The return of classic movement mechanics?

> 2722935310434866;3764:
> I just don’t see a 343 producing a product with older movement mechanics from 10 yrs+ ago. I love the old halo’s movement but you don’t really see the younger generation diving into old Halo. 343 Needs to get the younger generation to play their games or Halo will never succeed, at least in a financial aspect. We are in a fast paced, flashy movement games type of environment. We should know soon what we are getting! Less than a month to the reveal(most likely)! Hypeee!

Plenty of young kidos getting into Overwatch, CS Go or Doom and they don’t have advanced movement mechanics.

Halo doesnt need to try be something it’s not. They nailed it the first time and millions of people loved it’s unique gameplay.

When I describe how Halo feels to my friends who don’t play it, I say it’s like if you crossed Quake with Counter Strike. It has a very interesting and original feel to it that I just can’t get anywhere else. The closest game I’ve found is Apex to be honest.

H5 feels like COD Advanced Warfare or Titanfall, not Halo. If I wanted that gameplay fix, I’d get it eslewehere as H5 feels like a cheap knock off to me

> 2533275031935123;3777:
> > 2533274866906624;3776:
> > > 2533275031935123;3775:
> > > So yeah, having actually played Halo 3’s Flight, setting FOV to 110, centred crosshair, and 60 FPS, I can say with certainty that the people complaining about Halo 3’s slow speed are basing it strictly on their experience with Halo 3 on the 360. That variant I just played felt extremely fast, to the point where Sprint would feel absolutely unnecessary.
> >
> > That’s great to hear, I just received an invite to the H3 flight and I am excited to try it out.
>
> I’ve only played the campaign so far, but I can tell that if I keep doing that, I’m gonna get ruined for multiplayer. I’ve started playing the game kinda like DOOM 2016, and that’s gonna cause problems in the MP.

Oh no problem at all, if you have the confidence of Doom guy, then you will have a 50 in no time :hugs:

> 2535449665894532;3780:
> > 2535472162796694;3778:
> > I know I’m gonna get a lot of backlash for this, I feel that halo should just keep evolving in terms of movement and mechanics. While my favourite halo is 2 and I love classic, games change and if 343s thing is more advanced movement, then as long as people like it, that’s fine. While I’m not saying ‘ignore the backlash’, like with halo 4, if it’s a lot of people like it, like 5, then that’s fine in my books even if it’s not for me. Halo can change and I’m open to it.
>
> The problem is 5 didn’t have a lot of people. Most people gave up at 4 and 5 sold so little most of the people left to praise it were tiny. There were more positive talks about 5 because no one was left besides the small population that enjoy the new Halo.

I don’t think halo 5 sold little. Also while a lot of people left, most people said that they enjoyed it or at least had fun with it. Seeing as 343 is taking halo to a place with more movement options, I’m happy to let them do their thing with the movement as it’s a different developer from Bungie and I respect that they will take it in a different direction, so long as the games are good.

Edit: You will have to copy and paste the URL for it to work.

> 2535472162796694;3784:
> > 2535449665894532;3780:
> > > 2535472162796694;3778:
> > > I know I’m gonna get a lot of backlash for this, I feel that halo should just keep evolving in terms of movement and mechanics. While my favourite halo is 2 and I love classic, games change and if 343s thing is more advanced movement, then as long as people like it, that’s fine. While I’m not saying ‘ignore the backlash’, like with halo 4, if it’s a lot of people like it, like 5, then that’s fine in my books even if it’s not for me. Halo can change and I’m open to it.
> >
> > The problem is 5 didn’t have a lot of people. Most people gave up at 4 and 5 sold so little most of the people left to praise it were tiny. There were more positive talks about 5 because no one was left besides the small population that enjoy the new Halo.
>
> Halo 5 Reaches $400 Million in Sales to Become Biggest Halo Launch Ever - GameSpot
>
> I don’t think halo 5 sold little. Also while a lot of people left, most people said that they enjoyed it or at least had fun with it. Seeing as 343 is taking halo to a place with more movement options, I’m happy to let them do their thing with the movement as it’s a different developer from Bungie and I respect that they will take it in a different direction, so long as the games are good.
>
> Edit: You will have to copy and paste the URL for it to work.

