The return of classic movement mechanics?

Everyone I knew in my generation prefer the newer mechanics. H1, 2, and 3 are way too slow. It’s that addictive formula of easy-to-learn, difficult-to-master. I don’t think H3’s “I wanna be there, but I gotta sloth my way over” type of movement added anything to the formula. I think it takes away aspects like map control, or just makes it difficult for all but the sweatiest, most caffeinated. It’s like Civilization IV vs Civilization V. They took away alllll the good stuff from Civilization IV, and Civilization V didn’t hold a candle to the addictive perfection that was Civilization IV.

> 2533274945422049;2012:
> > 2533274979619629;2010:
> > > 2533274945422049;2008:
> > > > 2533274979619629;2007:
> > > > honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited.
> > >
> > > it is important to learn from the past.
> > >
> > > halo 4’s sprint was poorly implemented.
> > > sprint insprint in halo would need to have:
> > >
> > > - instant ability to use weapons, no delay
> > > - slowturn/slowstrafe during sprint
> > > - residual momentum if sprint is ended
> > > - non instant but dasr return to normal aiming speed
> > > - halo 5’s “sprint dropout if not max speed”
> > > - slowed down shield recharge during sprint
> > >
> > > - limited time of use is optional
> > > - the sprint speed should only be 10% to 20% faster than bms
> >
> > i like how in H5 you can’t recharge your shields when sprinting… its a good way to counter a quick retreat
>
> the slowed down recharge i mentioned should behave so that after crossing 2/3 of valhalla on foot (from the seaside banshee to the rock arch ) your shields would be back up. this is nearly no shield regeneration, but could practical for campaign and btb.

that could work tbh

> 2533274945422049;2008:
> > 2533274979619629;2007:
> > honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited.
>
> it is important to learn from the past.
>
> halo 4’s sprint was poorly implemented.
> sprint insprint in halo would need to have:
>
> - instant ability to use weapons, no delay
> - slowturn/slowstrafe during sprint
> - residual momentum if sprint is ended
> - non instant but dasr return to normal aiming speed
> - halo 5’s “sprint dropout if not max speed”
> - slowed down shield recharge during sprint
>
> - limited time of use is optional
> - the sprint speed should only be 10% to 20% faster than bms

I would add a charge up time (2-3 seconds) to sprint to this list. This makes running away more difficult. It also prevents over reliance on sprint to traverse the map. If you’re getting shot in the wide open space, sprint won’t help you because of the charge up time. This sprint is only viable for traversing big maps when you don’t have vehicles nearby.

This sprint that we are proposing is supposed to have a minimal effect on the gameplay. It would be a tool for you to use in the right situation. It would be useless in arena matches. By the time you’re charged up to sprint, you’re already at your destination. It’ll be less impactful on the game than Halo 5’s sprint.

> 2533274887410089;2024:
> > 2533274945422049;2008:
> > > 2533274979619629;2007:
> > > honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited.
> >
> > it is important to learn from the past.
> >
> > halo 4’s sprint was poorly implemented.
> > sprint insprint in halo would need to have:
> >
> > - instant ability to use weapons, no delay
> > - slowturn/slowstrafe during sprint
> > - residual momentum if sprint is ended
> > - non instant but dasr return to normal aiming speed
> > - halo 5’s “sprint dropout if not max speed”
> > - slowed down shield recharge during sprint
> >
> > - limited time of use is optional
> > - the sprint speed should only be 10% to 20% faster than bms
>
> I would add a charge up time (2-3 seconds) to sprint to this list. This makes running away more difficult. It also prevents over reliance on sprint to traverse the map. If you’re getting shot in the wide open space, sprint won’t help you because of the charge up time. This sprint is only viable for traversing big maps when you don’t have vehicles nearby.
>
> This sprint that we are proposing is supposed to have a minimal effect on the gameplay. It would be a tool for you to use in the right situation. It would be useless in arena matches. By the time you’re charged up to sprint, you’re already at your destination. It’ll be less impactful on the game than Halo 5’s sprint.

the time to top speed would be around the time of halo onlines acceleration to full sprint. 2-3 seconds is a bit too long (and the speed advantage from this version of sprint is relatively low. in addition you can’t realy cut cut corners or dodge during thidls kind of sprint). 1-2 seconds should be enough, i think.

