The return of classic movement mechanics?

> 2614366390849210;5119:
> “It’s just a very basic version of the concept”.
>
> Rationalize your opposition to it however you want. You can’t aim in different directions besides forwards while you do it, and you move faster than someone who isn’t activating the movement feature.
>
> If it walks like a duck, and quacks like a duck…

This is the part about language that people often get wrong. When I say “it’s not sprint”, I’m not making a claim over some fact. Because meanings of words aren’t rigid facts handed down to us. They’re conventions, conventions that vary from context to context and group to group. When I say “it’s not sprint”, what I’m doing is saying “Hey, that’s cool and all, but when we say we don’t like ‘sprint’ that’s not really what we mean. We mean this other thing, and that’s what we’d like to talk about”.

If you want to insist on calling the difference between strafe and forward base movement speeds “sprint”, that’s up to you. But beyond trying to explain that this is not common usage of the term “sprint” in the context of Halo, I really have nothing to say about this basic and noncontroversial property of base movement speed.

Anyway, there is no need to be so antagonistic about it. It’s just semantics.

> 2533274825830455;5122:
> > 2614366390849210;5119:
> > “It’s just a very basic version of the concept”.
> >
> > Rationalize your opposition to it however you want. You can’t aim in different directions besides forwards while you do it, and you move faster than someone who isn’t activating the movement feature.
> >
> > If it walks like a duck, and quacks like a duck…
>
> This is the part about language that people often get wrong. When I say “it’s not sprint”, I’m not making a claim over some fact. Because meanings of words aren’t rigid facts handed down to us. They’re conventions, conventions that vary from context to context and group to group. When I say “it’s not sprint”, what I’m doing is saying “Hey, that’s cool and all, but when we say we don’t like ‘sprint’ that’s not really what we mean. We mean this other thing, and that’s what we’d like to talk about”.
>
> If you want to insist on calling the difference between strafe and forward base movement speeds “sprint”, that’s up to you. But beyond trying to explain that this is not common usage of the term “sprint” in the context of Halo, I really have nothing to say about this basic and noncontroversial property of base movement speed.
>
> Anyway, there is no need to be so antagonistic about it. It’s just semantics.

I wasn’t being antagonistic good sir. I was just pointing out a fun fact that (completely made up figure) 99.9% of the population doesn’t know, (edit) as well as pointing out the precedent that some degree of sprint has always been Halo since the very beginning.

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

*Original post. Click at your own discretion.

> 2533274801176260;5111:
> > 2533274825830455;5098:
> > I really have no idea what’s causing the discrepancy. There isn’t a setting for it that I know of. But I assume we’re all using the default settings the game throws at us anyway.
>
> Well, I changed my controller mapping to have sprint on (X) instead of (LS). Although that should actually make the measurement more stable, in that I’m not in danger of accidentally disabling sprint by inadvertently clicking the stick.
> At this point the only explanation that I can think of to possibly reconcile both observations is that my controller were broken… but I couldn’t really imagine how. Either the stick interferes with the X-button somehow - which would also cause sprint to randomly activate during BMS, something I don’t observe - or I’d have slight controller drift that results in angles above the sprint threshold to be input, not long enough to actually change the movement direction but long enough for the game to drop out of sprint. Even so, it’s strange that it would always happen around the same angle, shouldn’t it be more random?
> Unfortunately I cannot test this hypothesis atm, as I don’t have a second XBone controller available. I have plenty of 360 controllers, and a few years ago I could have used them in combination with the XBone by streaming the game to Win10, but ever since Microsoft switched from the general “Xbox” app to the “Xbox Console Companion” the 360 (wireless) controllers are no longer supported.
>
>
>
>
> > 2533274821339472;5099:
> > he doesnt understand that “it takes practice to hit max angle and just because you fail, doesnt mean it doesnt exist.” he had no reason to dismiss my video, that i’m aware of.
>
> Tsassi has established himself as an unbiased source of information over the last six years I’ve known him. When he provides data that contradicts my own, that gives me reason enough to look into it once more.
> On the other hand, over the past few weeks that I’ve read your posts, you have repeatedly made statements without proof, spread misinformation, changed data to suit your own agenda and just in general have presented yourself as highly untrustworthy. I’m sorry to say, but based on past experiences, whenever you make a statement, that alone makes me suspect the opposite is true.