The article accounts for hardware such as console sales (attach rate). However, 343i never did publicly release sales numbers (some speculate it’s 5 million, which is well below even Halo 4, but that’s speculation). Even then, its population quickly dropped after launch compared to the others.

One of the common themes I’ve heard is that Halo 5 is a “good game, but it’s not Halo.” And we won’t even talk about the campaign.

> 2533274819984192;3785:
> > 2535472162796694;3784:
> > > 2535449665894532;3780:
> > > > 2535472162796694;3778:
> > > > I know I’m gonna get a lot of backlash for this, I feel that halo should just keep evolving in terms of movement and mechanics. While my favourite halo is 2 and I love classic, games change and if 343s thing is more advanced movement, then as long as people like it, that’s fine. While I’m not saying ‘ignore the backlash’, like with halo 4, if it’s a lot of people like it, like 5, then that’s fine in my books even if it’s not for me. Halo can change and I’m open to it.
> > >
> > > The problem is 5 didn’t have a lot of people. Most people gave up at 4 and 5 sold so little most of the people left to praise it were tiny. There were more positive talks about 5 because no one was left besides the small population that enjoy the new Halo.
> >
> > Halo 5 Reaches $400 Million in Sales to Become Biggest Halo Launch Ever - GameSpot
> >
> > I don’t think halo 5 sold little. Also while a lot of people left, most people said that they enjoyed it or at least had fun with it. Seeing as 343 is taking halo to a place with more movement options, I’m happy to let them do their thing with the movement as it’s a different developer from Bungie and I respect that they will take it in a different direction, so long as the games are good.
> >
> > Edit: You will have to copy and paste the URL for it to work.
>
> The article accounts for hardware as well as console sales (attach rate). However, 343i never did publicly release sales numbers (some speculate it’s 5 million, which is well below even Halo 4, but that’s speculation). Even then, its population quickly dropped after launch compared to the others.
>
> One of the common themes I’ve heard is that Halo 5 is a “good game, but it’s not Halo.” And we won’t even talk about the campaign.

True, Halo 5 is a good game, but not a good Halo. Also, I personally thought the campaign was the worst in the entire series. Chief wasn’t in the campaign much at all, and Locke was given majority of the story.

> 2533274819984192;3785:
> > 2535472162796694;3784:
> > > 2535449665894532;3780:
> > > > 2535472162796694;3778:
> > > > I know I’m gonna get a lot of backlash for this, I feel that halo should just keep evolving in terms of movement and mechanics. While my favourite halo is 2 and I love classic, games change and if 343s thing is more advanced movement, then as long as people like it, that’s fine. While I’m not saying ‘ignore the backlash’, like with halo 4, if it’s a lot of people like it, like 5, then that’s fine in my books even if it’s not for me. Halo can change and I’m open to it.
> > >
> > > The problem is 5 didn’t have a lot of people. Most people gave up at 4 and 5 sold so little most of the people left to praise it were tiny. There were more positive talks about 5 because no one was left besides the small population that enjoy the new Halo.
> >
> > Halo 5 Reaches $400 Million in Sales to Become Biggest Halo Launch Ever - GameSpot
> >
> > I don’t think halo 5 sold little. Also while a lot of people left, most people said that they enjoyed it or at least had fun with it. Seeing as 343 is taking halo to a place with more movement options, I’m happy to let them do their thing with the movement as it’s a different developer from Bungie and I respect that they will take it in a different direction, so long as the games are good.
> >
> > Edit: You will have to copy and paste the URL for it to work.
>
> The article accounts for hardware as well as console sales (attach rate). However, 343i never did publicly release sales numbers (some speculate it’s 5 million, which is well below even Halo 4, but that’s speculation). Even then, its population quickly dropped after launch compared to the others.
>
> One of the common themes I’ve heard is that Halo 5 is a “good game, but it’s not Halo.” And we won’t even talk about the campaign.

