I think some of halo 3’s equipment should make a return as well like the trip mine or radar jammer.
I don’t mind loadouts as long as it isn’t power weapon starts unless the gametype is like that. Just basic weapons like Br, Ar, magnum, etc.
I think some of halo 3’s equipment should make a return as well like the trip mine or radar jammer.
I don’t mind loadouts as long as it isn’t power weapon starts unless the gametype is like that. Just basic weapons like Br, Ar, magnum, etc.
> > It also should not be able to be used as a get out of jail free card like it can be in Reach. This can be accomplished in a number of ways. Best way would be so if you get shot while sprinting you automatically stop sprinting and you cannot re activate it for a short period so you can’t just keep tapping the button to sustain the sprint.
>
> By the looks of this gif I’d say you can sprint while being shot.
Just like the Reach sprint.
It has no “stop when shot” or any “melee cooldown”.
It’s just like REACH!!!
> I think some of halo 3’s equipment should make a return as well like the trip mine or radar jammer.
>
> I don’t mind loadouts as long as it isn’t power weapon starts unless the gametype is like that. Just basic weapons like Br, Ar, magnum, etc.
The Trip mine, Flare and Radar jammer were all good fun to use. Too bad map exploits became present with the latter 2.
As for load outs, they should only change starting weapons, not give some bs perk or ability but that is for another thread entirely.
> Just like the Reach sprint.
>
> It has no “stop when shot” or any “melee cooldown”.
>
> It’s just like REACH!!!
Those 2 things alone make sprint over powered and detrimental to gameplay.
You guys have to remember. We’re continuing on from H2 and H3, onto HALO 4. Did anyone forget that Master Chief jump is fairly higher and gives more distance than the jump in Halo: Reach? I feel like there would be no point in using Sprint at all. Picture Master Cheif running full speed and then jumping. Every player would be like the Hulk with wings.
> > Just like the Reach sprint.
> >
> > It has no “stop when shot” or any “melee cooldown”.
> >
> > It’s just like REACH!!!
>
> Those 2 things alone make sprint over powered and detrimental to gameplay.
This, it seems like 343 is either gonna go all in or all out. It doesnt seem like they wanna balance it by making it so you cant do it while being shot, or a melee cooldown, or things like that.
Just speculation though No sprint > balance sprint >reach sprint.
These are good ideas, but it would still be better to just not have it at all.
Halo should have never had sprint in the first place.
> > So, you couldn’t chase after someone who was sprinting away?
> >
> > Sounds like the only Halol player here is you.
>
> Yeah! Lets sprint after them into their whole team or the nade they dropped at the corner they ran around!
>
> Bad player logic is bad player logic.
>
>
>
> > nothing is worse than armor lock.
>
> Anyone with even a limited amount of intelligence could deal with Armour Lock.
Then the same applies for Sprint?
I…
I just want Halo 2 back man 
Sprint has caused me a lot of moments where I miss out on kills because the guy I’m shooting takes off around a corner, where I can clearly tell on my radar that he has 2-3 teammates nearby.
I think if you stopped sprinting if shot the problem would fix itself. Also, I lmao at anyone suggesting Sprint doesn’t ruin competitive gameplay and then go on to list BF3 and CoD and even Gears as examples.
Gears has a sprint feature. It’s mainly there to help you sprint to cover, as cover is THE core mechanic of that game. It also spawns you with guns that literally kill you in one or two shots- and if you can’t do it you suck at Gears.
Call of Duty has sprint. It also has kill times of less than a second. By the time you realize you’re getting shot you’re already dead, bro.
I don’t play much Battlefield, but doesn’t that game make you stop sprinting if you get shot? Also, it’s a generic military shooter with gigantic maps. It needs sprint to keep up even the slight amounts of fun it can manage to produce.
Battlefront had sprint, but Battlefront isn’t an arena shooter with a heavy emphasis on map and power weapon control.
Unreal tournament also had somewhat of a sprint ability, but come on, only one or two weapons didn’t make your target explode into pieces via some form of insane ordinance. The link gun was probably one of the only ones that didn’t, in fact, and that was more of a support gun.
Halo didn’t originally have sprint, and it is the reason FPS on the console are the way they are today.
