The return of classic movement mechanics?

> 2533274808191340;2917:
> > 2533274795123910;2906:
> > Their legacy so far, is Halo 4 (CoD) with a multitude of PR hiccups and nightmares as well as questionable developer videos as far as the finished product goes.
> > Halo MCC launch disaster, Halo 5’s marketing campaign being so unrelated to the game it could very well have been for an entirely different product, Halo 5’s c
>
> Halo 4 wasn’t COD but hey keep stringing that narrative also what questionable dev videos?

Assuming you went through the entire post of mine, only to pick out this little piece, question it, just after having posted this:

> 2533274808191340;2916:
> Sadly the classic crowd don’t care about that. They want 343 to make a 1 for 1 clone of a Bungie game and thats it. Be it a clone of Halo 2 or Halo 3.

When I ended my post with this:

> 2533274795123910;2906:
> Ironically to me, Bungie is almost only mentioned, or any of its titles, when someone pro-advanced movement, tells someone anti-advanced what they want, or when a person from the pro-group fails to understand that there aren’t many in the anti-group which are opposed to all change, and could see some of the new additions used in the future, or entirely other features and mechanics.

But hey,

> 2533274808191340;2917:
> keep stringing that narrative

wouldn’t you?

But, let’s get into the meaty parts.
No, Halo 4 is not CoD, the parenthesis part is more of a reminder/reference of / to what I said earlier in the same post regarding mechanics and features introduced in Halo 4 being found in pretty much all other popular shooters at that time, most prominently CoD. You have your grenade indicator, Spartan Points, custom loadouts, streaks of sorts, Flinching, unlocking through progression, commendations, armor mods / upgrades, sprinting, and that’s not all, but you get the idea.

So, what dev videos?
First dev video.
Second.
Third.
It was this fast?
Get a wider audience, but still satisfy the “core”.

And that was what I had the energy for the moment to look up, still kind of bummed I didn’t find Frankie talk about the Ordnance system.
Sure, they talk about the technical stuff and all that, but now and then they comment on things that are off. I mean, our actions in SpOps could affect later missions? How did that work out? Was Halo 4 new and innovative? With all the aforementioned features and mechanics? Then again, those were hype videos, meant to hype up the game in an informative way, stepping on as little toes as possible.

Now, considering I apparently want a Halo OG clone, without knowing it myself, what exactly would you like, and what would that entail?

> 2533274795123910;2906:
> You were always able to move unpredictable before these mechanics were introduced, but you also had the ability to return fire and keep the spawn trappers down, while moving optimally…

I don’t confess to being a great player… but options to escape spawn killers weren’t great. Once a team had map control it was nigh on impossible to wrest control back. Being able to return fire was pretty useless when they had the advantage of height, weapons, and changes of angle.

This doesn’t seem to be anywhere as big a problem in modern Halo. Maybe I’ve just improved as a player :)… or maybe I now have a few more tricks up my sleeve to escape someone opening fire on me as I spawn.

But in reality it’s probably more to do with the map sizes (an indirect result of sprint).

> 2533274795123910;2906:
> That would come down to the problem being the map and/or the spawn system being insufficient for the recommended amount of players on the map.

Yep… and in those small intense maps there were simply not enough spawn points for the algorithms to work with - unless you closed the map off with virtually no sight lines to anywhere. Enhanced mobility, including sprint, has stretched the maps out… and a byproduct of this is opening up more viable spawning points. Games can no longer be dominated by early control of the map.

And more interesting and versatile maps as well.

Does a Classic Zoom fall under classic movement?

SmartScope/ADS is fine to return, but I would really like an option to have a Classic zoom for my weapons. I don’t like my weapon taking up the lower half of my screen. It makes it harder to track enemies.

So, I’ve been busy.

Halo Movement Speed Test #1

Now, it’s not perfect. There were a few kinks, and I was slightly off on some things. Only slightly.

Fixing the Scorpions for the Elite in Halo 3, I clocked 2.36 seconds. It’s more or less an insignificant discrepancy, considering the speed. It comes out to 19 mph. However, I also triple ran a few distances. The first was a comparison of Heretic and Truth, since it’s so popular. I used the bridges, wall to wall.

Heretic: 68 meters (223 ft) in 10 seconds | 6.8 meters per second = 15 mph.

