The return of classic movement mechanics?

> 2535417347219052;3918:
> > 2533274821339472;3914:
> > HOW I WOULD MAKE SPRINT WORK WITH CLASSIC HALO
> >
> > I would nerf jumping while sprinting so that map design is focused on base movement jumps. I would enable hipfire shooting while sprinting so that combat is not disconnected from “moving faster”. Add those to the already in place mechanics, no shield recharge while sprinting and no sprinting while taking damage and i think sprint could work with classic gameplay. i would only make sprint 20% faster than base movement speed.
> >
> > also thruster would not fit in with classic halo so i would nerf that a lot or get rid of it. if kept in, i would make it physic based so that it cant just instantly change your direction, it should only enhance your current velocity so that it is a lot more predictable as to where a player is going to thrust to. halo 5 thruster is too chaotic.
>
> I largely agree with your ideas, but we differ on the thruster: I love being unpredictable and enjoy the challenge of tracking slippery targets.

you can still be unpredictable, it would just take some creativity. Anyway this was about making it work with classic gameplay, which was a lot more predictable. when i say more predictable, i mean a balance in between predictability and unpredictability. too predictable, too boring, too unpredictable, too chaotic. balance is the key to success

> 2533274821339472;3922:
> > 2535417347219052;3918:
> > > 2533274821339472;3914:
> > > HOW I WOULD MAKE SPRINT WORK WITH CLASSIC HALO
> > >
> > > I would nerf jumping while sprinting so that map design is focused on base movement jumps. I would enable hipfire shooting while sprinting so that combat is not disconnected from “moving faster”. Add those to the already in place mechanics, no shield recharge while sprinting and no sprinting while taking damage and i think sprint could work with classic gameplay. i would only make sprint 20% faster than base movement speed.
> > >
> > > also thruster would not fit in with classic halo so i would nerf that a lot or get rid of it. if kept in, i would make it physic based so that it cant just instantly change your direction, it should only enhance your current velocity so that it is a lot more predictable as to where a player is going to thrust to. halo 5 thruster is too chaotic.
> >
> > I largely agree with your ideas, but we differ on the thruster: I love being unpredictable and enjoy the challenge of tracking slippery targets.
>
> you can still be unpredictable, it would just take some creativity. Anyway this was about making it work with classic gameplay, which was a lot more predictable. when i say more predictable, i mean a balance in between predictability and unpredictability. too predictable, too boring, too unpredictable, too chaotic. balance is the key to success

I agree with this. The thruster just seems like a randomness button I press to stay in a gunfight, but it always just feels like something I have to do because the other person has it too. It adds randomness but in a way it just pauses the game. I miss being able to just land my shots without the element of thrust in a 1v1 battle. That’s why I think sprinting could potentially work if we can still shoot.

> 2535469462089417;3921:
> > 2533274814945686;3913:
> > If sprint didnt lower your weapon would you be ok with it?
> > If there was no sprint but your base player speed was higher would you be ok with it?
>
> These are not the right questions because we don’t have a problem with sprint per se, but with the fact that you are forced to put your gun down while moving.
> So if you give us classic gameplay where you replace the walking animation with the sprint animation we will all be really really happy, we get classic gameplay, you get your sense of speed/feel like a super soldier feeling (not talking directly to you but in general).
> As you can see now sprint is just a cosmetic element and not a gameplay feature.

I’d say it’s a matter of what one regards as “sprint”. For me, “sprint” has always been the mechanic characterized by

  • an animation restricting use of other abilities (e.g., weapons), - restriction of maximum speed in forward direction.Whatever you want to call what, that is what I have always been against. I like to reserve “sprint” to that because that is how it works in Halo (how it works in any game where everyone would unanimously call it “sprint”), and because that captures the essence of why people have a problem with sprint: restriction. So, from my point of view, we do inherently have a problem with “sprint”

But I’ve been aware that not everyone understands it that way, which leads to a lot of confusion. I don’t have a solution, but this is something to be aware of when, say, another opponent of sprint comes and disagrees with what you just said.