Fair enough

> 2535472162796694;3784:
> > 2535449665894532;3780:
> > > 2535472162796694;3778:
> > > I know I’m gonna get a lot of backlash for this, I feel that halo should just keep evolving in terms of movement and mechanics. While my favourite halo is 2 and I love classic, games change and if 343s thing is more advanced movement, then as long as people like it, that’s fine. While I’m not saying ‘ignore the backlash’, like with halo 4, if it’s a lot of people like it, like 5, then that’s fine in my books even if it’s not for me. Halo can change and I’m open to it.
> >
> > The problem is 5 didn’t have a lot of people. Most people gave up at 4 and 5 sold so little most of the people left to praise it were tiny. There were more positive talks about 5 because no one was left besides the small population that enjoy the new Halo.
>
> Halo 5 Reaches $400 Million in Sales to Become Biggest Halo Launch Ever - GameSpot
>
> I don’t think halo 5 sold little. Also while a lot of people left, most people said that they enjoyed it or at least had fun with it. Seeing as 343 is taking halo to a place with more movement options, I’m happy to let them do their thing with the movement as it’s a different developer from Bungie and I respect that they will take it in a different direction, so long as the games are good.
>
> Edit: You will have to copy and paste the URL for it to work.

Those are dollars not copies of the game. On top of that it includes hardware such as consoles, controllers, and any merchandise related to halo. So including all of that, it sold pretty damn bad.

I can’t believe we’re only a month away from finding out whether Halo Infinite has sprint or not, and the thermonuclear war that will be unleashed if it does.

> 2533274968894951;3789:
> I can’t believe we’re only a month away from finding out whether Halo Infinite has sprint or not, and the thermonuclear war that will be unleashed if it does.

Yup. I’m looking forward to seeing how 343i have handled it. The second we see a sprint animation, there’s gonna be cries of “heresy!” (and I’ll be one of them).

> 2535449665894532;3765:
> > 2722935310434866;3764:
> > I just don’t see a 343 producing a product with older movement mechanics from 10 yrs+ ago. I love the old halo’s movement but you don’t really see the younger generation diving into old Halo. 343 Needs to get the younger generation to play their games or Halo will never succeed, at least in a financial aspect. We are in a fast paced, flashy movement games type of environment. We should know soon what we are getting! Less than a month to the reveal(most likely)! Hypeee!
>
> They have been trying to get the kiddos with what they added in 4 and 5. All it did was the opposite by driving sales down.

Doom eternal proves that old mechanics with a few additions still work like a charm

I’m lucky. Pro-sprint but not to the point of dummy spitting it’s removal.

Good luck everyone.

Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.

What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.

This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.

Thoughts?

> 2533274808548953;3793:
> Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
>
> What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
>
> This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
>
> Thoughts?

The thing about those heavy weapons, is that they’re very temporary and do a lot of damage before running out of reserve ammo entirely. Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum. Players will use the Magnum to traverse the map quicker, get to Power Weapon spawn points quicker (this is why Halo 5 typically has timers on the spawn of Power Weapons) and then always keep the Magnum on them at all times. There’s no reason to replace it with anything else if the Magnum gives you a Speed Boost. Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal. CS:GO’s knife system works because everyone has access to the knife and can use it any time. The Magnum takes up one of two “inventory” slots.

Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller. The game will feel much, much faster if they do. This stuff with speed boosts and all that are completely unnecessary, especially if maps are designed in Halo Infinite to accept vehicles like the Mongoose or Warthog on them. The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.

> 2533275031935123;3794:
> > 2533274808548953;3793:
> > Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
> >
> > What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
> >
> > This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
> >
> > Thoughts?
>
> The thing about those heavy weapons, is that they’re very temporary and do a lot of damage before running out of reserve ammo entirely. Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum. Players will use the Magnum to traverse the map quicker, get to Power Weapon spawn points quicker (this is why Halo 5 typically has timers on the spawn of Power Weapons) and then always keep the Magnum on them at all times. There’s no reason to replace it with anything else if the Magnum gives you a Speed Boost. Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal. CS:GO’s knife system works because everyone has access to the knife and can use it any time. The Magnum takes up one of two “inventory” slots.
>
> Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller. The game will feel much, much faster if they do. This stuff with speed boosts and all that are completely unnecessary, especially if maps are designed in Halo Infinite to accept vehicles like the Mongoose or Warthog on them. The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.