Either you have terrible observational skills or you deliberately ignored the proof in my video. Either way, your illogical reasoning should be a sign for 343 to not rely too much on people like you for feedback. I’m glad i’m exposing who’s opinions have more weight so 343 can make a great game with help from the most reliable people.

Here’s the thing, we don’t need to prove most things. You didn’t need to be proved wrong. If 343 reads these threads, they will know who is more reliable based on who is getting the “unproven” facts straighter with 343’s already proven current knowledge. 343 would never learn anything from the community if people kept their “unproven” statements to their selves which is why i’m sick of the dumb proof police trying to shut me and probably other people down about a game we just want to help.

So even if all of halowaypoint think I’m wrong, it doesn’t really matter when 343 can see who is actually making sense and who is not. We’ve seen infinites gameplay so 343 will be looking for peoples advice on what can help improve their direction which unfortunately for you guys, includes sprint. So i’ll keep doing what I’m doing and happily take the flak from the anti sprinter brigade.

> 2533274821339472;5124:
> > 2533274801176260;5111:
> > > 2533274825830455;5098:
> > > I really have no idea what’s causing the discrepancy. There isn’t a setting for it that I know of. But I assume we’re all using the default settings the game throws at us anyway.
> >
> > Well, I changed my controller mapping to have sprint on (X) instead of (LS). Although that should actually make the measurement more stable, in that I’m not in danger of accidentally disabling sprint by inadvertently clicking the stick.
> > At this point the only explanation that I can think of to possibly reconcile both observations is that my controller were broken… but I couldn’t really imagine how. Either the stick interferes with the X-button somehow - which would also cause sprint to randomly activate during BMS, something I don’t observe - or I’d have slight controller drift that results in angles above the sprint threshold to be input, not long enough to actually change the movement direction but long enough for the game to drop out of sprint. Even so, it’s strange that it would always happen around the same angle, shouldn’t it be more random?
> > Unfortunately I cannot test this hypothesis atm, as I don’t have a second XBone controller available. I have plenty of 360 controllers, and a few years ago I could have used them in combination with the XBone by streaming the game to Win10, but ever since Microsoft switched from the general “Xbox” app to the “Xbox Console Companion” the 360 (wireless) controllers are no longer supported.
> >
> >
> >
> >
> > > 2533274821339472;5099:
> > > he doesnt understand that “it takes practice to hit max angle and just because you fail, doesnt mean it doesnt exist.” he had no reason to dismiss my video, that i’m aware of.
> >
> > Tsassi has established himself as an unbiased source of information over the last six years I’ve known him. When he provides data that contradicts my own, that gives me reason enough to look into it once more.
> > On the other hand, over the past few weeks that I’ve read your posts, you have repeatedly made statements without proof, spread misinformation, changed data to suit your own agenda and just in general have presented yourself as highly untrustworthy. I’m sorry to say, but based on past experiences, whenever you make a statement, that alone makes me suspect the opposite is true.
>
> Either you have terrible observational skills or you deliberately ignored the proof in my video. Either way, your illogical reasoning should be a sign for 343 to not rely too much on people like you for feedback. I’m glad i’m exposing who’s opinions have more weight so 343 can make a great game with help from the most reliable people.
>
> Here’s the thing, we don’t need to prove most things. You didn’t need to be proved wrong. If 343 reads these threads, they will know who is more reliable based on who is getting the “unproven” facts straighter with 343’s already proven current knowledge. 343 would never learn anything from the community if people kept their “unproven” statements to their selves which is why i’m sick of the dumb proof police trying to shut me and probably other people down about a game we just want to help.
>
> So even if all of halowaypoint think I’m wrong, it doesn’t really matter when 343 can see who is actually making sense and who is not. We’ve seen infinites gameplay so 343 will be looking for peoples advice on what can help improve their direction which unfortunately for you guys, includes sprint. So i’ll keep doing what I’m doing and happily take the flak from the anti sprinter brigade.

