sprint. Sprint is good because it enables cool combo’s like the sprint > thrust > slide > jump > stabilize tricks, or just the slide trick even; which a lot of people do to keep their thrusts saved in case they need it in a fight.
> >
> > Am I crazy? In high level play is sprint really used as a tool to disengage from fights? Have I got it all wrong? Are maps really hideously large in H5, or are they just slightly bigger?
> >
> > This has become such a hot topic lately, but this is actually one of the things I learned early on in H5…I used to sprint WAY TOO MUCH! Once I realized what I was doing, I started to tone it down, and my play improved.
> >
> > So what do you guys think?
>
>
> It diminishes close range fighting since we have large open areas so nothing special in gun fights.
>
> “oh wow, this map is only 2 mongooses bigger since I only need to measure this one part to be accurate and prove that”
>
> I dont think your example is very good here since they sprinted to get near each other and nobody would sprint in the middle of a storm rifle fight while youre close enough to cuddle.
>
> Lethul sprints all the time unless there is going to be a gunfight in the near future just like how any skilled player should play and yet we still have to deal with spartan charging since 343 still is wanting to dumb down the game.
>
> Sprint isnt good for any of these reasons because if the maps were smaller to begin with, we wouldnt need to sprint LOL
>
> I enjoy that this whole thread ends up trying to claim sprint is good by saying people dont run away midfight when you are right next to the enemy. Please provide some sort of valid excuse for sprint to exist because I have never seen one. We dont need sprint but for some reason, 343 wants to make games that completely revolve around it.

“It diminishes close range fighting since we have large open areas so nothing special in gun fights.”

I have no idea what you’re trying to say there…

So there were no large open areas before sprint?

My Mongoose example was just to show how exaggerated claims of maps being “huge” have become. Do you have one that’s shows Truth being “twice it’s normal size” as is often said in sprint threads?

Lethul does not sprint all the time. Show me a game where he sprints a majority of the time please.

Pretty sure you’re a troll but at least I tried.

lol. I like how the only argument against what I said only is arguing with the part he wants :stuck_out_tongue:

Lethul sprints all the time unless there is going to be a gunfight in the near future

“Lethul does not sprint all the time. Show me a game where he sprints a majority of the time please.”

Please use that sprint loving brain to read since youre already claiming to be a smarty pants :stuck_out_tongue:

> 2533274915643658;10:
> > 2600292642016732;7:
> > > 2533274915643658;6:
> > > While the diameter of the arena has changed somewhat slightly, because of that change, the area of the arena is so much larger. Another way sprint is detrimental is that it creates dead zones in the map, which have no cover, because the cover spaced apart so that sprint and armor/Spartan Abilities can be used. Again, as UEG ShadowAngel said, any opinions on such deadzones are subjective, but I do not believe that they are good for the game; and I think that the dead zones actually encourage players to be killed by precision weapons from across the map, something that a lot of the people who do not like the precision weapons should take note of.
> >
> >
> > Do you mean to say that there were no open area’s in previous Halo’s? I still don’t really understand what you mean by dead zones. You mean area’s that are too slow to move through while you’re not sprinting? What about thrusting, sliding, or shooting back? Can you give me examples of those dead zones that you think have come about as a result of sprint? There are many ways to affect sightlines such as walls, arches, and terrain that can be used to block the view into areas. Maps aren’t just flat, and there are many variables that affect map design, sprint is just a small piece.
> >
> > I’m not trying to be a smarty pants, I just think I’ve been pretty specific in my post, and I’d like the discussion to remain on specifics. Often people use broad terms to describe their arguments and it doesn’t really make much sense when you think about it.
>
>
> Okay, for example, you know the circle around the Splinter grenade spawns on Truth? That area which doesn’t have any cover = dead zones. Literally, they do not have any cover, and when I need cover, I need to sprint to the next available cover, because walking to it is too slow and Joey Macaron(1) is going to kill me with his AR in 3 seconds. On the original Midship, it didn’t feel as open as it does in Halo 5, at least to me. There was only one movement speed for Halo 2, and thus maps were scaled for that speed. In Halo 5, since there is combat speed and sprint speed, the map has to be scaled larger than it was in Halo 2 to maintain a similar time to traverse the map. This means the cover gets stretched away from the user when he is in combat speed.
>
> Another example is the Rig, with the ground area leading from Blue Spawn to Plasma Caster.