In forge, I also mocked up some distances, verified via Sniper Rifle.

72.52 meters (238 ft) in 10.68 seconds | 6.79 meters per second = 15 mph.
97.87 meters (321 ft) in 14.26 seconds | 6.86 meters per second = 15 mph

Truth: 92 meters (302 ft) in 12 seconds | 7.6 meters per second = 17 mph
92 meters (302 ft) in 9 seconds | 10.2 meters per second = 23 mph (Sprinting)

So it seems that for Halo 3, at least, the BMS is 15mph. Halo 5 was accurate, at 17 (23)mph. If needed, I can double-verify the speeds for Halo: CE (though that will be tougher), Halo 4, and Halo Reach. Halo 2 unfortunately is out for verified distances, as there is no way to measure distances (other Halo games have distance marked by the Sniper Rifle), unless I am able to figure something out with Campaign waypoints.

The tanks were also very consistent with the distance given. Using a Sniper Rifle, again, they are as follows:

Halo CE: 9.672 meters
Halo 3: 9.78 meters
Halo Reach: 9.66 meters
Halo 4: 9.96 meters
Halo 5: 10.17

With the possibility of positioning error, each tank falls around 10 meters within an overall variance of .51 meters (1.6 foot) The average distance is 9.8484 meters (32.31 ft)

> 2585548714655118;2923:
> > 2533274795123910;2906:
> >
>
> but options to escape spawn killers weren’t great. Once a team had map control it was nigh on impossible to wrest control back. Being able to return fire was pretty useless when they had the advantage of height, weapons, and changes of angle.

This is just not true. For a team to establish that level of map control over your team only displays a clear difference of skill. Coming off spawn certainly puts you at a disadvantage, which it should, but to feel as though you have no options coming off spawn simply means the enemy team is just that much better than you. This is even more true if you’re referring to non-MLG (standard) versions of a map, which are almost impossible to lock down an actual spawn trap because you can spawn on both sides of a map. If you think spawn trapping on standard maps was rough, try playing MLG variants, where you’re restricted to respawning on only one half of the map.

There are several advantages which the respawning team has, it’s up to you to identify and take advantage of them.

> 2533274805175435;2926:
> This is just not true. For a team to establish that level of map control over your team only displays a clear difference of skill. Coming off spawn certainly puts you at a disadvantage, which it should, but to feel as though you have no options coming off spawn simply means the enemy team is just that much better than you.

Not saying it isn’t skillful.

It’s just not fun - at least in the more extreme examples.

> 2533274805175435;2926:
> There are several advantages which the respawning team has, it’s up to you to identify and take advantage of them.

For the life of me I can’t think of any.

And nor should there be. You’ve just been killed. You are now back to base weapons and separated from your team (who are now one down). What you don’t deserve is to respawn directly in the sights of the enemy (who are also likely hoarding the power weapons).

Spawning in the recent games seems a lot fairer. If it’s just better algorithms then kudos to 343… but I imagine that the stretching of the maps with enhanced mobility is the core of it.

> 2585548714655118;2923:
> > 2533274795123910;2906:
> > You were always able to move unpredictable before these mechanics were introduced, but you also had the ability to return fire and keep the spawn trappers down, while moving optimally…
>
> I don’t confess to being a great player… but options to escape spawn killers weren’t great. Once a team had map control it was nigh on impossible to wrest control back. Being able to return fire was pretty useless when they had the advantage of height, weapons, and changes of angle.

And height, weapons and changes of angles have changed for them with the inclusion of the new mechanics?
They’re not able to utilise these mechanics to get the weapons, reach heights and change angles in order to get the best possible positions?

> 2585548714655118;2923:
> This doesn’t seem to be anywhere as big a problem in modern Halo. Maybe I’ve just improved as a player :)… or maybe I now have a few more tricks up my sleeve to escape someone opening fire on me as I spawn.

So that’d be thrusters then? Seeing as you can’t initiate sprint if you take damage, which removes slide and charge. Then clamber is situational, and as quite a few have established, “leaves you vulnerable” while performing it.

Or maybe, the understanding and experience in designing games have grown and increased, thus improving spawning algorithms and changed map design which aleviate the problem?

> 2585548714655118;2923:
> But in reality it’s probably more to do with the map sizes (an indirect result of sprint).

