I personally do not want sprint. If sprint clamber and ground pound is in the game, the multiplayer would be pretty trash.
It can be done well if they bring a combination of the Halo 3 gameplay and the Halo 2: Anniversay MP gameplay, without sprinting, without scope exclusion when the enemy shoots you, and with good implemented âProyectile Bulletâ physics (like in Halo: CE, because in Halo 3 those physics are really hard to use in MP), so it can feel old and new at the same time, making every one happy
Random thought and im sure base mechanics are probably mostly set by now. But if people are really worried about players being able to traverse larger btb type maps/campaign missions wothout sprint if they cant find a vehicle or man canon (which imo is the biggest concern with cuting sprint) they could have your forward thrust be buffed to be longer if youve been moving forward more then a second or two to help ppl get around a bit faster on large maps. Side, back and in air thrust would not be effected so gunfights wouldnt really be impacted much at all. It wouldnt be as big of a difference as straight up sprint so less map stretching. You would get a visual que when youve been moving forward long enough to âsuper thrustâ.
Iâve been playing the Guardians H3 classic playlist when I can get a game , if they do decide to go back to classic movement , theyâve pretty much nailed the classic feel in this list. Drop ADS , back off the bullet magnetism a hair, it is very smooth and frankly feels a lot better and way more smooth and fluid than mcc H3 , Iâd rather bullet mag than that dodgy damn hit registration ( Iâm in Australia so could be an internet thing but h5 is more reliable )
If they decide stay with advanced movement model and build apon H5s formula I think the HCS settings will the way to go so no ground pound and spartan charge , and some minor tweaks to thrusters , clamber height ,bms/sprint speed bullet mag ect., there does seem a will from 343i to slow the game in the competitive environment at the end of h5s cycle . So they certainly seem to be learning and growing as a studio
either way exciting times ahead .
> 2533274829552618;2464:
> Random thought and im sure base mechanics are probably mostly set by now. But if people are really worried about players being able to traverse larger btb type maps/campaign missions wothout sprint if they cant find a vehicle or man canon (which imo is the biggest concern with cuting sprint) they could have your forward thrust be buffed to be longer if youve been moving forward more then a second or two to help ppl get around a bit faster on large maps. Side, back and in air thrust would not be effected so gunfights wouldnt really be impacted much at all. It wouldnt be as big of a difference as straight up sprint so less map stretching. You would get a visual que when youve been moving forward long enough to âsuper thrustâ.
343 could also bring back those glowy green things⌠what are they called, teleporters? Those seemed to work well in Halo maps.
(Im not at all on OG like most of you guys, but here are some things that i want to voice) I donât have a problem with the old mechanics, but i would like to see some new things added to the game that can make it feel good for older players, and easy to grasp for newer ones that have gotten used to the new style of halo, so if the old movement is brought back, i would hope its a more fluent type of movement speed, but if they do incorporate halo 5 movementâŚTake out everything besides sprint, cause i do enjoy the quick ways to traverse the map. Also cant wait for the campaign, and if it includes the floodâŚFLAMETHROWER!!!
> 2533274833081329;2458:
> > 2533274842758217;2457:
> > > 2535469462089417;2455:
> > > @CrazeTurk
> > >
> > > Exactly.
> > > And for the people who say " WeLL jUsT diSabLe sPrInT in CusToM gAmEs", NO.
> > > We want to play the full game with classic mechanics, not only a tiny part.
> > > We want to play on dev maps, not on forge maps (they are an addition).
> > > And we want to play matchmaking because itâs always a pain to find players on custom games.
> > >
> > > If Halo Infinite will have sprint itâs fine, 343 needs to go where thereâs the money.
> > > But donât say we should be fine with the crumbs.
> >
> > I agree, while sprint is a mechanic that a lot of people love, it should be just an option for certain game types on certain maps. Or be gone completely. There should be a faster walk speed, and maybe to compensate for sprint like mechanics, have a faster forward walk motion slower strafing motions and the slowest backward motion. This would make game mechanics interesting and make players decide which side to face while walking and add a skill gap in maneuvering. Also in halo 3 the little power up balls were really useful. Maybe make one that either allows faster walking speed or enables a temporary sprint?
>
> Thatâs just Speed Boost, which already exists.
>
> It was part of Ordnance in Halo 4.
>
> Itâs there in Halo 5âs Warzone (and can be placed on the map like Overshield and Active Camo)
>
> Itâs there in H2A.
Iâm saying speed boost should be a replacement to sprint. Iâm already aware of this.