> 2533274825830455;3924:
> > 2535469462089417;3921:
> > > 2533274814945686;3913:
> > > If sprint didnt lower your weapon would you be ok with it?
> > > If there was no sprint but your base player speed was higher would you be ok with it?
> >
> > These are not the right questions because we don’t have a problem with sprint per se, but with the fact that you are forced to put your gun down while moving.
> > So if you give us classic gameplay where you replace the walking animation with the sprint animation we will all be really really happy, we get classic gameplay, you get your sense of speed/feel like a super soldier feeling (not talking directly to you but in general).
> > As you can see now sprint is just a cosmetic element and not a gameplay feature.
>
> I’d say it’s a matter of what one regards as “sprint”. For me, “sprint” has always been the mechanic characterized by
> - an animation restricting use of other abilities (e.g., weapons), - restriction of maximum speed in forward direction.Whatever you want to call what, that is what I have always been against. I like to reserve “sprint” to that because that is how it works in Halo (how it works in any game where everyone would unanimously call it “sprint”), and because that captures the essence of why people have a problem with sprint: restriction. So, from my point of view, we do inherently have a problem with “sprint”
>
> But I’ve been aware that not everyone understands it that way, which leads to a lot of confusion. I don’t have a solution, but this is something to be aware of when, say, another opponent of sprint comes and disagrees with what you just said.

restriction isnt even the main problem, its the fact that it gets you around the map faster so it forced stretched out maps which then destroyed the close quarter combat of halo because everyone is encouraged to stay away from each other and shoot with long range weapons. 343 tried to fix this by making short range weapons like AR long range but it doesnt change the fact that good close quarter combat does not exist in halo 5. when a game is focused on long range combat, it becomes a boring sweaty teamshooter.

A simple fix is to keep classic map size but make it have more elevation. there is also another reason why close quarter combat is dead/unfair, its because precision weapons are like lazars since halo 5 uses hit scan weapons with insane accuracy.

> 2533274821339472;3925:
> restriction isnt even the main problem, its the fact that it gets you around the map faster so it forced stretched out maps which then destroyed the close quarter combat of halo because everyone is encourage to stay away from each other and shoot with long range weapons. 343 tried to fix this by making short range weapons like AR long range but it doesnt change the fact that good close quarter combat does not exist in halo 5. when a game is focused on long range combat, it becomes a boring sweaty teamshooter.
>
> A simple fix is to keep classic map size but make it have more elevation. there is also another reason why close quarter combat is dead/unfair, its because precision weapons are like lazars since halo 5 uses hit scan weapons with insane accuracy.

I can’t tell you what your problem with sprint is, that’s up to you. However, the general criticisms against sprint can be traced back to the fact that it restricts what players can do at maximum speed.

The classic argument against sprint is that makes it easier for players to escape because the sprinting player either forces their opponent to lower their weapon to keep up, or to keep shooting and be left behind. This is also the basis for part of the concern about map stretching, because longer lines of sight reduce the ease of escaping. The main cause for all this is precisely the fact that the player chasing a sprinter is forced to choose between moving at maximum speed, and being able to shoot. So, the restriction that players cannot shoot when moving at maximum speed is the core issue at hand.

However, one of the main arguments you see against sprint today is the fact that it separates movement from combat, because if the player wants to get somewhere quickly, they need to go into this sprint mode where they cannot shoot opponents, and if they need to shoot, they have to stop or at least slow down their progress to the destination. This is a sort of a meta-argument, actually, because it covers many of the more specific issues. The ease of escape problem is because once the opponent escapes, the player has to choose between chase mode and combat mode, both of which are suboptimal. The problems with map design are because the map has to be scaled for two different movement speeds, so either spaces are too large for combat, or players can get around too fast. And all of this, again, is because the player cannot shoot while moving at maximum speed.

Your issues with close range combat are explained by the map design problems: maps that work better with sprint encourage long range combat, because they are more open. But on top of that, there is the dreaded double melee problem, which has kind of been overshadowed by Spartan Charge in Halo 5. But even the issue with Spartan Charge is fundamentally because there is little a player moving backwards can do about a player running towards them, because there is such an asymmetry between forwards and backwards speed.

