The return of classic movement mechanics?

> 2533274825830455;3461:
> No, you can hold down the trigger and it’ll keep firing. This is a completely useless mode since it decreases accuracy and one can shoot equally fast by spamming the trigger with no accuracy penalty. Basically, the post is technically correct in the most meaningless kind of way.

I wouldn’t know without reading the manual honestly, even when weapons have a good delay I don’t bother too much with a frame perfect shot (for technically semi-autos, they still fire if the trigger was released at least once before) .

The Needle Rifle has the same odd automatic fire.

> 2535466533436400;3446:
> > 2535433024916972;3445:
> > The spartan abilities (ground pound, charge, thrusters, stabilizers) was just too much for me in halo 5. I’d love to see the return of equipment or armor abilities to replace the spartan abilities. Sprint is kinda half and half. It’s good for getting places, but I feel it changes the gameplay formula somewhat. Overall I’m fine with sprint. Ground pound did bring some really fun arena events, like the ground pound arena. Maybe for custom games you could turn on these options, but for regular multiplayer and campaign I’d like to see more classic movement (I’d be fine with sprint in those). And ADS. That feels way to modern for me. Sure the hip fire was still there quite a bit in 5, but every gun having ADS? I didn’t like that much. It was cool to me until I discovered that instead of flinching, the game booted you out of ADS and that was really annoying. If there was an option in settings to either flinch or exit ADS when taking damage, I would have loved 5’s ADS so much more. If this feature is kept in Infinite, I hope that they make that setting possible, and give their own spin to the “flinch” mechanic (i.e. the hologram sight wavers and gets distorted and causes the reticle to briefly disappear). If they gave ADS it’s halo spin, I’d love it.
>
> Every halo game besides halo 4 kicked you out of the scope or ADS or whatever. It’s just that in halo 5 there’s a different animation instead of the basic zoom. But yeah being booted out of ADS wasn’t new to H5.

Still halo 5 felt more annoying than the others, probably because I felt more inclined to use ADS a lot more because every gun had it. For some reason I don’t find it as annoying in other halo games. I’d rather go back to having only some weapons have ADS or visor link, but I have a feeling infinite might keep the ADS.

Yes and no thruster ground pound or spartan charge or stabilizers I’m neutral on the sprint It wouldnt bother me if they kept it or got rid of it. Go look at my form I posted called"the perfect halo game " and let me know your thoughts

I think that they need to maintain a lot of the new mechanics that new halo players are happy with while finding ways to please the classic halo fans as well

> 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.

100% not going to happen. that ship sailed in 2010 with reach

> 2533274964556797;3459:
> > 2533274795098161;3455:
> > It isn’t, classic Halo never had scopes on automatic weapons.
>
> The Pistol in Combat Evolved is an automatic weapon in-game.

I’m no weapon expert, but how can it be considered an automatic? Is it because you can hold the trigger down to shot consecutively?

In any case I hope you know what I meant. In other words assoult rifles, SMGs and Covi equivalents with fast rates of fire, so no burst or single shot as the guns main method of fire. … I liked the term “automatic” better, even if technically speaking its wrong! :sweat_smile::joy:

EDIT: Saw the extra page only afterwards, sorry for redundancy!

> 2535448123806416;3465:
> I think that they need to maintain a lot of the new mechanics that new halo players are happy with while finding ways to please the classic halo fans as well

You just described something imho physically impossible. If they keep sprint, ADS and such, how can you make classic fans happy when those are the features that we hate? :kissing:

Reposting cuz thread was locked but i thought he raised an interesting point. Not that I agree entirely… i actually disagree that sprint should even be a feature… and making running top speed a limited feature would definetly slow the pacing of the game… cuz map is designed with top speed in mind… making maps bigger… and then you cant even cross the entire space at that speed.