> 2533274936074323;2461:
> Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
Well the thing is Clamber was already in classic halo, it was just AI only.
I mean **a freaking human civilian can climb on top of a wall that a augmented super soldier canât reach?!?!?**That being said, I do think the clamber animations need to be tighten up, maybe have 2 different animations (both 1st person and 3rd person), one for a low clamber, and on for a much higher that takes around twice as long. Clamber in 3rd person looks very cheap.
> 2666640315087182;2469:
> > 2533274936074323;2461:
> > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
>
> Well the thing is Clamber was already in classic halo, it was just AI only.
>
> I mean **a freaking human civilian can climb on top of a wall that a augmented super soldier canât reach?!?!?**That being said, I do think the clamber animations need to be tighten up, maybe have 2 different animations (both 1st person and 3rd person), one for a low clamber, and on for a much higher that takes around twice as long. Clamber in 3rd person looks very cheap.
I mean the augmented super soldier would just make the jump instead of just climbing over it with their hands, you know, showing their superiority and ease of travel with much less effort.
And this distinction happens right now, in Halo 5. The Arbiter climbs a wall in Sanghelios that you canât follow, despite being within reach for you.
Youre trying to discuss purposely designed game mechanics and level design with âloreâ, when that never works.
> 2666640315087182;2469:
> > 2533274936074323;2461:
> > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
>
> Well the thing is Clamber was already in classic halo, it was just AI only.
>
> I mean a freaking human civilian can climb on top of a wall that an augmented super soldier canât reach?!?
That augmented super-soldier can just jump over the wall and doesnât need to climb on top it like normal humans who canât jump 10ft in the air.
The more I think about it the less I want to see many of the new mechanics return. I prefer sprint being a choice as it was in Reach rather something everyone can always do.
> 2533274804736300;2472:
> The more I think about it the less I want to see many of the new mechanics return. I prefer sprint being a choice as it was in Reach rather something everyone can always do.
Reach didnât do sprint well, the maps were considered the worse overall in the series especially considering jetpack or sprint load outs were options, I really think itâs a have it or donât argument
> 2533274833081329;2470:
> > 2666640315087182;2469:
> > > 2533274936074323;2461:
> > > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
> >
> > Well the thing is Clamber was already in classic halo, it was just AI only.
> >
> > I mean **a freaking human civilian can climb on top of a wall that a augmented super soldier canât reach?!?!?**That being said, I do think the clamber animations need to be tighten up, maybe have 2 different animations (both 1st person and 3rd person), one for a low clamber, and on for a much higher that takes around twice as long. Clamber in 3rd person looks very cheap.
>
> I mean the augmented super soldier would just make the jump instead of just climbing over it with their hands, you know, showing their superiority and ease of travel with much less effort.
>
> And this distinction happens right now, in Halo 5. The Arbiter climbs a wall in Sanghelios that you canât follow, despite being within reach for you.
>
> Youre trying to discuss purposely designed game mechanics and level design with âloreâ, when that never works.
> 2535423412908536;2471:
> > 2666640315087182;2469:
> > > 2533274936074323;2461:
> > > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
> >
> > Well the thing is Clamber was already in classic halo, it was just AI only.
> >
> > I mean a freaking human civilian can climb on top of a wall that an augmented super soldier canât reach?!?
>
> That augmented super-soldier can just jump over the wall and doesnât need to climb on top it like normal humans who canât jump 10ft in the air.
Except for they didnât. Look at the video, watch he civilian just right of center. An augmented supersoldier (aka the player) couldnât reach that spot with a crouch jump.
Your statements are proven false, video evidence shows the contrary, your argument has been thoroughly debunked.
I like ground pound, charging, and clambering and Iâd like to see even more abilities such as wall jumping, booster jumping, and wall running too.
Iâd also like to see the return of armor abilities, such as camouflage, projected shielding, and Promethean vision too.
That said I have faith that 343 will do a good job with whatever direction they decide, whether itâs simpler or more complex game mechanics.
Hell no. Clamber is the reason every map sucked in Halo 5.
> 2666640315087182;2474:
> > 2533274833081329;2470:
> > > 2666640315087182;2469:
> > > > 2533274936074323;2461:
> > > > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
> > >
> > > Well the thing is Clamber was already in classic halo, it was just AI only.
> > >
> > > I mean **a freaking human civilian can climb on top of a wall that a augmented super soldier canât reach?!?!?**That being said, I do think the clamber animations need to be tighten up, maybe have 2 different animations (both 1st person and 3rd person), one for a low clamber, and on for a much higher that takes around twice as long. Clamber in 3rd person looks very cheap.