> 2533274945422049;2020:
> 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.

This is a bit of an oxymoron. Any mechanic that affects traversal times has to be taken into account in map design. For example, with this suggestion of yours, since sprinting doesn’t work everywhere, the map designer would have to ask themselves things like: where do I put the sprint paths? should there be a sprint path here? The essential feature of your suggestion is the large turn radius—which, by the way, I think would make your sprint really not fun to use at all—meaning that tight turns act as a sprint blocker. This here is a crucial aspect that falls squarely within the domain of map design, and ignoring it will lead to suboptimal map design.

You can’t design a movement mechanic that can be ignored in map design. If it affects how players move around the map, it must be taken into account. If you find your mechanic having no interplay with map design, then it’s probably redundant.

Of course, you can try to argue that your suggestion doesn’t require stretching of map geometry. Which is probably true… if you design your maps so that there are no straight enough paths to sprint along, making the mechanic redundant. But if you have paths where players can sprint, then they will have to have a certain minimum length corresponding to the time you want it to take for a player to run through the path, and this is determined by sprint speed.

I don’t even know who this idea is supposed to be for. It can’t be for those who see no point in sprint to begin with, becuse it isn’t any more interesting. It’s not truly for any opponent of sprint, because it mildly alleviates some complaints with sprint—just as every iteration of sprint has—but doesn’t really address them (for example, because aiming is still impaired while sprinting, and shooting at maximum speed is still not possible). On the other hand, I can’t see this being as fun to use as sprint is, because of the impaired aiming. As I said, I find the notion just not fun. So, I can’t really see it being appealing to sprint fans either. Then again, I’m not a sprint fan.

Ultimately, I see nothing in this suggestion that I’m supposed to be impressed by compared to just not having sprint at all. In fact, I might even prefer the traditional sprint, because I find the idea of having my aiming be impaired at top speed incredibly frustrating.

> 2535410737759849;2013:
> > 2533274894112092;2011:
> > > 2535410737759849;2009:
> > > > 2533274894112092;2005:
> > > > > 2535410737759849;1999:
> > > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > > >
> > > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> > >
> > > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
> >
> > The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.
>
> My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.

I don’t think sprint is a mechanic that can get any more exciting, in fact I still don’t understand why so many people see it as more exciting than simply running the maximum speed with your weapon at the ready. Trying to transform sprint just sounds like a waste of time, either keep it or get rid of it, it really doesn’t need to be any more complicated than that.

> 2533274945422049;2016:
> > 2535418288909351;2015:
> > > 2533274829552618;2014:
> > > > 2535418288909351;1986:
> > > > Does anyone else agree that they should keep the ability to hop from the driver’s seat of a Warthog to the gunner’s with the press of a button? It’s so useful when my gunner gets killed and I need to defend myself.
> > >
> > > This and stabalize are halo 5s best mechanics IMO ill be mad if they get removed. Honestly i think its pretty clear that sprint (and by extention charge) just has to go. Like ground pound and even thrust with a nerfed clamber i think us classic fans can get over if we can get sprint out and keep descope. I think thats a fair compromise between classic and new fans. I honestly kinda like ground pound its fun and dosnt break the formula imo tho it should burn your thrust charge. I started with reach and 4 but once i gave 1-3 a chance i realized how much better they played without sprint.
> >
> > Completely agree. Both of the versions of sprint that Halo’s tried to do (very short duration vs. unlimited) haven’t benefitted the gameplay in my opinion. I’d be happy with stabilizers and ground pound too, but clamber is definitely a mixed bag.
>
> short summerization of my sprint proposal:
>
> 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.

I have to agree with tsassi. This doesn’t make sprint any more interesting to players that are against it, and it only makes sprint frustrating to the players that are in favour of it.