Ahhh, ok you mean bottom Mid on Truth. That’s where I did my Mongoose measurement lol. So you basically have one extra mongoose length to walk from each side than in Midship. It’s not a lot more distance, especially when you factor in thrusting, and I mean, it is the most dangerous area in the map lol!

The spot in The Rig is different, I don’t think that area has much to do with sprint, it’s just an open area on the map. 343i could put a wall up under catwalk but they chose not to so tje area could be exposed.

> 2533274935111428;12:
> lol. I like how the only argument against what I said only is arguing with the part he wants :stuck_out_tongue:
>
> Lethul sprints all the time unless there is going to be a gunfight in the near future
>
> “Lethul does not sprint all the time. Show me a game where he sprints a majority of the time please.”
>
> Please use that sprint loving brain to read since youre already claiming to be a smarty pants :stuck_out_tongue:

So I’m guessing you don’t have any games of Lethul sprinting more than a few seconds then? I mean if he did sprint so often than it wouldn’t be difficult to find an example?

Go to his stream now. He sprints whenever there is downtime :stuck_out_tongue:

Edit: I will count how many times he sprints in the next game :slight_smile:

> 2600292642016732;5:
> > 2533274923562209;2:
> > You’re comparing highly competitive players to casual or semi competitive though, we have different mindsets…Fact is sprint changes the game, it’s subjective as to whether it’s good or not however. Some like elongated maps, others don’t, some would rather…
>
>
> I get where you’re coming from, but in what ways does sprint change the game, and at what point is the arguing against it just toxicity talking? Are there any sound reasons at all behind sprint being detrimental to the game?
>
>
> > 2533274830592615;3:
> > So…what if they added playlists alongside the current ones that didn’t have sprint/boosters/etc. Just base Spartans. Use the best re-created maps of the old good ones?
> >
> > Would that not solve the issue. You have the choice for whichever you prefer that way.
>
>
> My question is whether there is an issue to be solved at all.
>
> Also, I think playlists like Team Snipers, Team Doubles, Social Slayer, Social Objective, and many more are more popular and should take precedent over a Classic playlist. In my opinion it seems like there’s a vocal minority that has a misconception of what sprint does to the game, and how its used.

I gave reasons on how it can be detrimental already. Combat readiness is sacrificed, elongated maps=more dead zones (warzone map size is a perfect example of this), sprint also encourages the use of Spartan abilities which I find pointless as it can then lead the player vulnerable when using said abilities. As I said tho, it’s up to the player to decide if sprint is or isn’t worth it. Not everyone likes limited combat readiness, elongated maps, Spartan abilities effecting map designs (and since sprint is made to work with these abilities it still changes design).