I don’t even centre the cross hair (yes, I’m one of those guys, lowered cross-hair for the win!), but even so… with 60 fps and fov set to 120 how people can still claim that they feel sluggish is beyond me! Now take H3, ump up the BMS to 125% (similar to H5), add some speed effects when you “run” in one direction for a while or while using a man cannon and boom! Problem solved!

PS.: just got the H3 PC flight and it’s the best port by far so far! There are some customisation issues and frame rate ain’t as stable as Reach imho, but nothing too annoying. Especially not compared to the H2A launch. Finally a decent and true Halo experience! <3 Let’s hope that Hi can capture the same magic!

> 2533274795098161;3795:
> > 2533275031935123;3794:
> > > 2533274808548953;3793:
> > > Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
> > >
> > > What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
> > >
> > > This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
> > >
> > > Thoughts?
> >
> > The thing about those heavy weapons, is that they’re very temporary and do a lot of damage before running out of reserve ammo entirely. Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum. Players will use the Magnum to traverse the map quicker, get to Power Weapon spawn points quicker (this is why Halo 5 typically has timers on the spawn of Power Weapons) and then always keep the Magnum on them at all times. There’s no reason to replace it with anything else if the Magnum gives you a Speed Boost. Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal. CS:GO’s knife system works because everyone has access to the knife and can use it any time. The Magnum takes up one of two “inventory” slots.
> >
> > Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller. The game will feel much, much faster if they do. This stuff with speed boosts and all that are completely unnecessary, especially if maps are designed in Halo Infinite to accept vehicles like the Mongoose or Warthog on them. The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.
>
> I don’t even centre the cross hair (yes, I’m one of those guys, lowered cross-hair for the win!), but even so… with 60 fps and fov set to 120 how people can still claim that they feel sluggish is beyond me! Now take H3, ump up the BMS to 125% (similar to H5), add some speed effects when you “run” in one direction for a while or while using a man cannon and boom! Problem solved!
>
> PS.: just got the H3 PC flight and it’s the best port by far so far! There are some customisation issues and frame rate ain’t as stable as Reach imho, but nothing too annoying. Especially not compared to the H2A launch. Finally a decent and true Halo experience! <3 Let’s hope that Hi can capture the same magic!

Lowered cross-hairs for the win too mate!

> 2533275031935123;3794:
> > 2533274808548953;3793:
> > Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
> >
> > What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
> >
> > This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
> >
> > Thoughts?
>
> Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum.
>
> Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal.
>
> Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller.
>
> The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.

Good points, and to add to my post the Magnum in this scenario would need to be heavily balanced ( something I think should happen regardless anyway as I think Halo 5’s Magnum was OP, but that’s a different thread entirely) with a range reduction being the obvious avenue.

To your other comments, I haven’t played on PC but the gameplay videos I’ve seen with larger FOV - the ones especially increased to the extent creating a ‘fish eye’ appearance - I find are nauseating. So I hope that isn’t the solution.

> 2533274808548953;3797:
> > 2533275031935123;3794:
> > > 2533274808548953;3793:
> > > Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
> > >
> > > What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
> > >
> > > This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
> > >
> > > Thoughts?
> >
> > Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum.
> >
> > Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal.
> >
> > Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller.
> >
> > The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.
>
> Good points, and to add to my post the Magnum in this scenario would need to be heavily balanced ( something I think should happen regardless anyway as I think Halo 5’s Magnum was OP, but that’s a different thread entirely) with a range reduction being the obvious avenue.
>
> To your other comments, I haven’t played on PC but the gameplay videos I’ve seen with larger FOV - the ones especially increased to the extent creating a ‘fish eye’ appearance - I find are nauseating. So I hope that isn’t the solution.