You can’t help a game if you can’t even defend your argument with solid facts or opinions based on evidence

> 2535458188883243;5125:
> > 2533274821339472;5124:
> > > 2533274801176260;5111:
> > > > 2533274825830455;5098:
> > > > I really have no idea what’s causing the discrepancy. There isn’t a setting for it that I know of. But I assume we’re all using the default settings the game throws at us anyway.
> > >
> > > Well, I changed my controller mapping to have sprint on (X) instead of (LS). Although that should actually make the measurement more stable, in that I’m not in danger of accidentally disabling sprint by inadvertently clicking the stick.
> > > At this point the only explanation that I can think of to possibly reconcile both observations is that my controller were broken… but I couldn’t really imagine how. Either the stick interferes with the X-button somehow - which would also cause sprint to randomly activate during BMS, something I don’t observe - or I’d have slight controller drift that results in angles above the sprint threshold to be input, not long enough to actually change the movement direction but long enough for the game to drop out of sprint. Even so, it’s strange that it would always happen around the same angle, shouldn’t it be more random?
> > > Unfortunately I cannot test this hypothesis atm, as I don’t have a second XBone controller available. I have plenty of 360 controllers, and a few years ago I could have used them in combination with the XBone by streaming the game to Win10, but ever since Microsoft switched from the general “Xbox” app to the “Xbox Console Companion” the 360 (wireless) controllers are no longer supported.
> > >
> > >
> > >
> > >
> > > > 2533274821339472;5099:
> > > > he doesnt understand that “it takes practice to hit max angle and just because you fail, doesnt mean it doesnt exist.” he had no reason to dismiss my video, that i’m aware of.
> > >
> > > Tsassi has established himself as an unbiased source of information over the last six years I’ve known him. When he provides data that contradicts my own, that gives me reason enough to look into it once more.
> > > On the other hand, over the past few weeks that I’ve read your posts, you have repeatedly made statements without proof, spread misinformation, changed data to suit your own agenda and just in general have presented yourself as highly untrustworthy. I’m sorry to say, but based on past experiences, whenever you make a statement, that alone makes me suspect the opposite is true.
> >
> > Either you have terrible observational skills or you deliberately ignored the proof in my video. Either way, your illogical reasoning should be a sign for 343 to not rely too much on people like you for feedback. I’m glad i’m exposing who’s opinions have more weight so 343 can make a great game with help from the most reliable people.
> >
> > Here’s the thing, we don’t need to prove most things. You didn’t need to be proved wrong. If 343 reads these threads, they will know who is more reliable based on who is getting the “unproven” facts straighter with 343’s already proven current knowledge. 343 would never learn anything from the community if people kept their “unproven” statements to their selves which is why i’m sick of the dumb proof police trying to shut me and probably other people down about a game we just want to help.
> >
> > So even if all of halowaypoint think I’m wrong, it doesn’t really matter when 343 can see who is actually making sense and who is not. We’ve seen infinites gameplay so 343 will be looking for peoples advice on what can help improve their direction which unfortunately for you guys, includes sprint. So i’ll keep doing what I’m doing and happily take the flak from the anti sprinter brigade.
>
> You can’t help a game if you can’t even defend your argument with solid facts or opinions based on evidence

my points are for 343, not the anti sprint brigade who refuse to change no matter what.