And I’d attribute it to a more clever spawning algorithm, and possible a better MM system which would decrease the number of encounters with superior players leading to spawn trapping situations.

> 2585548714655118;2923:
> Yep… and in those small intense maps there were simply not enough spawn points for the algorithms to work with - unless you closed the map off with virtually no sight lines to anywhere.

And if I’m not entirely mistaken, it does feel like quite a few of Halo 5’s smaller maps are closed off with quite a few sight lines.

Let’s take Truth, a stretched out version of midship. It’s close to identical in map layout.
The only thing which has only really happened is that you’ve stretched out the protected areas in which you can spawn by a certain percentage.
So any zone you’d be likely to spawn in has only increased slightly in area, and while you could realistically add more spawn points to those, the amount of safe areas in which you can spawn haven’t actually increased.
Take any smaller map, and stretch it, it holds true for all maps, you only increase the area of where the spawn points are located, but you don’t increase the number of safe places.
The only way you can increase the amount of safe places is by adding more sightlines, which you yourself said.

I’d take a look in Forge Halo 3 but I need to update MCC but I don’t have time.
However I’d be surprised if the general locations where you can spawn have changed much.

> 2585548714655118;2923:
> Enhanced mobility, including sprint, has stretched the maps out… and a byproduct of this is opening up more viable spawning points. Games can no longer be dominated by early control of the map.

And considering that sightlines may or may not be part of that, a stretched out map only has so many “safe zones” to spawn in as the developer of the map puts in.

> 2585548714655118;2923:
> And more interesting and versatile maps as well.

Now that, is an entirely different thing.
No, I disagree.

I do not think that any of the maps in Halo 5 are more interesting or versatile thanks to the map design choices made due to the new mechanics.
But please, do share how they are in terms of gameplay and mechanically, more interesting and more versatile.

> 2585548714655118;2927:
> > 2533274805175435;2926:
> > This is just not true. For a team to establish that level of map control over your team only displays a clear difference of skill. Coming off spawn certainly puts you at a disadvantage, which it should, but to feel as though you have no options coming off spawn simply means the enemy team is just that much better than you.
>
> Not saying it isn’t skillful.
>
> It’s just not fun - at least in the more extreme examples.

Yes well as I’ve said, the extreme cases usually represent instances of disproportionately large differences in skill between the two teams.

Most people, even the non-competitive crowd, enjoy being rewarded for their efforts, like in the case of winning an opening fight. It doesn’t have to be a spawn trap. It just has to be a reward which means something, and because sprint acts as a get out of jail free card, it diminishing any kind of advantage gained, whether it be a power up, power weapon or power position. This disenfranchises people, frustrates them, and eventually dissuades them from playing because they feel they aren’t being rewarded appropriately for their play. You might think this seems insignificant or untrue, but the mass exodus of the population from Halo proves evidence to the contrary.

> For the life of me I can’t think of any.And nor should there be. You’ve just been killed. You are now back to base weapons and separated from your team (who are now one down).

Lmao that is not a spawn trap. A spawn trap is when your entire team is stuck in spawn and the enemy team has full top mid control uncontested. If you are still 3 up on the map when you died your team should easily have enough map control to prevent from you dying off respawn. There are very select cases where you might die off spawn while your team is still all up on the map, but those cases are exceptionally rare.

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>

*Original post. Click at your own discretion.

People who advocate for sprint need to make themselves vanish from the Halo community.