> >
> > I mean the augmented super soldier would just make the jump instead of just climbing over it with their hands, you know, showing their superiority and ease of travel with much less effort.
> >
> > And this distinction happens right now, in Halo 5. The Arbiter climbs a wall in Sanghelios that you canât follow, despite being within reach for you.
> >
> > Youre trying to discuss purposely designed game mechanics and level design with âloreâ, when that never works.
>
>
>
> > 2535423412908536;2471:
> > > 2666640315087182;2469:
> > > > 2533274936074323;2461:
> > > > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
> > >
> > > Well the thing is Clamber was already in classic halo, it was just AI only.
> > >
> > > I mean a freaking human civilian can climb on top of a wall that an augmented super soldier canât reach?!?
> >
> > That augmented super-soldier can just jump over the wall and doesnât need to climb on top it like normal humans who canât jump 10ft in the air.
>
> Except for they didnât. Look at the video, watch he civilian just right of center. An augmented supersoldier (aka the player) couldnât reach that spot with a crouch jump.
> Your statements are proven false, video evidence shows the contrary, your argument has been thoroughly debunked.
My argument was that game design supercedes lore. You didnât debunk that, youâve actually proven me correct.
If you want to see an example of my scenario, just play the first level of Halo 3.
If at any point you feel a jump is too short, you can just increase the jump height. Itâs literally a custom game setting. But then people will complain that itâs too floaty, which leads to Halo Reach where the gravity is increased.
I mean, should we say something about how we Spartans have limited ammo but regular civilians have infinite ammo with any weapon?
If the game devs wanted us to go somewhere then they wouldâve let us get there. In fact, clamber/new movements system doesnât let us access more areas like some say, but rather limits us. Clamber encourages âreturn to battlefieldâ timers and even though it can let you climb that rock that was intentionally made high for the sole purpose of making clamber look useful, you canât actually explore anything more than what you could before. One of the things Halo: CE is known for is having no return timers and being relatively limitless. Obviously if you drive into the ocean in the Silent Cartographer youâre only going to find a bunch of blue, but this time nobodyâs telling you that you canât do that. Halo 5 is known for being limiting, very on the rails and linear. Halo 5 has the advanced movement system. Halo: CE does not.
> 2533274833081329;2477:
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> > > 2533274833081329;2470:
> > > > 2666640315087182;2469:
> > > > > 2533274936074323;2461:
> > > > > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
> > > >
> > > > Well the thing is Clamber was already in classic halo, it was just AI only.
> > > >
> > > > I mean **a freaking human civilian can climb on top of a wall that a augmented super soldier canât reach?!?!?**That being said, I do think the clamber animations need to be tighten up, maybe have 2 different animations (both 1st person and 3rd person), one for a low clamber, and on for a much higher that takes around twice as long. Clamber in 3rd person looks very cheap.
> > >
> > > I mean the augmented super soldier would just make the jump instead of just climbing over it with their hands, you know, showing their superiority and ease of travel with much less effort.
> > >
> > > And this distinction happens right now, in Halo 5. The Arbiter climbs a wall in Sanghelios that you canât follow, despite being within reach for you.
> > >
> > > Youre trying to discuss purposely designed game mechanics and level design with âloreâ, when that never works.
> >
> >
> >
> > > 2535423412908536;2471:
> > > > 2666640315087182;2469:
> > > > > 2533274936074323;2461:
> > > > > Tbh Infinite is probably gonna be classic halo movement/gameplay, so people who really really really donât like that well I guess you gotta like classic halo gameplay/movement or just stay on Halo 5.
> > > >
> > > > Well the thing is Clamber was already in classic halo, it was just AI only.
> > > >
> > > > I mean a freaking human civilian can climb on top of a wall that an augmented super soldier canât reach?!?
> > >
> > > That augmented super-soldier can just jump over the wall and doesnât need to climb on top it like normal humans who canât jump 10ft in the air.
> >
> > Except for they didnât. Look at the video, watch he civilian just right of center. An augmented supersoldier (aka the player) couldnât reach that spot with a crouch jump.
> > Your statements are proven false, video evidence shows the contrary, your argument has been thoroughly debunked.
>
> My argument was that game design supercedes lore. You didnât debunk that, youâve actually proven me correct.
>
> If you want to see an example of my scenario, just play the first level of Halo 3.
>
> If at any point you feel a jump is too short, you can just increase the jump height. Itâs literally a custom game setting. But then people will complain that itâs too floaty, which leads to Halo Reach where the gravity is increased.
