> 2533274795123910;2019:
> > 2533274945422049;2018:
> > > 2533274795123910;2017:
> > > > 2533274945422049;2016:
> > > > sprint with slowturn/slowstrafe. weapons allways up. using weapons is instantly possible, but ends sprint. some residual momentum is kept (to avoid running around sharp corners) and the aiming speed/strafing speed accelerates back up to normal in a few milisecond ( gives rushed players a reaction window). if you are not at full sprint speed: being shot ends sprint. shield recharge slows down to a near halt during sprinting ( shields back up after 2/3 sprint through valhalla. implemented insted of no recharge for BTB). sprint is only 10% to 20% faster than normal run&gun ( insted of ~35% in H5). limited sprint time (linked to the thruster pack charge meter) is optional
>
> And as has been established before, the time to traverse a map is up to the map designer.
> At this point youâre putting restrictions on a player moving at top speed, just to have restriction while moving at top speed, to have âa trade offâ.
> Why does there need to exist a trade off in the first place?
I tried to make this sprint mechanic specific and not extreme, so it can basicly be ignored in map design. this way sprinting would actually increase the overall speed of map traversal ( moving to contested areas, moving in open areas if no vehicle or movement map object is in reasonable reach) and create new ways of fighting.
> 2533274795123910;2019:
> Myeah Iâd argue that if youâre going to start having different types of strafe speeds as well as aim speeds based on your movement movement speed, which is / isnât dependant on some other factor like activated / automatic, there are chances of getting some glitches / bugs in there, higher so than just increasing a parameter, say BMS.
The sprint would be button activated of course ( holding the thruster buttoin down). automatic sprint would destroy gameplay indeed ( see Halo 2 sprint test).
> 2533274795123910;2019:
> But thatâs just the coding, does it require a new animation? How will it be balanced? How long until they get the fluidity feeling right? How much testing will go into this system before theyâre content with it?
the only animation would be a slight bobbing of your weapon from side to side ( maybe an inch) to convey speed and the appearence of the halo 5 sprint brackets around your crosshair.
i already described the balancing (the whole tradeoff thing). fine tuning can be done in a reasonable amount of time. things likle the ânon full speed dropoutâ can be taken directly from halo 5. the sprint acceleration and top speed can be taken from halo online. only the slowturn/ slowstrafe during sprint would have to be tested from the ground up ( halo reachâs sprint could be the lower boundary for testing, a 50/50 mix of reach sprint and Halo 2 ghost boost could be the upper boundary).
> 2533274795123910;2019:
> If there has to be a risk with it, the strafe / aim speeds to me feel like they do need to be quite noticeable, and if the whole system is going to be situational, something that doesnât quite ring well in my ears for a global player mechanic, though Iâm tired, for a speed boost of max 20%, itâs at the point for me where sprint has been nerfed and redone so much, that itâs seriously time to cut it, instead of trying to shoe horn it in.
the 20% number is not set in stone, but it should be something around this number. the slowturn should only go to the extent that running around a corner on gurdian (for example) would result in running into a wall (like irl: sprinting in a small room is not a good idea). the residual momentum should do the rest to make sprint not as snappy as in halo 5 ( residual momentum: behaves like the taking of a few steps after landing from a mancanon jump).
judging on the overapplicability of sprint in current halos, i think my version will find enough situations to use it. remember: weapon can be instantly fired ( this end sprint and makes you return to bms in a few steps, but you can fire at any time)
> 2533274795123910;2019:
> Edit: Would aiming be forced to 1-2 sensitivity or can I just jack my sensitivity up so it feels natural for me when I âsprintâ and get the aim speed penalty?
> Would strafing be slower than âdefaultâ non-sprint strafe speed?
aiming would be slowed down and tiny bit sluggish. you of course could jack up your sensitivity. but remember: when you fire, you end your sprinting and the normal movement resumes quickly, so your aim would likely be all over the place afterwards.
moving the movement ministick to far sideways during sprint ends sprint as well ( with all the residual momentum etc.). sprint would slightly reduce your sideways acceleration, not locking you into a straight forward movement, but you cant sprint diagonaly as fast as forward.
bms is the main movement speed. sprint is an extra. not a necessity. a ânice to haveâ option.
110% bms should be standart though.