> 2533274825830455;2026:
> > 2533274945422049;2020:
> > 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.
>
> This is a bit of an oxymoron. Any mechanic that affects traversal times has to be taken into account in map design. For example, with this suggestion of yours, since sprinting doesn’t work everywhere, the map designer would have to ask themselves things like: where do I put the sprint paths? should there be a sprint path here? The essential feature of your suggestion is the large turn radius—which, by the way, I think would make your sprint really not fun to use at all—meaning that tight turns act as a sprint blocker. This here is a crucial aspect that falls squarely within the domain of map design, and ignoring it will lead to suboptimal map design.
>
> You can’t design a movement mechanic that can be ignored in map design. If it affects how players move around the map, it must be taken into account. If you find your mechanic having no interplay with map design, then it’s probably redundant.
>
> Of course, you can try to argue that your suggestion doesn’t require stretching of map geometry. Which is probably true… if you design your maps so that there are no straight enough paths to sprint along, making the mechanic redundant. But if you have paths where players can sprint, then they will have to have a certain minimum length corresponding to the time you want it to take for a player to run through the path, and this is determined by sprint speed.
>
> I don’t even know who this idea is supposed to be for. It can’t be for those who see no point in sprint to begin with, becuse it isn’t any more interesting. It’s not truly for any opponent of sprint, because it mildly alleviates some complaints with sprint—just as every iteration of sprint has—but doesn’t really address them (for example, because aiming is still impaired while sprinting, and shooting at maximum speed is still not possible). On the other hand, I can’t see this being as fun to use as sprint is, because of the impaired aiming. As I said, I find the notion just not fun. So, I can’t really see it being appealing to sprint fans either. Then again, I’m not a sprint fan.
>
> Ultimately, I see nothing in this suggestion that I’m supposed to be impressed by compared to just not having sprint at all. In fact, I might even prefer the traditional sprint, because I find the idea of having my aiming be impaired at top speed incredibly frustrating.

if the maps are designed around sprint, this slowaim sprint would be horrible to play with. i tried to come up with a sprint mechanic that fits into classic map design and the classic sandbox. like a new weapon or grenade.

(practicaly no changes needed, a corridor on H3 guardian would be enough for this sprint)(you would have to slow down at the end of a corridor though to make the turn around the corner)(inspired by real life sprinting)
its utility is not to be a main movemnt mechanic, but a way to traverse uncontested areas faster. there are always contest and uncontested map areas, regardless of the utility of the area.it is there to move to where the fight is quicker.

the guns up mechanic gives it viability for some combat situations. the slowturn is not extreme, as i said, but noticable ( the max aim speed is limited, small movements are less affected to allow for close to center aiming, but not massive turnarounds).

the residual momentum allows you to shoot at nearly max sprint speed, although this speed will wear of. the residual momentum also allows for a not to extreme slowturn, because your movement vector is somewhat kept due to it. this also reduces the problem of sprinting around corners. residual momentum is both positive and negative, depending on the usage of it. the slowturn/slowaim is just another layer. better safe than sorry.

this sprint is a small but precise tool to gain a few seconds of advantage in map movement, swap cover if counterfire wouldn’t be effective, make short range weapons viable without buffing them to hell and to get to a fight if youur other options won’t do.

the proposed sprint would behave like the map shrinks in the areas where no players are and have the original scale where players are. something like “progressive map warping” so to say. you can’t however use it to shrink the map mid fight because of the mechanics.
it behaves like having a shotgun as a backup to your BR, not usefull at all times, but effective when used properly in the right situations.

the current sprint behaves like a map being at normal size and expanding when you start a fight, so you need to use sprint to shrink it back down to normal. this behavior is present because halo 5’s sprint is viable in battle at all times.
like an op backup weapon besides your BR that can be used at any range and has too much ammo. not always using it leaves you at a disadvantage.

no sprint halo just has no “warp” anywhere.
it behaves like having no backup weapon, but extra ammo for your primary BR.