>
> I mean, should we say something about how we Spartans have limited ammo but regular civilians have infinite ammo with any weapon?
Prove you correct? Iâm sorry but the quote button doesnât make you the winner of all arguments.
In which case let me direct you to another video on ludilogical vs naratological debates, and why they are not good arguments. Yes I played the first level of Halo 3 and why canât I climb the walls like the Marines?!?!? Furthermore allied NPCs having infinite ammo can be attributed to software limitations simple as that, but clamber is not such a software limitation anymore. The only argument you have left is âI donât like it and I donât want itâ which is a terrible solution to any problem. Halo 4 did not have armor lock, did the gameplay surpassed that of Halo Reach?
Now of course the H5 clamber should not be put in infinite as is. The mechanic needs quite a bit of adjustment.
Your counter rebuttal has been countered and any further quotes only confirm you rejecting all evidence and opinions to the contrary, instead of making you the winner of arguments on the internet.
> 2666640315087182;2479:
> > 2533274833081329;2477:
> > My argument was that game design supercedes lore. You didnât debunk that, youâve actually proven me correct.
> >
> > If you want to see an example of my scenario, just play the first level of Halo 3.
> >
> > If at any point you feel a jump is too short, you can just increase the jump height. Itâs literally a custom game setting. But then people will complain that itâs too floaty, which leads to Halo Reach where the gravity is increased.
> >
> > I mean, should we say something about how we Spartans have limited ammo but regular civilians have infinite ammo with any weapon?
>
> Prove you correct? Iâm sorry but the quote button doesnât make you the winner of all arguments.
> In which case let me direct you to another video on ludilogical vs naratological debates, and why they are not good arguments. Yes I played the first level of Halo 3 and why canât I climb the walls like the Marines?!?!? Furthermore allied NPCs having infinite ammo can be attributed to software limitations simple as that, but clamber is not such a software limitation anymore. The only argument you have left is âI donât like it and I donât want itâ which is a terrible solution to any problem. Halo 4 did not have armor lock, did the gameplay surpassed that of Halo Reach?
> Now of course the H5 clamber should not be put in infinite as is. The mechanic needs quite a bit of adjustment.
> Your counter rebuttal has been countered and any further quotes only confirm you rejecting all evidence and opinions to the contrary, instead of making you the winner of arguments on the internet.
Iâm not trying to be a âwinner.â Iâm trying to get a direct answer to my argument, one that you have yet to give.
<em>"Yes I played the first level of Halo 3 and why canât I climb the walls like the Marines?!?!?"</em>
Because either you can simply jump over them, like those first few jumps in the forest that Marines have to climb overâŚ
Or if you mean the cliff by the waterfall, because level design prevents you from going there. It has nothing to do with lore or your abilities as a Spartan. You are not supposed to go that way within the confines of the game, therefore you will not go that way.
Notice how you ignored my comment about not being able to follow Thel in Halo 5, and you already do have Clamber? I want to follow the Arbiter up the wall, but I canât!
âbut clamber is not such a software limitation anymore.â
What do you mean âanymoreâ? Since did we reach the technological âbreakthroughâ that allows us to uncover how to clamber? Mirrorâs Edge had clamber in a sense and it came out in 2008.
> 2666640315087182;2479:
> The only argument you have left is âI donât like it and I donât want itâ which is a terrible solution to any problem.
Nope, my argument is and always was "game design supercedes lore." Once you decide to address that part without linking me to someone elseâs YouTube video about something entirely different, maybe we can get back to a proper discussion instead of focusing so hard about the concept of an argument.
> 2666640315087182;2479:
> Furthermore allied NPCs having infinite ammo can be attributed to software limitations simple as that, but clamber is not such a software limitation anymore.
Iâm going to say that Ammo and grenades easily could have been limited for AI, because Iâd Imagine it wouldnât be difficult to give other entities, NPCs, the same inventory/stats/attributes the player has, and have the NPCs follow the same rules the players does, because the player already have all those attributes.
Now Iâd argue they didnât because itâs a lot more simple to give AI unlimited ammo, so that the player experience isnât disrupted by AI picking up ammo the player may need, not have AI waste ammo on stupid things they may do resulting in a waste of resources and to have those interesting battles where AI is present and shooting.
Following that Iâd be very interested in hearing what kind of software limitations weâve had which have prevented us from âclamberingâ and having AI/NPCs follow the same game rules the player does.
> 2533274833081329;2480:
> Mirrorâs Edge had clamber in a sense and it came out in 2008âŚ
Donât forget Tomb Raider 1996(?).