> Mamadooki said:
> or devolve!“The freedom to abuse is the root of all evil” - me just now.The advanced mechanics can be fun but they are abused. Infinite sprint + instantaneous powerful thrust allows players experienced players to escape bad situations too easily due to this overpowered combo and knowledge of map layout. It both encourages and rewards reckless behaviour but only for the experienced players.The solution is to make sprint finite and pull from the same limited power supply as thrust (as should all other thrust abilities). Sprint IS a thrust ability after all! Also make thrust an ability that can be charged to various amounts of power. Obviously the more time spent charging a thrust the more powerful. This prevents thrust from being used instinctively to instantly escape danger. Now advanced mobility is fun for all (maybe)!This is coming from someone who dislikes advanced mobility in Halo 5 (hmm, I wonder why) and would prefer the classic mechanics. Halo 5 does have a (much, much) higher skill floor then the other Halo games and this is why.

I got mixed feelings about this. While I started out on the Bungie era titles (like alot of us older fans), the faster movement mechanics that 343 Industries implemented grew on me from Halo 4 and 5. I liked the Spartan Abilities from Halo 5 because it helped make the Spartan Super Soldiers actially feel like Super Soldiers in game. Since the Gen 3 armor is said to use performance of the Gen 1, chances are we might see something more akin to the Bungie era’s however. I wouldn’t mind a combination of both mechanics merging, like at least keep sprint, clamber and thrusters, those were sweet. They did however show that Spartans in the Gen 1 armor can still do some Spartan Abilities so I’m hoping it’s not the end of those gameplay mechanics.

I’m for classic mechanics because it has its own identity. Not to say halo 4 and 5 don’t but what was implemented ultimately doesn’t have the approachability and moreso replay-ability that 1-3 have. Being washed up with the games that came out during the same period as 4 and 5.

Lately, I’ve been having thoughts about Clamber, and how it might still work with classic Halo gameplay if slightly altered. My thoughts are all about a longer animation, and much less of what I call “ledge magnetism” (The ability to grab ledges that are far out of your reach on the X,Y,Z axis.). It would help you catch yourself if you messed a jump up, but the longer animation would put you at more of a disadvantage if done while coming under attack. Much like failing a jump, clamber would slow you down and put you at a disadvantage when executed properly, but it wouldn’t slow your map traversal down quite as much as failing a standard jump. This would keep pacing up, and the game would feel less frustrating to players who aren’t quite as good at map navigation as better player.

But again, the animation would be slower than it is now, meaning other people (Or AI) could get more shots on you to penalize your mistake, gently encouraging you to get better at the game to avoid leaving yourself open as often. It would simply be a way to catch yourself so you don’t have to go the long way around to get back up to where you were trying to go, but the animation time would likely increased to penalize you for using it at the wrong time/for not executing a jump properly.

The horizontal ledge grab range would have to be reduced to almost nothing, and in terms of verticality, only as high as ledges that are ever so slightly above where the character model’s feet are. This way, it would make up for a failed crouch jump, but would also leave you defenseless for a short period of time.

Always gun up.

Sprinting disallows weapon firing in practically every shooter. If Halo wants to try out sprint fire with a massive reduction to accuracy, then go ahead. But please, always gun up.

Clamber disallows weapon firing. I simply prefer crouch jumping instead. Always gun up.

Thrusts are a similar story.

Chief’s armour in Discover Hope doesn’t seem to have thrusters. So I’m hoping they are absent in multiplayer as well. Simple as that.

> 2533274822068856;3471:
> My thoughts are all about a longer animation

No, no, no. The worst things about Clamber are that it forces the player to jump up facing the ledge, and that it forces the player out of combat. It is the loss of freedom and separation of movement and combat that goes against the core principles of classic Halo gameplay. If you want something that at the very least resembles a workable compromise, you need to do away with the animation.

Yes, doing away with the animation removes the penalty, but that ship sailed as soon as you deemed a mechanic designed to make jumps easier acceptable. You’re in damage control mode now, and you need to ensure you don’t do things that give people even more reason to hate your mechanic. So, the penalty can go; if a player manages to climb up, they’re in the clear.

If you want a true compromise for Clamber, you just build in a mechanic that smoothly transfers the player on top of the ledge provided they are sufficient distance away from it, regardless of the direction they are facing, without any first person animation. This is the ledge climb ability that minimizes deviation from classic gameplay.