> 2533274894112092;2027:
> > 2535410737759849;2013:
> > > 2533274894112092;2011:
> > > > 2535410737759849;2009:
> > > > > 2533274894112092;2005:
> > > > > > 2535410737759849;1999:
> > > > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > > > >
> > > > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> > > >
> > > > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
> > >
> > > The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.
> >
> > My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.
>
> I don’t think sprint is a mechanic that can get any more exciting, in fact I still don’t understand why so many people see it as more exciting than simply running the maximum speed with your weapon at the ready. Trying to transform sprint just sounds like a waste of time, either keep it or get rid of it, it really doesn’t need to be any more complicated than that.

Well then I have a solution, Sprint slower with your gun up, and scope isn’t aloud. Boom! Maybe thats the true solution! But in all seriousness, so far I’m very happy with infinite’s development, and I don’t care what movement mechanics they use( except for FoV slider) but really I’ve liked both 1-3 and reach-5 mechanics, so as long as infinite is good, I would be happy with both.

> 2533274894112092;2028:
> > 2533274945422049;2016:
> > > 2535418288909351;2015:
> > > > 2533274829552618;2014:
> > > > > 2535418288909351;1986:
> > > > > Does anyone else agree that they should keep the ability to hop from the driver’s seat of a Warthog to the gunner’s with the press of a button? It’s so useful when my gunner gets killed and I need to defend myself.
> > > >
> > > > This and stabalize are halo 5s best mechanics IMO ill be mad if they get removed. Honestly i think its pretty clear that sprint (and by extention charge) just has to go. Like ground pound and even thrust with a nerfed clamber i think us classic fans can get over if we can get sprint out and keep descope. I think thats a fair compromise between classic and new fans. I honestly kinda like ground pound its fun and dosnt break the formula imo tho it should burn your thrust charge. I started with reach and 4 but once i gave 1-3 a chance i realized how much better they played without sprint.
> > >
> > > Completely agree. Both of the versions of sprint that Halo’s tried to do (very short duration vs. unlimited) haven’t benefitted the gameplay in my opinion. I’d be happy with stabilizers and ground pound too, but clamber is definitely a mixed bag.
> >
> > short summerization of my sprint proposal:
> >
> > 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.
>
> I have to agree with tsassi. This doesn’t make sprint any more interesting to players that are against it, and it only makes sprint frustrating to the players that are in favour of it.

my proposed sprint is a core mechanic, but not a main movement mechanic. it would have to be applied conciously like a shotgun, sniper or gravy lift.it has its uses, but not everytime and everywhere. the nerfs i propose are not extreme and the buff of the weapon being always up is quite usefull.

it allows players who like sprint to reduce empty travel time.
it allows players who dislike it to keep it out of gunfights without negative effects.

no sprint at all is a reduction of opportunity.
having sprint almost everywhere is also a reduction of opportunity.
having to decide wheter sprint would be worth it depending on ones position and situation creates opportunity.

the only differences to halo 5’s sprint are:

  • more shield reload (meaning any at all) (+)
  • residual momentum (+/- depending on usage)
  • slowed down aiming/strafing max speed (-) ( i think slowed down strafing is already present in H5, needs to be tested )
  • all weapons can be used instantly (+)
  • slightly less extra speed. (-)

overall the amount of nerfs ony amounts to one extra point. so i think the frustration of sprint liking players won’t be too bad ( to be fair, this sprint would be a completly differently behaving mechanic to mainstream sprint. this could create some dissonance) and players disliking sprint have their points adressed, creating a kind of sprinting that could positively contribute to a new but classic experience. a skillfull coexistance of sprint and bms.

of course not everybody ( people that think old halo was the pinacle of gaming and can not be improved upon, people that think sprint is the base speed for everythink and not sprinting is lame) can be happy.