Edit to

> 2533274821339472;5126:
> > 2535458188883243;5125:
> > > 2533274821339472;5124:
> > > > 2533274801176260;5111:
> > > > > 2533274825830455;5098:
> > > > > I really have no idea what’s causing the discrepancy. There isn’t a setting for it that I know of. But I assume we’re all using the default settings the game throws at us anyway.
> > > >
> > > > Well, I changed my controller mapping to have sprint on (X) instead of (LS). Although that should actually make the measurement more stable, in that I’m not in danger of accidentally disabling sprint by inadvertently clicking the stick.
> > > > At this point the only explanation that I can think of to possibly reconcile both observations is that my controller were broken… but I couldn’t really imagine how. Either the stick interferes with the X-button somehow - which would also cause sprint to randomly activate during BMS, something I don’t observe - or I’d have slight controller drift that results in angles above the sprint threshold to be input, not long enough to actually change the movement direction but long enough for the game to drop out of sprint. Even so, it’s strange that it would always happen around the same angle, shouldn’t it be more random?
> > > > Unfortunately I cannot test this hypothesis atm, as I don’t have a second XBone controller available. I have plenty of 360 controllers, and a few years ago I could have used them in combination with the XBone by streaming the game to Win10, but ever since Microsoft switched from the general “Xbox” app to the “Xbox Console Companion” the 360 (wireless) controllers are no longer supported.
> > > >
> > > >
> > > >
> > > >
> > > > > 2533274821339472;5099:
> > > > > he doesnt understand that “it takes practice to hit max angle and just because you fail, doesnt mean it doesnt exist.” he had no reason to dismiss my video, that i’m aware of.
> > > >
> > > > Tsassi has established himself as an unbiased source of information over the last six years I’ve known him. When he provides data that contradicts my own, that gives me reason enough to look into it once more.
> > > > On the other hand, over the past few weeks that I’ve read your posts, you have repeatedly made statements without proof, spread misinformation, changed data to suit your own agenda and just in general have presented yourself as highly untrustworthy. I’m sorry to say, but based on past experiences, whenever you make a statement, that alone makes me suspect the opposite is true.
> > >
> > > Either you have terrible observational skills or you deliberately ignored the proof in my video. Either way, your illogical reasoning should be a sign for 343 to not rely too much on people like you for feedback. I’m glad i’m exposing who’s opinions have more weight so 343 can make a great game with help from the most reliable people.
> > >
> > > Here’s the thing, we don’t need to prove most things. You didn’t need to be proved wrong. If 343 reads these threads, they will know who is more reliable based on who is getting the “unproven” facts straighter with 343’s already proven current knowledge. 343 would never learn anything from the community if people kept their “unproven” statements to their selves which is why i’m sick of the dumb proof police trying to shut me and probably other people down about a game we just want to help.
> > >
> > > So even if all of halowaypoint think I’m wrong, it doesn’t really matter when 343 can see who is actually making sense and who is not. We’ve seen infinites gameplay so 343 will be looking for peoples advice on what can help improve their direction which unfortunately for you guys, includes sprint. So i’ll keep doing what I’m doing and happily take the flak from the anti sprinter brigade.
> >
> > You can’t help a game if you can’t even defend your argument with solid facts or opinions based on evidence
>
> my points are for 343, not the anti sprint brigade who refuse change no matter what.

This is a straight up lie and you know it, this thread is filled with ideas for what could work for Halo in the future, it’s much more than just yelling about how nothing should change, there have even been some acknowledgments regarding a few good points about Halo 5 such as vehicle seat swapping. All of the original Halo’s brought with them changes which made them different from the ones that come before them, out of the original three I would say that Halo CE feels and plays the most different from the other 2. Almost everyone loves the original three Halos despite them being different from one another, many of them simply hate the changes that came in Halo 4 and 5 because they were mostly crappy and ruined how the game was played.

By the way, haven’t you said twice at this point that you were leaving this thread because you were sick of arguing? What happened with that?