Oh, and to counter the “Would you rather it be like CoD and release the same game over and over?” argument, my answer is both yes and no. No, because they can add new things without it alienating the community. Yes, because they don’t release a new Halo every year. It’s been 5 years since Halo 3, and the supposed successor to it was a drastically different game.
Seriously speaking, if they made 10-15 new maps for Halo 3, updated the graphics, gave it a new campaign, and called it Halo 4 I would wet myself.
> > Anyone with even a limited amount of intelligence could deal with Armour Lock.
>
> Then the same applies for Sprint?
Not even remotely…
> Also, I lmao at anyone suggesting Sprint doesn’t ruin competitive gameplay and then go on to list BF3 and CoD and even Gears as examples.
This makes me laugh as well.
Even funnier when people completely fail to comprehend my post and think I simply want sprint removed.
A private message from a member.
Since their PM box is full I thought I’d respond in this thread.
> Sprint
>
> IMO (and seemingly MLG and the community) Being able to sprint immediately off spawn is very detrimental to gameplay aswell. It also for players who died (because they made a mistake), to not suffer the full consequences of their team facing the other 3v4 for a few seconds, as you can almost immediately get back in the action and help them. IMO the 15 second timer or whatever it was in MLG would work fine.
>
> Although I still think sprint helps make up for imperfect teamwork, as your team mate can call out “I need help” and you can totally be out of position, but then get in position thanks to sprint and save you. I think though with the “not being able to sprint what you’re getting shot” and the possibly increasing map size to compensate (making it almost necessary to have sprint to be able to have good positioning) would at least help alleviate this.
This is true.
That is why I’d prefer sprint last longer but give less of a speed bonus. That way you could travel a large distance much quicker than walking but you couldn’t go from a bad position to a good position almost instantly.
And regardless of how you look at it, if flag juggling doesn’t return, sprint will destroy competitive CTF games. This is because it would take far too long to move the flag and it would be much to easy to sprint after the flag carrier. That said, objective discussions belong in another thread.
> Sprint is far more overpowered and damaging to gameplay than a lot of you realise. In HalolReach it just gives players the ability to run away from their mistakes and completely screw up CQC combat because you can just sprint for the beatdown
Word
Go play duck hunt, dash and bash is a legit tactic, if you can’t take him down first you deserve the death.
Guys, to all of you complaining about how it affects map control and spawn killing, play a round of swat on reach. After getting good at it, you start to remember the spawn points and figure out what side the other teams spawns on next. Its simple logic. I have spawn killed so many people where i made the match quit because i would SPRINT down to the middle level on COUNTDOWN and catch them off gaurd while they spawn.
On reflection, swat, if you have a dumb team that cant figure out which sides to cover or just keep dyeing (at the lift area) It makes it much easier to keep control by simply sprinting from one side to the other. Example? I kill their team on the side with the two lifts. Then i sprint across to the other side and kill them there, then i sprint acorss to the other side agian, and if they arent there then they spawned at the lift. Sprint back to the lift, catcht them off gaurd, profit.
It is so easy to use sprint to your advantage with map control in reach. Even on pinacle, i can spawn kill there with ease, and end up with scores of 30 in any given match. How about sword base? Same deal, hold the area by the yellow lift, kill enemies on one side, sprint to the other.
Sprint is immensly helpful with map control if you know how to use it properly. So dont give me any of that map control stuff.
> Sprint is far more overpowered and damaging to gameplay than a lot of you realise. In HalolReach it just gives players the ability to run away from their mistakes and completely screw up CQC combat because you can just sprint for the beatdown (which a large amount of players do). It is worse than Armour Lock and Active camo. Only Derpack and dinoroll are worse than Sprint.
>
> What needs to be done? Well, as with everything, intelligence needs to be applied to it’s design and function.
>
> For one, it should ONLY be used to navigate the map.
>
> How? Well, that’s easy.
>
> It’s should last longer than HalolReach sprint does but it should NOT give such a large advantage. You shouldn’t be able to massively out pace someone who isn’t sprinting.