> 2535410737759849;2030:
> > 2533274894112092;2027:
> > > 2535410737759849;2013:
> > > > 2533274894112092;2011:
> > > > > 2535410737759849;2009:
> > > > > > 2533274894112092;2005:
> > > > > > > 2535410737759849;1999:
> > > > > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > > > > >
> > > > > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> > > > >
> > > > > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
> > > >
> > > > The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.
> > >
> > > My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.
> >
> > I don’t think sprint is a mechanic that can get any more exciting, in fact I still don’t understand why so many people see it as more exciting than simply running the maximum speed with your weapon at the ready. Trying to transform sprint just sounds like a waste of time, either keep it or get rid of it, it really doesn’t need to be any more complicated than that.
>
> Well then I have a solution, Sprint slower with your gun up, and scope isn’t aloud. Boom! Maybe thats the true solution! But in all seriousness, so far I’m very happy with infinite’s development, and I don’t care what movement mechanics they use( except for FoV slider) but really I’ve liked both 1-3 and reach-5 mechanics, so as long as infinite is good, I would be happy with both.

somthing like this.
in my proposal the gun is up. but because extra speed while shooing is a huge advantage, disrupting map control, actually starting to fire ends sprinting in my proposal ( with a bit of momentum being kept, similar how you can’t instantly stand still after sprinting irl). you also have a slowed maximal aiming speed during my sprint proposal so you can’t sprint around corners (like you could in halo 4/5) to avoid easy escapes and cheap melee kills.

> 2533274894112092;2027:
> > 2535410737759849;2013:
> > > 2533274894112092;2011:
> > > > 2535410737759849;2009:
> > > > > 2533274894112092;2005:
> > > > > > 2535410737759849;1999:
> > > > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > > > >
> > > > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> > > >
> > > > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
> > >
> > > The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.
> >
> > My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.
>
> I don’t think sprint is a mechanic that can get any more exciting, in fact I still don’t understand why so many people see it as more exciting than simply running the maximum speed with your weapon at the ready. Trying to transform sprint just sounds like a waste of time, either keep it or get rid of it, it really doesn’t need to be any more complicated than that.

in my proposal the gun is up. it is a tradeoff between momentum (extra forward speed) and agility ( speed of aiming and sideways accceleration). it is not as intrusive as mainstream sprint mechanics and could work on classic maps without design changes ( it is harder to use indoors and you are an easier target (because you move in a nearly straight line) outdoors). this can create new gameplay oportunities on old maps. the main result of this mechanic is getting near the fights faster, without having to change the map size. this could create more tense gameplay than it is in the classic halos, while being not as sweaty as the new halos.

> 2535410737759849;2030:
> > 2533274894112092;2027:
> > > 2535410737759849;2013:
> > > > 2533274894112092;2011:
> > > > > 2535410737759849;2009:
> > > > > > 2533274894112092;2005:
> > > > > > > 2535410737759849;1999:
> > > > > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > > > > >
> > > > > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> > > > >
> > > > > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
> > > >
> > > > The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.
> > >
> > > My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.
> >
> > I don’t think sprint is a mechanic that can get any more exciting, in fact I still don’t understand why so many people see it as more exciting than simply running the maximum speed with your weapon at the ready. Trying to transform sprint just sounds like a waste of time, either keep it or get rid of it, it really doesn’t need to be any more complicated than that.
>
> Well then I have a solution, Sprint slower with your gun up, and scope isn’t aloud. Boom! Maybe thats the true solution! But in all seriousness, so far I’m very happy with infinite’s development, and I don’t care what movement mechanics they use( except for FoV slider) but really I’ve liked both 1-3 and reach-5 mechanics, so as long as infinite is good, I would be happy with both.

As long as sprint is still in the game, the game will still have to be designed around it and obviously you still can only move the maximum speed going forwards rather than all directions. Also, the most common complaint about classic movement is that it’s too slow. If you decrease the sprint speed, you have to do the same for the base movement speed as well, which kind of defeats the purpose of making the game faster. Plus, the penalty of not being able to zoom in would probably frustrate a lot of fans, but obviously I don’t speak for everyone. And we still have to account for balance and how much work would need to go into this, if players can shoot while sprinting do we keep the penalty to shields regenerating or get rid of it? Overall, I just don’t see how this is better simply keeping sprint, or getting rid of it and increasing the base movement speed, but I do appreciate your incentive.