All the common issues with sprint that people mention can be traced back to the two restrictions I listed. So, yes, restriction is the main issue at hand. All problems go away if players can move at maximum speed all the time.

> 2533274852514132;3923:
> > 2533274821339472;3922:
> > > 2535417347219052;3918:
> > > > 2533274821339472;3914:
> > > > HOW I WOULD MAKE SPRINT WORK WITH CLASSIC HALO
> > > >
> > > > I would nerf jumping while sprinting so that map design is focused on base movement jumps. I would enable hipfire shooting while sprinting so that combat is not disconnected from “moving faster”. Add those to the already in place mechanics, no shield recharge while sprinting and no sprinting while taking damage and i think sprint could work with classic gameplay. i would only make sprint 20% faster than base movement speed.
> > > >
> > > > also thruster would not fit in with classic halo so i would nerf that a lot or get rid of it. if kept in, i would make it physic based so that it cant just instantly change your direction, it should only enhance your current velocity so that it is a lot more predictable as to where a player is going to thrust to. halo 5 thruster is too chaotic.
> > >
> > > I largely agree with your ideas, but we differ on the thruster: I love being unpredictable and enjoy the challenge of tracking slippery targets.
> >
> > you can still be unpredictable, it would just take some creativity. Anyway this was about making it work with classic gameplay, which was a lot more predictable. when i say more predictable, i mean a balance in between predictability and unpredictability. too predictable, too boring, too unpredictable, too chaotic. balance is the key to success
>
> I agree with this. The thruster just seems like a randomness button I press to stay in a gunfight, but it always just feels like something I have to do because the other person has it too. It adds randomness but in a way it just pauses the game. I miss being able to just land my shots without the element of thrust in a 1v1 battle. That’s why I think sprinting could potentially work if we can still shoot.

If you think about it, jumping has mostly worked the same way as thrust in combat throughout the games, providing a bit of randomness that can give you the upper hand in a duel. Whenever I’m in a BR/DMR duel, I always jump when I’m low on shield so the opponent has to adjust to land a headshot, giving me the time I need to finish him off. As jump has always done vertically, perhaps thrust can do the same horizontally.

Halo has always had a sort of ‘randomness’ button, thrust just grants more options on where that randomness will take you.

> 2533274825830455;3926:
> > 2533274821339472;3925:
> > restriction isnt even the main problem, its the fact that it gets you around the map faster so it forced stretched out maps which then destroyed the close quarter combat of halo because everyone is encourage to stay away from each other and shoot with long range weapons. 343 tried to fix this by making short range weapons like AR long range but it doesnt change the fact that good close quarter combat does not exist in halo 5. when a game is focused on long range combat, it becomes a boring sweaty teamshooter.
> >
> > A simple fix is to keep classic map size but make it have more elevation. there is also another reason why close quarter combat is dead/unfair, its because precision weapons are like lazars since halo 5 uses hit scan weapons with insane accuracy.
>
> I can’t tell you what your problem with sprint is, that’s up to you. However, the general criticisms against sprint can be traced back to the fact that it restricts what players can do at maximum speed.
>
> The classic argument against sprint is that makes it easier for players to escape because the sprinting player either forces their opponent to lower their weapon to keep up, or to keep shooting and be left behind. This is also the basis for part of the concern about map stretching, because longer lines of sight reduce the ease of escaping. The main cause for all this is precisely the fact that the player chasing a sprinter is forced to choose between moving at maximum speed, and being able to shoot. So, the restriction that players cannot shoot when moving at maximum speed is the core issue at hand.
>
> However, one of the main arguments you see against sprint today is the fact that it separates movement from combat, because if the player wants to get somewhere quickly, they need to go into this sprint mode where they cannot shoot opponents, and if they need to shoot, they have to stop or at least slow down their progress to the destination. This is a sort of a meta-argument, actually, because it covers many of the more specific issues. The ease of escape problem is because once the opponent escapes, the player has to choose between chase mode and combat mode, both of which are suboptimal. The problems with map design are because the map has to be scaled for two different movement speeds, so either spaces are too large for combat, or players can get around too fast. And all of this, again, is because the player cannot shoot while moving at maximum speed.
>
> Your issues with close range combat are explained by the map design problems: maps that work better with sprint encourage long range combat, because they are more open. But on top of that, there is the dreaded double melee problem, which has kind of been overshadowed by Spartan Charge in Halo 5. But even the issue with Spartan Charge is fundamentally because there is little a player moving backwards can do about a player running towards them, because there is such an asymmetry between forwards and backwards speed.
>
> All the common issues with sprint that people mention can be traced back to the two restrictions I listed. So, yes, restriction is the main issue at hand. All problems go away if players can move at maximum speed all the time.