The problem is that you have to justify dropping the Magnum for literally anything else, because you now have a situation in which the Magnum is borderline required to move around the map at full speed. Even if the Magnum is worse than the Halo 2 variant, you’ll still want to keep it on you to make it to objectives or Power Weapon spawn points faster. This is the same problem that Reach had, where even if maps were smaller, you’d still want Sprint to get to where you need to be faster. This system basically makes it so that you lose one of your two weapon slots because if you don’t have the Magnum, then you aren’t getting where you need to be.

Smaller or lowered weapon models are also a solution. Basically anything to give you more “screen” can fix that speed issue.

> 2533275031935123;3798:
> > 2533274808548953;3797:
> > > 2533275031935123;3794:
> > > > 2533274808548953;3793:
> > > > Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
> > > >
> > > > What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
> > > >
> > > > This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
> > > >
> > > > Thoughts?
> > >
> > > Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum.
> > >
> > > Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal.
> > >
> > > Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller.
> > >
> > > The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.
> >
> > Good points, and to add to my post the Magnum in this scenario would need to be heavily balanced ( something I think should happen regardless anyway as I think Halo 5’s Magnum was OP, but that’s a different thread entirely) with a range reduction being the obvious avenue.
> >
> > To your other comments, I haven’t played on PC but the gameplay videos I’ve seen with larger FOV - the ones especially increased to the extent creating a ‘fish eye’ appearance - I find are nauseating. So I hope that isn’t the solution.
>
> The problem is that you have to justify dropping the Magnum for literally anything else, because you now have a situation in which the Magnum is borderline required to move around the map at full speed. Even if the Magnum is worse than the Halo 2 variant, you’ll still want to keep it on you to make it to objectives or Power Weapon spawn points faster. This is the same problem that Reach had, where even if maps were smaller, you’d still want Sprint to get to where you need to be faster. This system basically makes it so that you lose one of your two weapon slots because if you don’t have the Magnum, then you aren’t getting where you need to be.
>
> Smaller or lowered weapon models are also a solution. Basically anything to give you more “screen” can fix that speed issue.

No I think you’re misunderstanding me. Take vanilla Halo 2 for instance: original Lockout map, standard movement speed, FOV, everything. Now say the Halo 2 Magnum gives you a 105% (for the sake of the exercise) movement speed. You’re still going to run the BR as your primary because of how powerful it is, and if you come across a sword or sniper I’d wager most players would sacrifice the extra movement speed the Magnum provides for a power weapon.

Moving around the map without a Magnum is still entirely feasible because the maps are still scaled to be played without it.

Another example I’ll point to is call of duty. The knife gives you a slight movement speed boost but it’s not gamebreakingly fast and it remains a niche weapon not a required armament.