>
> It also should not be able to be used as a get out of jail free card like it can be in Reach. This can be accomplished in a number of ways. Best way would be so if you get shot while sprinting you automatically stop sprinting and you cannot re activate it for a short period so you can’t just keep tapping the button to sustain the sprint.
>
> This would also prevent it destroying CQC combat because the only reason it was ridiculous is because you could just keep sprinting while soaking bullets to the face.
>
> You should NOT be able to instantly melee, shoot or throw grenades while sprinting. There should be an unavoidable cool down while you ready yourself after sprinting. This would further prevent it’s abuse in CQC situations.
>
> And while loosely connected to sprint, melee bleedthrough MUST return but melee damage should be reduced far below that of Halo 3 and HalolReach so you can’t just tickle someone for a quarter of a second with an AR and than get a one punch K.O. If anything, they should bring back Halo 2s momentum melee system where a jumping downwards melee is as powerful as normal Halo 3/HalolReach. A normal running forward melee is equivalent to 75% melee damage and a stationary/low speed melee is a 3 melee kill.
This is what you’re saying, apparently.
> Sprint is far more derp overpowered and damaging to gameplololoay than a lot of you realise. In HalolReach it just gives players the ability to run away from their mistakes and completely screw up CQC combat because you can not give a damn loljust sprint for the beatdown (which a large amount of players doimderp). It is worse than Armour Lock and Active camo. Only Derpack and dinoroll are worse than Sprinttrollolollol im a ranterlloloolololospreeentsucksaballsainaipavldfoiv;as’’’;;s;;kololorologtogtoltootltolotlotlotlotoltlotoltottotlgoucksaballsainaipavldfoiv;as’’’;;s;;kololorologtogtoltoucksaballsainaipavldfoiv;as’’’;;s;;kololorologtogtoltoucksaballsainaipavldfoiv;as’’’;;s;;kololorologtogtoltootltolotlotlotlotoltlotoltottotlgoucksaballsainaipavldfoiv;as’’’;;s;;kololorologtogtolt-------------------------------------------------=======-----------=++++++=-+)(*&&^%%%&)…
RIGHT, STOP THAT! Its just silly!
But you see, this is what im hearing. Go understand properly the subject before making a long silly rant. In fact, id advise against ranting at all. I cannot be bothered to prove sprint is good AGAIN today. Besides, did you think this thread would help? No. Go post on the feedback thread in the general discussion forum.
It would still ruin CTF, Bomb, Oddball, King and any other objective gametype. Please nerf it to the max and keep it slayer only that’s the only way sprint won’t hinder the game at being amazing.
> Guys, to all of you complaining about how it affects map control and spawn killing, play a round of swat on reach. After getting good at it, you start to remember the spawn points and figure out what side the other teams spawns on next. Its simple logic. I have spawn killed so many people where i made the match quit because i would SPRINT down to the middle level on COUNTDOWN and catch them off gaurd while they spawn.
>
> On reflection, swat, if you have a dumb team that cant figure out which sides to cover or just keep dyeing (at the lift area) It makes it much easier to keep control by simply sprinting from one side to the other. Example? I kill their team on the side with the two lifts. Then i sprint across to the other side and kill them there, then i sprint acorss to the other side agian, and if they arent there then they spawned at the lift. Sprint back to the lift, catcht them off gaurd, profit.
>
> It is so easy to use sprint to your advantage with map control in reach. Even on pinacle, i can spawn kill there with ease, and end up with scores of 30 in any given match. How about sword base? Same deal, hold the area by the yellow lift, kill enemies on one side, sprint to the other.
>
> Sprint is immensly helpful with map control if you know how to use it properly. So dont give me any of that map control stuff.
Sprint only works in games with fast killtimes because in such a game it can’t be used to run away. And because of the unpredictability of sprint it is bad for map control.
Here’s my problem. How can you call yourself a supersoldier … if you can’t -Yoinking!- sprint? It’s not like you can shoot while sprinting. It doesn’t break the game. You guys just don’t know how to traverse the map well enough to catch up with your kill; and if chasing kills is a bad thing, don’t chase kills. I don’t get it. I chase kills all the time and end up getting positive 20 KDRs. Sprinting won’t ruin Halo. If it’s base and everyone has it, it’s entirely balanced. Fools.