“The classic argument against sprint is that makes it easier for players to escape because the sprinting player either forces their opponent to lower their weapon to keep up, or to keep shooting and be left behind”

i agree with most of your points but doesnt sprint disable when you are shot or did i imagine that because that would solve potential double melee and people running away. the only issue is not being able to chase and shoot them at the same time which was a good point you brought up. i also think thruster should be disabled when taking damage because that messes with classic map design too. i still think changing how the core gameplay of maps and weapon balance works is the main problem with sprint or atleast the other half of the problem. sprint needs to work with classic halo and a lot of classic halo has to do with it maps and weapon balance which sprint has destroyed in halo 5 because the devs think sprint should be prioritized over classic map and weapon balance.

> 2533274825830455;3924:
> > 2535469462089417;3921:
> > > 2533274814945686;3913:
> > > If sprint didnt lower your weapon would you be ok with it?
> > > If there was no sprint but your base player speed was higher would you be ok with it?
> >
> > These are not the right questions because we don’t have a problem with sprint per se, but with the fact that you are forced to put your gun down while moving.
> > So if you give us classic gameplay where you replace the walking animation with the sprint animation we will all be really really happy, we get classic gameplay, you get your sense of speed/feel like a super soldier feeling (not talking directly to you but in general).
> > As you can see now sprint is just a cosmetic element and not a gameplay feature.
>
> I’d say it’s a matter of what one regards as “sprint”. For me, “sprint” has always been the mechanic characterized by
> - an animation restricting use of other abilities (e.g., weapons), - restriction of maximum speed in forward direction.Whatever you want to call what, that is what I have always been against. I like to reserve “sprint” to that because that is how it works in Halo (how it works in any game where everyone would unanimously call it “sprint”), and because that captures the essence of why people have a problem with sprint: restriction. So, from my point of view, we do inherently have a problem with “sprint”
>
> But I’ve been aware that not everyone understands it that way, which leads to a lot of confusion. I don’t have a solution, but this is something to be aware of when, say, another opponent of sprint comes and disagrees with what you just said.

One thing I have been thinking about is retaining abilities, in a canonical sense, but not in function.

Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.

Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.

> 2533274821339472;3928:
> i agree with most of your points but doesnt sprint disable when you are shot or did i imagine that because that would solve potential double melee and people running away.

I kind of tried to address that labeling it the “classic” argument. After the nerfs sprint has received over the years, the argument has become less relevant, and consequently less common. It’s not nearly as big of a deal as it used to be. But I wouldn’t say that completely resolves it.

> 2533274821339472;3914:
> HOW I WOULD MAKE SPRINT WORK WITH CLASSIC HALO
>
> I would nerf jumping while sprinting so that map design is focused on base movement jumps. I would enable hipfire shooting while sprinting so that combat is not disconnected from “moving faster”. Add those to the already in place mechanics, no shield recharge while sprinting and no sprinting while taking damage and i think sprint could work with classic gameplay. i would only make sprint 20% faster than base movement speed.
>
> also thruster would not fit in with classic halo so i would nerf that a lot or get rid of it. if kept in, i would make it physic based so that it cant just instantly change your direction, it should only enhance your current velocity so that it is a lot more predictable as to where a player is going to thrust to. halo 5 thruster is too chaotic.

Bravo.

Sprint could be for long jumps (and take a half-second to build up momentum), while base speed is used for high jumps.

I like mid-air combat options, classic Halo’s jumping leaves the player exposed for a long time, so I’d say keep the thrusters but make them physics based (as you suggested).