> 2533274804813082;2925:
> So, I’ve been busy.
>
> Halo Movement Speed Test #1Now, it’s not perfect. There were a few kinks, and I was slightly off on some things. Only *slightly.*Fixing the Scorpions for the Elite in Halo 3, I clocked 2.36 seconds. It’s more or less an insignificant discrepancy, considering the speed. It comes out to 19 mph. However, I also triple ran a few distances. The first was a comparison of Heretic and Truth, since it’s so popular. I used the bridges, wall to wall.
>
> Heretic: 68 meters (223 ft) in 10 seconds | 6.8 meters per second = 15 mph.
>
> In forge, I also mocked up some distances, verified via Sniper Rifle.
>
> 72.52 meters (238 ft) in 10.68 seconds | 6.79 meters per second = 15 mph.
> 97.87 meters (321 ft) in 14.26 seconds | 6.86 meters per second = 15 mph
>
> Truth: 92 meters (302 ft) in 12 seconds | 7.6 meters per second = 17 mph
> 92 meters (302 ft) in 9 seconds | 10.2 meters per second = 23 mph (Sprinting)
>
> So it seems that for Halo 3, at least, the BMS is 15mph. Halo 5 was accurate, at 17 (23)mph. If needed, I can double-verify the speeds for Halo: CE (though that will be tougher), Halo 4, and Halo Reach. Halo 2 unfortunately is out for verified distances, as there is no way to measure distances (other Halo games have distance marked by the Sniper Rifle), unless I am able to figure something out with Campaign waypoints.
>
> The tanks were also very consistent with the distance given. Using a Sniper Rifle, again, they are as follows:
>
> Halo CE: 9.672 meters
> Halo 3: 9.78 meters
> Halo Reach: 9.66 meters
> Halo 4: 9.96 meters
> Halo 5: 10.17
>
> With the possibility of positioning error, each tank falls around 10 meters within an overall variance of .51 meters (1.6 foot) The average distance is 9.8484 meters (32.31 ft)

The movement speeds of Halo games are quite well known. I’m going to use the generic world units (WU) to denote distances used by the in-game coordinates. For purposes of translation, 1 WU = 10 feet = 3.048 m. (You can check this for yourself with the sniper scope, though be aware that the distnce is probably measured between the positions of the character, and the true “position” is located somewhere inside the character model.) The movement speeds are as follows:

Halo CE: 2.25 WU/s (6.86 m/s)
Halo 2: 2.25 WU/s (6.86 m/s)
Halo 3: 2.25 WU/s (6.86 m/s)
Halo Reach BMS: 2.20 WU/s (6.71 m/s)
Halo Reach sprint: 3.56 WU/s (10.9 m/s)
Halo 4 BMS: 2.20 WU/s (6.71 m/s)
Halo 4 sprint: 3.63 WU/s (11.1 m/s)
Halo 5 BMS: 2.60 WU/s (7.92 m/s)
Halo 5 sprint: 3.38 WU/s (10.3 m/s)

For Halo CE, 2, 3, and Reach base, see this video (the exact values for these are known from the game files). I also have Halo 4 BMS, Halo 5 BMS, and Halo 5 sprint. I don’t have Halo Reach sprint and Halo 4 sprint uploaded, but the methodology is the exact same as seen in the respective BMS videos.

With this in mind, the most glaring errors in the video are the claims that Halo 4 has the fastest BMS (Halo 5 has), and that the Halo 5 BMS is as fast as the original trilogy (it’s much faster). I’m not sure where these errors come from. I would guess it’s the uncertainty in the distance and what the “length” of a tank is and when the time counting should stop (assuming you’re counting frames to remove the “stopwatch error”). Mind you, that doesn’t explain why there’s a discrepancy in the sprint/BMS ratio of a single game.

If you want to repeat tests, I’d recommend lining up Forge blocks (as many as you can) rather than vehicles, because the collision boxes are far easier to deal with, and more distance always gives more accurate results. Due to the lack of Forge, Halo CE and 2 are difficult to test in, but fortunately we have the exact numbers from the game files, so there’s no need to.

<mark>This post has been edited by a moderator. Please do not post about forum moderation decisions. If you have a question or concern about a forum moderation decision, please private message the applicable moderator.</mark>

*Original post. Click at your own discretion.

LMAO at the moderator editing my post. You really got problems with people who don’t want sprint in the game huh? I’ve been playing since 2002/2003, nobody who actually cares about Halo wants that -Yoink- in. It completely ruins the spirit of the game.

> 2745721379988648;2932:
>

First two comments ever, first one is just an ultimatum/threat, the second one is just no true scotsman in a nutshell.

Not a good way to make yourself look appealing or presentable when you can’t even be respectful with those with a different opinion than you.

Preferably, I’d love to see classic gameplay back as the gameplay formula foe it was unique and different from most shooters. I’d love to see the Halo golden triangle return to its form with it being Weapons, Grenades, Melees and vehicles being a fourth element. My only complaints with modern movement from Halo 5 is that it borrows its abilities from Crysis and Destiny and puts them in Halo’s map sandbox and slap it in there without designing the maps around the abilities itself. Honestly, the only abilities that works in Halo 5’s 4v4 maps is Clamber, Sprint and sometimes Slide (depending on the map). If Infinite were to return the spartan abilities from Halo 5 which is likely. I’d hope they better design and balance them around Halo’s gameplay formula and map design. Sprint can go out the door if anything. If you were want to traverse a map quicker it be vehicles, man cannons and teleporters they exist for a reason. Yeah it has a start-up before sprinting and shields can’t recharge while Sprint is active, but with Thrust and Slide combined into the mix and Sprint being unlimited you can still bail out of gunfights which was my biggest gripe.