> 2535441307847473;5127:
> > 2533274821339472;5126:
> > > 2535458188883243;5125:
> > > > 2533274821339472;5124:
> > > > > 2533274801176260;5111:
> > > > > > 2533274825830455;5098:
> > > > > > I really have no idea what’s causing the discrepancy. There isn’t a setting for it that I know of. But I assume we’re all using the default settings the game throws at us anyway.
> > > > >
> > > > > Well, I changed my controller mapping to have sprint on (X) instead of (LS). Although that should actually make the measurement more stable, in that I’m not in danger of accidentally disabling sprint by inadvertently clicking the stick.
> > > > > At this point the only explanation that I can think of to possibly reconcile both observations is that my controller were broken… but I couldn’t really imagine how. Either the stick interferes with the X-button somehow - which would also cause sprint to randomly activate during BMS, something I don’t observe - or I’d have slight controller drift that results in angles above the sprint threshold to be input, not long enough to actually change the movement direction but long enough for the game to drop out of sprint. Even so, it’s strange that it would always happen around the same angle, shouldn’t it be more random?
> > > > > Unfortunately I cannot test this hypothesis atm, as I don’t have a second XBone controller available. I have plenty of 360 controllers, and a few years ago I could have used them in combination with the XBone by streaming the game to Win10, but ever since Microsoft switched from the general “Xbox” app to the “Xbox Console Companion” the 360 (wireless) controllers are no longer supported.
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > > 2533274821339472;5099:
> > > > > > he doesnt understand that “it takes practice to hit max angle and just because you fail, doesnt mean it doesnt exist.” he had no reason to dismiss my video, that i’m aware of.
> > > > >
> > > > > Tsassi has established himself as an unbiased source of information over the last six years I’ve known him. When he provides data that contradicts my own, that gives me reason enough to look into it once more.
> > > > > On the other hand, over the past few weeks that I’ve read your posts, you have repeatedly made statements without proof, spread misinformation, changed data to suit your own agenda and just in general have presented yourself as highly untrustworthy. I’m sorry to say, but based on past experiences, whenever you make a statement, that alone makes me suspect the opposite is true.
> > > >
> > > > Either you have terrible observational skills or you deliberately ignored the proof in my video. Either way, your illogical reasoning should be a sign for 343 to not rely too much on people like you for feedback. I’m glad i’m exposing who’s opinions have more weight so 343 can make a great game with help from the most reliable people.
> > > >
> > > > Here’s the thing, we don’t need to prove most things. You didn’t need to be proved wrong. If 343 reads these threads, they will know who is more reliable based on who is getting the “unproven” facts straighter with 343’s already proven current knowledge. 343 would never learn anything from the community if people kept their “unproven” statements to their selves which is why i’m sick of the dumb proof police trying to shut me and probably other people down about a game we just want to help.
> > > >
> > > > So even if all of halowaypoint think I’m wrong, it doesn’t really matter when 343 can see who is actually making sense and who is not. We’ve seen infinites gameplay so 343 will be looking for peoples advice on what can help improve their direction which unfortunately for you guys, includes sprint. So i’ll keep doing what I’m doing and happily take the flak from the anti sprinter brigade.
> > >
> > > You can’t help a game if you can’t even defend your argument with solid facts or opinions based on evidence
> >
> > my points are for 343, not the anti sprint brigade who refuse change no matter what.
>
> This is a straight up lie and you know it, this thread is filled with ideas for what could work for Halo in the future, it’s much more than just yelling about how nothing should change, there have even been some acknowledgments regarding a few good points about Halo 5 such as vehicle seat swapping. All of the original Halo’s brought with them changes which made them different from the ones that come before them, out of the original three I would say that Halo CE feels and plays the most different from the other 2. Almost everyone loves the original three Halos despite them being different from one another, many of them simply hate the changes that came in Halo 4 and 5 because they were mostly crappy and ruined how the game was played.
>
> By the way, haven’t you said twice at this point that you were leaving this thread because you were sick of arguing? What happened with that?

sorry, i am talking about sprint. everything you said is valid and should be obvious without saying. i know anti sprinters want change because some want to keep thruster.

I’m sick of arguing with celeste. my reply was about more than just celeste and i dont plan on engaging with that dude anymore.