I would remove stabilize, spartan charge, ground pound, and clamber though. All of these things override player physics/momentum and make the game feel more chaotic. Some of these mechanics could be tuned to fit into a classic movement system, but not as they were in Halo 5 (in my opinion).

I hope to see sprint removed from Halo. If not removed, then at least limited, like in Reach. Relegating “Classic” (which is really true Halo gameplay IMO) to a single playlist in future games is not good enough. After having played a lot of Halo 5, then going back to Halo 1-3, I’m finding I like the movement speed of Halo 2 the best, with the sandbox and gameplay of Halo 3 the best overall. A boost to base movement speed could be great rather than sprinting, and side thruster/boost is cool. I get used to whatever Halo I play the most, so if I play Halo 5 a lot, I tend to favor its movement. However, spending some time going back and forth, I have come to the conclusion that classic movement promotes more fun, unique combat, and much better map design in Halo. I have a map, Ancestor, in Halo 5’s BTB matchmaking, that I coforged with D4rkDeath if that adds any weight to my argument’s position. I still love playing Halo 5, its still Halo, but it isn’t Halo at its very best. I believe Halo Infinite will bring many good things to come, regardless of movement though, so I am optimistic. It may not see the removal of sprint, but likely a change in movement gameplay nonetheless. Here’s to everyone making epic forge maps in Halo Infinite!

-JurassicWeeMan (formerly weeeeemann)

> 2533274797849057;3929:
> > 2533274825830455;3924:
> > > 2535469462089417;3921:
> > > > 2533274814945686;3913:
> > > > If sprint didnt lower your weapon would you be ok with it?
> > > > If there was no sprint but your base player speed was higher would you be ok with it?
> > >
> > > These are not the right questions because we don’t have a problem with sprint per se, but with the fact that you are forced to put your gun down while moving.
> > > So if you give us classic gameplay where you replace the walking animation with the sprint animation we will all be really really happy, we get classic gameplay, you get your sense of speed/feel like a super soldier feeling (not talking directly to you but in general).
> > > As you can see now sprint is just a cosmetic element and not a gameplay feature.
> >
> > I’d say it’s a matter of what one regards as “sprint”. For me, “sprint” has always been the mechanic characterized by
> > - an animation restricting use of other abilities (e.g., weapons), - restriction of maximum speed in forward direction.Whatever you want to call what, that is what I have always been against. I like to reserve “sprint” to that because that is how it works in Halo (how it works in any game where everyone would unanimously call it “sprint”), and because that captures the essence of why people have a problem with sprint: restriction. So, from my point of view, we do inherently have a problem with “sprint”
> >
> > But I’ve been aware that not everyone understands it that way, which leads to a lot of confusion. I don’t have a solution, but this is something to be aware of when, say, another opponent of sprint comes and disagrees with what you just said.
>
> Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.

So what I got from that paragraph is, instead of having sprint, make a pointless sprint as it does the animation but no effect to gameplay in the slightest. So there’s a pointless button, right. And then if you want to, you can change the pointless button back to sprint! That solves all the issues people are having! 10/10, well done!

> 2533274797849057;3929:
> Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.

Nothing much to say about this one. It’s a different take on thrust and is interesting, ngl, but I personally think that it wouldn’t feel very good in game, if you know what I mean.

> 2533274852514132;3923:
> > 2533274821339472;3922:
> > > 2535417347219052;3918:
> > > > 2533274821339472;3914:
> > > > HOW I WOULD MAKE SPRINT WORK WITH CLASSIC HALO
> > > >
> > > > I would nerf jumping while sprinting so that map design is focused on base movement jumps. I would enable hipfire shooting while sprinting so that combat is not disconnected from “moving faster”. Add those to the already in place mechanics, no shield recharge while sprinting and no sprinting while taking damage and i think sprint could work with classic gameplay. i would only make sprint 20% faster than base movement speed.
> > > >
> > > > also thruster would not fit in with classic halo so i would nerf that a lot or get rid of it. if kept in, i would make it physic based so that it cant just instantly change your direction, it should only enhance your current velocity so that it is a lot more predictable as to where a player is going to thrust to. halo 5 thruster is too chaotic.
> > >
> > > I largely agree with your ideas, but we differ on the thruster: I love being unpredictable and enjoy the challenge of tracking slippery targets.
> >
> > you can still be unpredictable, it would just take some creativity. Anyway this was about making it work with classic gameplay, which was a lot more predictable. when i say more predictable, i mean a balance in between predictability and unpredictability. too predictable, too boring, too unpredictable, too chaotic. balance is the key to success
>
> I agree with this. The thruster just seems like a randomness button I press to stay in a gunfight, but it always just feels like something I have to do because the other person has it too. It adds randomness but in a way it just pauses the game. I miss being able to just land my shots without the element of thrust in a 1v1 battle. That’s why I think sprinting could potentially work if we can still shoot.