> 2533274825830455;2931:
> The movement speeds of Halo games are quite well known. I’m going to use the generic world units (WU) to denote distances used by the in-game coordinates. For purposes of translation, 1 WU = 10 feet = 3.048 m. (You can check this for yourself with the sniper scope, though be aware that the distnce is probably measured between the positions of the character, and the true “position” is located somewhere inside the character model.) The movement speeds are as follows:
>
> Halo CE: 2.25 WU/s (6.86 m/s)
> Halo 2: 2.25 WU/s (6.86 m/s)
> Halo 3: 2.25 WU/s (6.86 m/s)
> Halo Reach BMS: 2.20 WU/s (6.71 m/s)
> Halo Reach sprint: 3.56 WU/s (10.9 m/s)
> Halo 4 BMS: 2.20 WU/s (6.71 m/s)
> Halo 4 sprint: 3.63 WU/s (11.1 m/s)
> Halo 5 BMS: 2.60 WU/s (7.92 m/s)
> Halo 5 sprint: 3.38 WU/s (10.3 m/s)
>
> For Halo CE, 2, 3, and Reach base, see this video (the exact values for these are known from the game files). I also have Halo 4 BMS, Halo 5 BMS, and Halo 5 sprint. I don’t have Halo Reach sprint and Halo 4 sprint uploaded, but the methodology is the exact same as seen in the respective BMS videos.
>
> With this in mind, the most glaring errors in the video are the claims that Halo 4 has the fastest BMS (Halo 5 has), and that the Halo 5 BMS is as fast as the original trilogy (it’s much faster). I’m not sure where these errors come from. I would guess it’s the uncertainty in the distance and what the “length” of a tank is and when the time counting should stop (assuming you’re counting frames to remove the “stopwatch error”). Mind you, that doesn’t explain why there’s a discrepancy in the sprint/BMS ratio of a single game.
>
> If you want to repeat tests, I’d recommend lining up Forge blocks (as many as you can) rather than vehicles, because the collision boxes are far easier to deal with, and more distance always gives more accurate results. Due to the lack of Forge, Halo CE and 2 are difficult to test in, but fortunately we have the exact numbers from the game files, so there’s no need to.

I’ve got to jet off to work, but this is all really good to know! I was working on a second video - was going to Forge run some maps, just to verify everything - so this saves me quite a bit of time. A Halo group that I’m in on Facebook isn’t so aware of these speeds, so I’ll be bringing these videos to them. Thanks!

> 2535449076192416;1:
> In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
>
> EDIT: Wow, I didn’t expect such diverse opinions on this subject. The Halo community really is split in half. I’m sorry you have to deal with us, 343 :confused:
>
> EDIT: 1100 comments. __What have I done?__FINAL EDIT: I’m just going to stop counting at this point. The level of which this thread has grown is simply ridiculous.
>
> POINTLESS EDIT: Hey, 117 likes. Good for me.

YES PLEASE! I hate the fact that a kill doesn’t feel like a kill since the person is right back in your face because they can always sprint. I really hope they take sprint away.

With the realization that the games all have basically the same speed (close enough so that there’s really no difference), and that Halo 5 - and I would assume Halo Infinite - gives players massive control over what is allowed in their custom games (such as removing sprint, abilities, even clambering), I have to wonder, still, why a “Classic Gametype” has not been made, and maps made to scale for base movement? The ability is there to accommodate this desire for “classic gameplay” without also punishing the players that enjoy Sprint and Spartan Abilities.