> 2533274808548953;3799:
> > 2533275031935123;3798:
> > > 2533274808548953;3797:
> > > > 2533275031935123;3794:
> > > > > 2533274808548953;3793:
> > > > > Just spitballing but here’s an idea to reconcile Sprint in Infinite and it comes from gameplay already implemented in Halo 5.
> > > > >
> > > > > What if Sprint as a base player ability was removed - this would achieve all of the benefits such as better map scaling already noted previously in this thread - but the default Magnum sidearm provided a movement speed boost exactly the same way the Halo CE Magnum provides in Halo 5.
> > > > >
> > > > > This changes Sprint to a sandbox mechanic rather than a base mechanic which seems to be the preferred approach. Precedent for this weapon mechanic approach to movement already exists in the game with heavy support guns like detached turrets which reduce speed.
> > > > >
> > > > > Thoughts?
> > > >
> > > > Part of the problem of giving the Magnum a speed boost is that the Magnum then becomes arguably the best weapon to use in any situation, especially if it’s as powerful as Halo 5’s Magnum.
> > > >
> > > > Even if the Magnum is the Halo 3 or Halo 2 variant (useless at anything but close range), it still provides a passive buff that is absurdly good in relation to other weapons for map traversal.
> > > >
> > > > Honestly, the way that 343 should deal with the speed issues, is to just increase FOV and make weapon models smaller.
> > > >
> > > > The main complaint, I feel, is that players feel like they’re moving too slowly. Increased FOV and smaller weapon models (as well as 60 FPS) address that feel issue almost immediately. I can tell you right now that after 100 hours+ of Halo 3 on my Xbox 360 with it’s settings vs 10 minutes of Halo 3 on my PC with FOV, centered crosshair and 60 FPS, the feel was completely different. I felt like I was playing DOOM 2016.
> > >
> > > Good points, and to add to my post the Magnum in this scenario would need to be heavily balanced ( something I think should happen regardless anyway as I think Halo 5’s Magnum was OP, but that’s a different thread entirely) with a range reduction being the obvious avenue.
> > >
> > > To your other comments, I haven’t played on PC but the gameplay videos I’ve seen with larger FOV - the ones especially increased to the extent creating a ‘fish eye’ appearance - I find are nauseating. So I hope that isn’t the solution.
> >
> > The problem is that you have to justify dropping the Magnum for literally anything else, because you now have a situation in which the Magnum is borderline required to move around the map at full speed. Even if the Magnum is worse than the Halo 2 variant, you’ll still want to keep it on you to make it to objectives or Power Weapon spawn points faster. This is the same problem that Reach had, where even if maps were smaller, you’d still want Sprint to get to where you need to be faster. This system basically makes it so that you lose one of your two weapon slots because if you don’t have the Magnum, then you aren’t getting where you need to be.
> >
> > Smaller or lowered weapon models are also a solution. Basically anything to give you more “screen” can fix that speed issue.
>
> No I think you’re misunderstanding me. Take vanilla Halo 2 for instance: original Lockout map, standard movement speed, FOV, everything. Now say the Halo 2 Magnum gives you a 105% (for the sake of the exercise) movement speed. You’re still going to run the BR as your primary because of how powerful it is, and if you come across a sword or sniper I’d wager most players would sacrifice the extra movement speed the Magnum provides for a power weapon.
>
> Moving around the map without a Magnum is still entirely feasible because the maps are still scaled to be played without it.
>
> Another example I’ll point to is call of duty. The knife gives you a slight movement speed boost but it’s not gamebreakingly fast and it remains a niche weapon not a required armament.

Thing is, is that if the movement speed isn’t enough, why even have it in the first place? In objective-based modes, I would argue that the movement speed would be better than taking the Energy Sword or Sniper, drop the BR for those Power Weapons, and use the Magnum to reposition and then use whatever Power Weapon you have because you got into the position faster.

So here’s the thing about Call of Duty: The primary game mode doesn’t, or at least hasn’t, had on-map pickups or anything you need to reach in order to gain an advantage in the match. That extra speed is largely useless outside of objective modes. Halo has the opposite situation. The main game mode, Arena/Slayer, has on map pickups that the game want you to find and can entirely change the flow of the match. The team that controls the power weapons, is the team that can (and likely will) direct the course of the rest of the match. The Magnum providing extra speed now demands players to keep it on them to continue controlling or acquire those Power Weapons.

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> To your other comments, I haven’t played on PC but the gameplay videos I’ve seen with larger FOV - the ones especially increased to the extent creating a ‘fish eye’ appearance - I find are nauseating. So I hope that isn’t the solution.

The fish eye effects happens more often on older titles, especially when the game was made with a 4:3 aspect ratio in mind rather than 16:9/10. Also you got to go above 140ish while MCCs limit is 120 (still twice as much as og H3 though). I doubt this setting can cause much more nausea than the classic one, 343i did an amazing job with those settings.

Praises given when praises are due and this time they really deserve it! I only wish we also had control over the first person model like in og Custom Edition. With higher fields of view and lowered cross hair some gun model positions and sizes just are a bit weird in H3 imho.

In other words if you don’t have issues with H5, you won’t have problems with the MCC Halos either. So yeah, this is the solution mate!