I think where thrusters really shine is up against slow projectile weapons, especially rocket launchers. In classic Halo titles, when you jump during combat, your enemy can easily predict where your going to land and have a rocket meet you there. The option (as the rocket’s target) to say “I’d rather not land where he just shot that rocket” is an improvement in my eyes. I think thrusters should be nerfed from Halo 5, but some form of mid-air movement should remain.

However, they may end up increasing the rocket’s projectile speed (compared to classic Halo titles) to balance the weapon for more difficult targets.

> 2533274917301945;3934:
> > 2533274852514132;3923:
> > > 2533274821339472;3922:
> > > > 2535417347219052;3918:
> > > > > 2533274821339472;3914:
> > > > > HOW I WOULD MAKE SPRINT WORK WITH CLASSIC HALO
> > > > >
> > > > > I would nerf jumping while sprinting so that map design is focused on base movement jumps. I would enable hipfire shooting while sprinting so that combat is not disconnected from “moving faster”. Add those to the already in place mechanics, no shield recharge while sprinting and no sprinting while taking damage and i think sprint could work with classic gameplay. i would only make sprint 20% faster than base movement speed.
> > > > >
> > > > > also thruster would not fit in with classic halo so i would nerf that a lot or get rid of it. if kept in, i would make it physic based so that it cant just instantly change your direction, it should only enhance your current velocity so that it is a lot more predictable as to where a player is going to thrust to. halo 5 thruster is too chaotic.
> > > >
> > > > I largely agree with your ideas, but we differ on the thruster: I love being unpredictable and enjoy the challenge of tracking slippery targets.
> > >
> > > you can still be unpredictable, it would just take some creativity. Anyway this was about making it work with classic gameplay, which was a lot more predictable. when i say more predictable, i mean a balance in between predictability and unpredictability. too predictable, too boring, too unpredictable, too chaotic. balance is the key to success
> >
> > I agree with this. The thruster just seems like a randomness button I press to stay in a gunfight, but it always just feels like something I have to do because the other person has it too. It adds randomness but in a way it just pauses the game. I miss being able to just land my shots without the element of thrust in a 1v1 battle. That’s why I think sprinting could potentially work if we can still shoot.
>
> I think where thrusters really shine is up against slow projectile weapons, especially rocket launchers. In classic Halo titles, when you jump during combat, your enemy can easily predict where your going to land and have a rocket meet you there. The option (as the rocket’s target) to say “I’d rather not land where he just shot that rocket” is an improvement in my eyes. I think thrusters should be nerfed from Halo 5, but some form of mid-air movement should remain.
>
> However, they may end up increasing the rocket’s projectile speed (compared to classic Halo titles) to balance the weapon for more difficult targets.

rockets should be easy to kill with, its a power weapon. its so inconsistant in halo 5. faster projectile would solve that yes and nerfing thrusters too.

> 2535472162796694;3933:
> > 2533274797849057;3929:
> > Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.
>
> So what I got from that paragraph is, instead of having sprint, make a pointless sprint as it does the animation but no effect to gameplay in the slightest. So there’s a pointless button, right. And then if you want to, you can change the pointless button back to sprint! That solves all the issues people are having! 10/10, well done!
>
>
> > 2533274797849057;3929:
> > Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.
>
> Nothing much to say about this one. It’s a different take on thrust and is interesting, ngl, but I personally think that it wouldn’t feel very good in game, if you know what I mean.