> 2533274804813082;2935:
> > 2533274825830455;2931:
> > The movement speeds of Halo games are quite well known. I’m going to use the generic world units (WU) to denote distances used by the in-game coordinates. For purposes of translation, 1 WU = 10 feet = 3.048 m. (You can check this for yourself with the sniper scope, though be aware that the distnce is probably measured between the positions of the character, and the true “position” is located somewhere inside the character model.) The movement speeds are as follows:
> >
> > Halo CE: 2.25 WU/s (6.86 m/s)
> > Halo 2: 2.25 WU/s (6.86 m/s)
> > Halo 3: 2.25 WU/s (6.86 m/s)
> > Halo Reach BMS: 2.20 WU/s (6.71 m/s)
> > Halo Reach sprint: 3.56 WU/s (10.9 m/s)
> > Halo 4 BMS: 2.20 WU/s (6.71 m/s)
> > Halo 4 sprint: 3.63 WU/s (11.1 m/s)
> > Halo 5 BMS: 2.60 WU/s (7.92 m/s)
> > Halo 5 sprint: 3.38 WU/s (10.3 m/s)
> >
> > For Halo CE, 2, 3, and Reach base, see this video (the exact values for these are known from the game files). I also have Halo 4 BMS, Halo 5 BMS, and Halo 5 sprint. I don’t have Halo Reach sprint and Halo 4 sprint uploaded, but the methodology is the exact same as seen in the respective BMS videos.
> >
> > With this in mind, the most glaring errors in the video are the claims that Halo 4 has the fastest BMS (Halo 5 has), and that the Halo 5 BMS is as fast as the original trilogy (it’s much faster). I’m not sure where these errors come from. I would guess it’s the uncertainty in the distance and what the “length” of a tank is and when the time counting should stop (assuming you’re counting frames to remove the “stopwatch error”). Mind you, that doesn’t explain why there’s a discrepancy in the sprint/BMS ratio of a single game.
> >
> > If you want to repeat tests, I’d recommend lining up Forge blocks (as many as you can) rather than vehicles, because the collision boxes are far easier to deal with, and more distance always gives more accurate results. Due to the lack of Forge, Halo CE and 2 are difficult to test in, but fortunately we have the exact numbers from the game files, so there’s no need to.
>
> I’ve got to jet off to work, but this is all really good to know! I was working on a second video - was going to Forge run some maps, just to verify everything - so this saves me quite a bit of time. A Halo group that I’m in on Facebook isn’t so aware of these speeds, so I’ll be bringing these videos to them. Thanks!

Left some feedback on the video. Really interesting information but I think it should be presented quicker.

Definitely keeping it in mind for the followup video! One of the biggest things that I set out to do in that one - and I think it succeded - was destroy the misinformation of videos like this that try to compare Heretic to Truth.

> 2533274804813082;2937:
> With the realization that the games all have basically the same speed (close enough so that there’s really no difference), and that Halo 5 - and I would assume Halo Infinite - gives players massive control over what is allowed in their custom games (such as removing sprint, abilities, even clambering), I have to wonder, still, why a “Classic Gametype” has not been made, and maps made to scale for base movement? The ability is there to accommodate this desire for “classic gameplay” without also punishing the players that enjoy Sprint and Spartan Abilities.

Classic playlists have been around for quite a few games, with forged Maps suitable for those game modes.
Would you however be content with one or two playlists in multiplayer playing somewhat like older games, in a game tailored around the disabled mechanics, which are enabled in every other mode present in the game?
Like picking out a single raisin to eat a small small part of an entire raisin cookie.
It has never been a good solution.

> 2533274804813082;2939:
> Definitely keeping it in mind for the followup video! One of the biggest things that I set out to do in that one - and I think it succeded - was destroy the misinformation of videos like this that try to compare Heretic to Truth.

Misinformation?

> 2533274795123910;2940:
> Would you however be content with one or two playlists in multiplayer playing somewhat like older games, in a game tailored around the disabled mechanics, which are enabled in every other mode present in the game?
> Like picking out a single raisin to eat a small small part of an entire raisin cookie.
> It has never been a good solution.

So the better solution is entirely remove a mechanic that the other half of the fanbase enjoys? That is not a good solution, neither is it fair. Especially since this all boils down to Multiplayer, but removing Sprint entirely would affect Campaign, as well as Multiplayer for players who enjoy the mechanics.

> Misinformation?

Yes, misinformation. You can’t just run down the bridge in Heretic, then run down the Bridge in Truth and say “Ah ha, see? It took 12 seconds as opposed to 10 seconds; Halo 5 is slower!”, which is what that video did and what a lot of people on the Halo Facebook group seem to think. Because Truth is much larger than Heretic.