Shooting while sprinting is the worst idea for halo game. Better keep sprint as it is.

> 2535436974294570;2035:
> Shooting while sprinting is the worst idea for halo game. Better keep sprint as it is.

Again must I say, why? How is sprinting while still being able to shoot your weapon worse than restricting your weapon while sprinting? There’s nothing to lose.

> 2535436974294570;2035:
> Shooting while sprinting is the worst idea for halo game. Better keep sprint as it is.

We were able to shoot at top speed for almost a decade and there was nothing wrong with it.

> 2533274977253120;2036:
> > 2535436974294570;2035:
> > Shooting while sprinting is the worst idea for halo game. Better keep sprint as it is.
>
> Again must I say, why? How is sprinting while still being able to shoot your weapon worse than restricting your weapon while sprinting? There’s nothing to lose.

It won’t work. Imagine everyone sprinting and shooting. It would be a mess. Everyone will be sprinting around the map. There is no big risk if the gun is up. With current sprint you need to be careful when you are going to use it. If you sprint and an enemy appears in front of you then you have to stop in order to shoot and lose time. That’s why you need to be careful when you are going to sprint. So keep sprint as it is or remove it.

> 2533274894112092;2027:
> > 2535410737759849;2013:
> > > 2533274894112092;2011:
> > > > 2535410737759849;2009:
> > > > > 2533274894112092;2005:
> > > > > > 2535410737759849;1999:
> > > > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > > > >
> > > > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> > > >
> > > > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
> > >
> > > The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.
> >
> > My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.
>
> I don’t think sprint is a mechanic that can get any more exciting, in fact I still don’t understand why so many people see it as more exciting than simply running the maximum speed with your weapon at the ready. Trying to transform sprint just sounds like a waste of time, either keep it or get rid of it, it really doesn’t need to be any more complicated than that.

Have to agree with Nater here. Having your gun up at the ready at all times (and also knowing the enemy does too) adds more excitement to the game imo. You know they can move as fast as you while shooting, so you can’t outrun them if you’re caught off-guard. With gun-always-up gameplay, map and positional awareness becomes heightened as a result and more useful when utilized correctly. I just don’t see how adding in sprint, in any form, is more exciting to the original Halo formula.

> 2535436974294570;2035:
> Shooting while sprinting is the worst idea for halo game. Better keep sprint as it is.

Okay, I totally understand the points behind keeping sprint, and throwing it out, but I’m pretty sure that sprint should not stay the way it is, no matter what, I would rather have it thrown out then stay as is.

Interesting article from an Apex Legends producer. Halo doesn’t have those things that were discussed, but I think it could apply to Halo’s abilities and mainly the more shallow ones.

> While prototyping and playing and iterating, things stay or they go as a result of whether or not they’re achieving our goals. Things like wall running and double-jumping, they actually really hurt the strategic and learnable aspects of combat. Because a player can get anywhere almost immediately. So there’s no thought process like ‘okay, I saw someone run around that building, now I know they’re going to be in one of two places.’ No—with double-jumping and wall running, they can be anywhere."
>
> McCoy elaborated that the same iteration process helped Respawn hone in on three player squads. Larger squads were fun and chaotic, but too much to keep in your head in the heat of the action. “You didn’t feel like you learned anything after a fight. It just felt like what happened happened, and let’s move on.”
>
> He compared that same experience to playing Titanfall’s multiplayer, which was high-skill but hard to learn from when you died.
> "I love Titanfall and Titanfall 2, I’m incredibly proud of especially Titanfall 2, but that’s a very common Titanfall feeling in multiplayer: 'Oh, someone was 300 feet in the air and they just snipered me in the head as they were flying over. They’re having a great time and I’m just like, ‘I guess I shouldn’t be under people who are flying.’ There was really a lack of learnability to those mechanics from a combat standpoint. So that’s where a lot of this stuff came from, was trying to make a game that felt learnable and strategic.

Link.