I think the key distinction is that the movement speed increase would apply in all directions. It’ll be something more akin to the knife speed boost in CS:GO or the weapon holstering speed boost in Apex legends. Also it needn’t effect other abilities like throwing grenades or reloading. But the point is Spartans can have abilities in cannon but in game these abilities can be represented in many forms. Plus I bet machinema creators would love a lower weapon button. Air control is a staple of many old school arena shooters such as Quake, so I don’t think it would be a massive leap to add it to a Halo game.

> 2533274797849057;3936:
> > 2535472162796694;3933:
> > > 2533274797849057;3929:
> > > Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.
> >
> > So what I got from that paragraph is, instead of having sprint, make a pointless sprint as it does the animation but no effect to gameplay in the slightest. So there’s a pointless button, right. And then if you want to, you can change the pointless button back to sprint! That solves all the issues people are having! 10/10, well done!
> >
> >
> > > 2533274797849057;3929:
> > > Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.
> >
> > Nothing much to say about this one. It’s a different take on thrust and is interesting, ngl, but I personally think that it wouldn’t feel very good in game, if you know what I mean.
>
> I think the key distinction is that the movement speed increase would apply in all directions. It’ll be something more akin to the knife speed boost in CS:GO or the weapon holstering speed boost in Apex legends. Also it needn’t effect other abilities like throwing grenades or reloading. But the point is Spartans can have abilities in cannon but in game these abilities can be represented in many forms. Plus I bet machinema creators would love a lower weapon button. Air control is a staple of many old school arena shooters such as Quake, so I don’t think it would be a massive leap to add it to a Halo game.

yeah, i get it now, lets ditch thrusters and let us essentially control are fall, with something like half base movement speed in the air. i would be interested how that would play.

Halo 5 feels the best as far as movement goes. I can’t play the old Halo’s multiplayer because of how slow it is.

> 2533274797849057;3936:
> > 2535472162796694;3933:
> > > 2533274797849057;3929:
> > > Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.
> >
> > So what I got from that paragraph is, instead of having sprint, make a pointless sprint as it does the animation but no effect to gameplay in the slightest. So there’s a pointless button, right. And then if you want to, you can change the pointless button back to sprint! That solves all the issues people are having! 10/10, well done!
> >
> >
> > > 2533274797849057;3929:
> > > Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.
> >
> > Nothing much to say about this one. It’s a different take on thrust and is interesting, ngl, but I personally think that it wouldn’t feel very good in game, if you know what I mean.
>
> I think the key distinction is that the movement speed increase would apply in all directions. It’ll be something more akin to the knife speed boost in CS:GO or the weapon holstering speed boost in Apex legends. Also it needn’t effect other abilities like throwing grenades or reloading. But the point is Spartans can have abilities in cannon but in game these abilities can be represented in many forms. Plus I bet machinema creators would love a lower weapon button. Air control is a staple of many old school arena shooters such as Quake, so I don’t think it would be a massive leap to add it to a Halo game.

With the sprint but in all directions, I don’t think that it would solve the issue as when you’re in combat, there would still be the problem of the map being designed for a faster movement then what you’re currently moving at + i still feel like having that button is pointless as all it does is make you go faster but doesn’t change anything else, so by that point you might as well make it the base movement speed as it would also solve the issue of maps being designed for faster speed then when you’re in combat.

I get what you’re saying about the thrusters but I still personally don’t think I would feel nice as it’s not natural. I’ve tried games which have had it and it just doesn’t feel good, in my opinion.

Also, there is a button to lower your weapon that is currently in halo and has been from 2 or 3 I think but it’s definitely in halo 4 and 5.

Finally, sorry about being rude earlier when talking about your take on sprint.