> 2600292642016732;13:
> > 2533274915643658;10:
> > > 2600292642016732;7:
> > > > 2533274915643658;6:
> > > > While the diameter of the arena has changed somewhat slightly, because of that change, the area of the arena is so much larger. Another way sprint is detrimental is that it creates dead zones in the map, which have no cover, because the cover spaced apart so that sprint and armor/Spartan Abilities can be used. Again, as UEG ShadowAngel said, any opinions on such deadzones are subjective, but I do not believe that they are good for the game; and I think that the dead zones actually encourage players to be killed by precision weapons from across the map, something that a lot of the people who do not like the precision weapons should take note of.
> > >
> > >
> > > Do you mean to say that there were no open area’s in previous Halo’s? I still don’t really understand what you mean by dead zones. You mean area’s that are too slow to move through while you’re not sprinting? What about thrusting, sliding, or shooting back? Can you give me examples of those dead zones that you think have come about as a result of sprint? There are many ways to affect sightlines such as walls, arches, and terrain that can be used to block the view into areas. Maps aren’t just flat, and there are many variables that affect map design, sprint is just a small piece.
> > >
> > > I’m not trying to be a smarty pants, I just think I’ve been pretty specific in my post, and I’d like the discussion to remain on specifics. Often people use broad terms to describe their arguments and it doesn’t really make much sense when you think about it.
> >
> >
> > Okay, for example, you know the circle around the Splinter grenade spawns on Truth? That area which doesn’t have any cover = dead zones. Literally, they do not have any cover, and when I need cover, I need to sprint to the next available cover, because walking to it is too slow and Joey Macaron(1) is going to kill me with his AR in 3 seconds. On the original Midship, it didn’t feel as open as it does in Halo 5, at least to me. There was only one movement speed for Halo 2, and thus maps were scaled for that speed. In Halo 5, since there is combat speed and sprint speed, the map has to be scaled larger than it was in Halo 2 to maintain a similar time to traverse the map. This means the cover gets stretched away from the user when he is in combat speed.
> >
> > Another example is the Rig, with the ground area leading from Blue Spawn to Plasma Caster.
>
>
> Ahhh, ok you mean bottom Mid on Truth. That’s where I did my Mongoose measurement lol. So you basically have one extra mongoose length to walk from each side than in Midship. It’s not a lot more distance, especially when you factor in thrusting, and I mean, it is the most dangerous area in the map lol!
>
> The spot in The Rig is different, I don’t think that area has much to do with sprint, it’s just an open area on the map. 343i could put a wall up under catwalk but they chose not to so tje area could be exposed.

It might not be that much larger, but, with the fast kill times and pacing of this game compared to my beloved Halo 3, every second counts and the area seems to large when in combat speed, to me. It’s the same with the spawn areas, those have been expanded as well to accommodate Spartan Abilities as well. Anybody who likes to fight in the enemy spawns knows what I’m talking about.

And with the Rig, I’m still convinced that the area is open because of Spartan Abilities. If it wasn’t, there would be more cover, or the catwalk would extend over the open area more to provide cover to Spartans underneath the catwalk.

> 2533274923562209;16:
> > 2600292642016732;5:
> > > 2533274923562209;2:
> > > You’re comparing highly competitive players to casual or semi competitive though, we have different mindsets…Fact is sprint changes the game, it’s subjective as to whether it’s good or not however. Some like elongated maps, others don’t, some would rather…
> >
> >
> > I get where you’re coming from, but in what ways does sprint change the game, and at what point is the arguing against it just toxicity talking? Are there any sound reasons at all behind sprint being detrimental to the game?
> >
> >
> > > 2533274830592615;3:
> > > So…what if they added playlists alongside the current ones that didn’t have sprint/boosters/etc. Just base Spartans. Use the best re-created maps of the old good ones?
> > >
> > > Would that not solve the issue. You have the choice for whichever you prefer that way.
> >
> >
> > My question is whether there is an issue to be solved at all.
> >
> > Also, I think playlists like Team Snipers, Team Doubles, Social Slayer, Social Objective, and many more are more popular and should take precedent over a Classic playlist. In my opinion it seems like there’s a vocal minority that has a misconception of what sprint does to the game, and how its used.
>
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> I gave reasons on how it can be detrimental already. Combat readiness is sacrificed, elongated maps=more dead zones (warzone map size is a perfect example of this), sprint also encourages the use of Spartan abilities which I find pointless as it can then lead the player vulnerable when using said abilities. As I said tho, it’s up to the player to decide if sprint is or isn’t worth it. Not everyone likes limited combat readiness, elongated maps, Spartan abilities effecting map designs (and since sprint is made to work with these abilities it still changes design).

He doesnt understand that sprint shouldnt be in halo :stuck_out_tongue:

8 different sprinting occasions in 1 minute and 48 seconds. WOW, thats alot of sprint in such a short amount of time since he was shooting and prepared to shoot for alot of that :stuck_out_tongue:

Since everyone keeps saying go use the already open sprint posts, here I am.

This thread over on teambeyond should show all its negatives.