> 2533274822068856;3471:
> Lately, I’ve been having thoughts about Clamber, and how it might still work with classic Halo gameplay if slightly altered. My thoughts are all about a longer animation, and much less of what I call “ledge magnetism” (The ability to grab ledges that are far out of your reach on the X,Y,Z axis.). It would help you catch yourself if you messed a jump up, but the longer animation would put you at more of a disadvantage if done while coming under attack. Much like failing a jump, clamber would slow you down and put you at a disadvantage when executed properly, but it wouldn’t slow your map traversal down quite as much as failing a standard jump. This would keep pacing up, and the game would feel less frustrating to players who aren’t quite as good at map navigation as better player.
>
> But again, the animation would be slower than it is now, meaning other people (Or AI) could get more shots on you to penalize your mistake, gently encouraging you to get better at the game to avoid leaving yourself open as often. It would simply be a way to catch yourself so you don’t have to go the long way around to get back up to where you were trying to go, but the animation time would likely increased to penalize you for using it at the wrong time/for not executing a jump properly.
>
> The horizontal ledge grab range would have to be reduced to almost nothing, and in terms of verticality, only as high as ledges that are ever so slightly above where the character model’s feet are. This way, it would make up for a failed crouch jump, but would also leave you defenseless for a short period of time.

Well the main reason alot of people are against clamber to begin with is because of the animation… it doesnt let you shoot. If it gets you in an animation… AND somehow you can still shoot… maybe I actually agree with you. Longer animation… but you can still shoot. I imagine having one hand holding on the ledge pulling you up as you try to crawl up to the spot while having your other hand on the gun and its trigger would work… wait… isnt that how it already is?.. hmmm wonder why you cant shoot and aim while clambering… but yea.
I think the main reason why I am against clamber is because it builds into gameplay that is too fast for my liking. Im facing the hard reality that im growing older… and faster gameplay i cannot keep up with. The best I can do is strategize with the sandbox and go with tactics that will more likely help me climb the ranks. This kind of was also the case for me in previous halos when i had bad internet connection… still have bad internet conneciton too. So… what ends up happening is I aim for body for fast moving players… and stick out of main confrontation areas and try to pick them off by the side… where I can experience slower paced gameplay.

I get that faster paced gameplay is all the hype and stuff… and I know the rationalization some people go through to try to justify it logically. But I think players with bad internet connection and a more casual playstyle also need catering to.
Traversing the map… I get it… where there are large spaces halo needs to be able to make it still playable. So i suggested a couple times of an acceleration based movement mechanic where you were always combat ready but over time you move faster in a straight line… making traversing the map a faster expereince… at the same time not giving you that speed in closed tight spaces and corners… not being a headache for map designers.
As for simply faster paced gameplay for the “competitivity” … There are other ways you can make the game more competitive rather than making it overly challenging by how fast things happen.

Time to kill in halo was originally hampered by the concept of sheilds… giving players a fighting chance. It wasnt about killing people faster and faster paced gameplay.
The only thing I would want to speed up a bit is how halo 1-3 Seemed like they were slow in movement. (not in pace) . There are ways to make them look faster… with feild of view and effects and the mechanic i suggested earlier. (also detailed textures on the floor… )

> 2533274823699327;3472:
> Always gun up.
>
> Sprinting disallows weapon firing in practically every shooter. If Halo wants to try out sprint fire with a massive reduction to accuracy, then go ahead. But please, always gun up.
>
> Clamber disallows weapon firing. I simply prefer crouch jumping instead. Always gun up.
>
> Thrusts are a similar story.
>
> Chief’s armour in Discover Hope doesn’t seem to have thrusters. So I’m hoping they are absent in multiplayer as well. Simple as that.

Honestly, you might as well just revert back to the classic mechanics. Clamber is only necessary because of map design. Sprint is only necessary as a byproduct of poor map design. Same with pretty much every other game mechanic introduced in Halo 5.