> 2533274821339472;3937:
> > 2533274797849057;3936:
> > > 2535472162796694;3933:
> > > > 2533274797849057;3929:
> > > > Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.
> > >
> > > So what I got from that paragraph is, instead of having sprint, make a pointless sprint as it does the animation but no effect to gameplay in the slightest. So there’s a pointless button, right. And then if you want to, you can change the pointless button back to sprint! That solves all the issues people are having! 10/10, well done!
> > >
> > >
> > > > 2533274797849057;3929:
> > > > Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.
> > >
> > > Nothing much to say about this one. It’s a different take on thrust and is interesting, ngl, but I personally think that it wouldn’t feel very good in game, if you know what I mean.
> >
> > I think the key distinction is that the movement speed increase would apply in all directions. It’ll be something more akin to the knife speed boost in CS:GO or the weapon holstering speed boost in Apex legends. Also it needn’t effect other abilities like throwing grenades or reloading. But the point is Spartans can have abilities in cannon but in game these abilities can be represented in many forms. Plus I bet machinema creators would love a lower weapon button. Air control is a staple of many old school arena shooters such as Quake, so I don’t think it would be a massive leap to add it to a Halo game.
>
> yeah, i get it now, lets ditch thrusters and let us essentially control are fall, with something like half base movement speed in the air. i would be interested how that would play.

To add on to this, maybe make thrusters in mid air not necessarily move you laterally, but be a one-time change of direction while in the air. It’s pretty hard to articulate how I’m picturing it, but here goes: currently, if you are about to miss a jump, you thrust to make the edge, with this proposed change, you wouldn’t make the jump if you activated your thrust, but you could thrust backward at the apex of your jump and return to where you had initially jumped from. I could see that changing a lot about how certain engagements are fought, without totally breaking a lot of the core halo gameplay

> 2533274923428997;3940:
> > 2533274821339472;3937:
> > > 2533274797849057;3936:
> > > > 2535472162796694;3933:
> > > > > 2533274797849057;3929:
> > > > > Like instead of having a ‘‘Sprint’’ button, have a button that lowers your weapon. Then when you move around with your weapon lowered you have a 'sprint like’ animation. One not restricted to one direction or speed. Could even have it change base movement traits to give a small speed boost. And it can be an animation that is instantly interrupted by firing your weapon.
> > > >
> > > > So what I got from that paragraph is, instead of having sprint, make a pointless sprint as it does the animation but no effect to gameplay in the slightest. So there’s a pointless button, right. And then if you want to, you can change the pointless button back to sprint! That solves all the issues people are having! 10/10, well done!
> > > >
> > > >
> > > > > 2533274797849057;3929:
> > > > > Another example could be instead of having a universal thruster dodge button, have a passive ability that when you are in the air you gain ‘air control’. That accelerates you at say 50% strafe acceleration, if you move with the analog stick. Call it the EVA thruster system or something. On top of that there could be a powerup that puts the thruster system in overdrive. Giving a 150% movement, 100% air control and a jet pack ability when you hold down the jump button.
> > > >
> > > > Nothing much to say about this one. It’s a different take on thrust and is interesting, ngl, but I personally think that it wouldn’t feel very good in game, if you know what I mean.
> > >
> > > I think the key distinction is that the movement speed increase would apply in all directions. It’ll be something more akin to the knife speed boost in CS:GO or the weapon holstering speed boost in Apex legends. Also it needn’t effect other abilities like throwing grenades or reloading. But the point is Spartans can have abilities in cannon but in game these abilities can be represented in many forms. Plus I bet machinema creators would love a lower weapon button. Air control is a staple of many old school arena shooters such as Quake, so I don’t think it would be a massive leap to add it to a Halo game.
> >
> > yeah, i get it now, lets ditch thrusters and let us essentially control are fall, with something like half base movement speed in the air. i would be interested how that would play.
>
> To add on to this, maybe make thrusters in mid air not necessarily move you laterally, but be a one-time change of direction while in the air. It’s pretty hard to articulate how I’m picturing it, but here goes: currently, if you are about to miss a jump, you thrust to make the edge, with this proposed change, you wouldn’t make the jump if you activated your thrust, but you could thrust backward at the apex of your jump and return to where you had initially jumped from. I could see that changing a lot about how certain engagements are fought, without totally breaking a lot of the core halo gameplay

i totally get what your saying.basically you get to redirect your jump velocity just once when in the air. thats basically just the same as thruster in the air only though. i think instantly changing direction and defying physics is bad design for core gameplay. its a good idea for a powerup plus it doesnt require any extra button