> 2533274825830455;3473:
> > 2533274822068856;3471:
> > My thoughts are all about a longer animation
>
> a mechanic that smoothly transfers the player on top of the ledge provided they are sufficient distance away from it

This is basically what I’m saying. But it would also include a way to slightly penalize players for messing up a jump. This could help people make a jump they would otherwise miss, while still punishing them (Just like how falling down to a lower level puts you at a disadvantage for missing a jump.) by exposing them for a small period of time. Because map design wouldn’t have to change to accommodate this mechanic, it could easily be removed for different gametypes or playlists.

In reality, I believe this would make map traversal more consistent, because it would be faster to save a jump with this mechanic, instead of falling down and having to go a long way around to get back up. But it would still put you at a disadvantage as far as active combat is concerned (Exactly like falling down.)

> 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.

classic movement is so slow
please no
and if do use classic movement please leave sprint
or have evade
evade was so fun

> 2533274822068856;3476:
> > 2533274825830455;3473:
> > > 2533274822068856;3471:
> > >
>
> This is basically what I’m saying. But it would also include a way to slightly penalize players for messing up a jump. This could help people make a jump they would otherwise miss, while still punishing them (Just like how falling down to a lower level puts you at a disadvantage for missing a jump.) by exposing them for a small period of time. Because map design wouldn’t have to change to accommodate this mechanic, it could easily be removed for different gametypes or playlists.
>
> In reality, I believe this would make map traversal more consistent, because it would be faster to save a jump with this mechanic, instead of falling down and having to go a long way around to get back up. But it would still put you at a disadvantage as far as active combat is concerned (Exactly like falling down.)

It seems you recognise that the two key issues of clamber are how stop / start or janky it is which affects pacing and also how easy it breaks map control and the necessity of its use / difficulty to design maps.

The key problem is that designing tedium as a punishment to the player is never fun. Jetpack on map or a grapple gun pick-up or things of that nature are more desirable (limited possession, stronger outcomes, creative play). Map control and map movement have an intrinsic value and even your amended version doesn’t truly negate the issue, more than bandage it. Newer players wont have an issue with missing a jump or failing if the game feels fun to play and doesn’t feel as demanding as H5 with the movement combos necessary to play well.

The idea on aiding the player gets lost when the baggage of ‘ease of use’ features overwhelm them, keep it simple and make the complexity of the game stem from how something can be used, not by making the game needlessly complicated.

> classic movement is so slow
> please no
> and if do use classic movement please leave sprint
> or have evade
> evade was so fun

With a higher BMS, FOV and less time to max speed when changing directions the gameplay would feel faster. Evade was fun but was better as a pick-up, it was just nice to use to counter jetpack which was also broken when spawned with.

> 2533274822068856;3476:
> > 2533274825830455;3473:
> > > 2533274822068856;3471:
> > > My thoughts are all about a longer animation
> >
> > a mechanic that smoothly transfers the player on top of the ledge provided they are sufficient distance away from it
>
> This is basically what I’m saying. But it would also include a way to slightly penalize players for messing up a jump. This could help people make a jump they would otherwise miss, while still punishing them (Just like how falling down to a lower level puts you at a disadvantage for missing a jump.) by exposing them for a small period of time. Because map design wouldn’t have to change to accommodate this mechanic, it could easily be removed for different gametypes or playlists.
>
> In reality, I believe this would make map traversal more consistent, because it would be faster to save a jump with this mechanic, instead of falling down and having to go a long way around to get back up. But it would still put you at a disadvantage as far as active combat is concerned (Exactly like falling down.)

But why do you want to penalize players so much? The players who like Clamber just want to get up ledges. They’re not asking to be penalized. At the same time, you’re trying to lure players who don’t like the Clamber animation into a compromise… by having a longer animation. Who are you making this mechanic for? You’re getting swept away with the idea of punishing players without really having thought about the intended audience of the mechanic, the purpose of the mechanic, or the principles of the surrounding game. You’re not making some abstract platonic ideal of a game here. The game should also be fun to play.

Really hoping for pre reach movement. I feel like that is truest halo movement mechanics. all the sprinting and sliding just makes it feel like call of duty. Playing most multiplayers in one sitting I can say that halo 1,2 and 3 have the best movements.

sorry for bad grammar just typing quickly to level up my forums account.

Sprint needs to stay, ground pound and charge should be changed.