> 2533274821339472;5128:
> > 2535441307847473;5127:
> > > 2533274821339472;5126:
> > > > 2535458188883243;5125:
> > > > > 2533274821339472;5124:
> > > > > > 2533274801176260;5111:
> > > > > > > 2533274825830455;5098:
> > > > > > > I really have no idea what’s causing the discrepancy. There isn’t a setting for it that I know of. But I assume we’re all using the default settings the game throws at us anyway.
> > > > > >
> > > > > > Well, I changed my controller mapping to have sprint on (X) instead of (LS). Although that should actually make the measurement more stable, in that I’m not in danger of accidentally disabling sprint by inadvertently clicking the stick.
> > > > > > At this point the only explanation that I can think of to possibly reconcile both observations is that my controller were broken… but I couldn’t really imagine how. Either the stick interferes with the X-button somehow - which would also cause sprint to randomly activate during BMS, something I don’t observe - or I’d have slight controller drift that results in angles above the sprint threshold to be input, not long enough to actually change the movement direction but long enough for the game to drop out of sprint. Even so, it’s strange that it would always happen around the same angle, shouldn’t it be more random?
> > > > > > Unfortunately I cannot test this hypothesis atm, as I don’t have a second XBone controller available. I have plenty of 360 controllers, and a few years ago I could have used them in combination with the XBone by streaming the game to Win10, but ever since Microsoft switched from the general “Xbox” app to the “Xbox Console Companion” the 360 (wireless) controllers are no longer supported.
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > > 2533274821339472;5099:
> > > > > > > he doesnt understand that “it takes practice to hit max angle and just because you fail, doesnt mean it doesnt exist.” he had no reason to dismiss my video, that i’m aware of.
> > > > > >
> > > > > > Tsassi has established himself as an unbiased source of information over the last six years I’ve known him. When he provides data that contradicts my own, that gives me reason enough to look into it once more.
> > > > > > On the other hand, over the past few weeks that I’ve read your posts, you have repeatedly made statements without proof, spread misinformation, changed data to suit your own agenda and just in general have presented yourself as highly untrustworthy. I’m sorry to say, but based on past experiences, whenever you make a statement, that alone makes me suspect the opposite is true.
> > > > >
> > > > > Either you have terrible observational skills or you deliberately ignored the proof in my video. Either way, your illogical reasoning should be a sign for 343 to not rely too much on people like you for feedback. I’m glad i’m exposing who’s opinions have more weight so 343 can make a great game with help from the most reliable people.
> > > > >
> > > > > Here’s the thing, we don’t need to prove most things. You didn’t need to be proved wrong. If 343 reads these threads, they will know who is more reliable based on who is getting the “unproven” facts straighter with 343’s already proven current knowledge. 343 would never learn anything from the community if people kept their “unproven” statements to their selves which is why i’m sick of the dumb proof police trying to shut me and probably other people down about a game we just want to help.
> > > > >
> > > > > So even if all of halowaypoint think I’m wrong, it doesn’t really matter when 343 can see who is actually making sense and who is not. We’ve seen infinites gameplay so 343 will be looking for peoples advice on what can help improve their direction which unfortunately for you guys, includes sprint. So i’ll keep doing what I’m doing and happily take the flak from the anti sprinter brigade.
> > > >
> > > > You can’t help a game if you can’t even defend your argument with solid facts or opinions based on evidence
> > >
> > > my points are for 343, not the anti sprint brigade who refuse change no matter what.
> >
> > This is a straight up lie and you know it, this thread is filled with ideas for what could work for Halo in the future, it’s much more than just yelling about how nothing should change, there have even been some acknowledgments regarding a few good points about Halo 5 such as vehicle seat swapping. All of the original Halo’s brought with them changes which made them different from the ones that come before them, out of the original three I would say that Halo CE feels and plays the most different from the other 2. Almost everyone loves the original three Halos despite them being different from one another, many of them simply hate the changes that came in Halo 4 and 5 because they were mostly crappy and ruined how the game was played.
> >
> > By the way, haven’t you said twice at this point that you were leaving this thread because you were sick of arguing? What happened with that?
>
> sorry, i am talking about sprint. everything you said is valid and should be obvious without saying. i know anti sprinters want change because some want to keep thruster.
>
> I’m sick of arguing with celeste. my reply was about more than just celeste and i dont plan on engaging with that dude anymore.

I appreciate the great change we saw from CE to H2, then H2 to H3. Even Reach MLG with ability pick-ups and then H2A. More recently we got the Mythic Arena playlist in H5 which was a blast to play. I and others believe there are many positive ways to innovate Halo without sprint. Thanks for acknowledging we want positive change! :wink:

> 2533274856300271;4:
> Halo armor from 2-3 and old school art style and being back on the Halo, halo is going back to old school style.

Well its not

> 2533274825830455;5108:
> Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
>
> The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.

from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.

> 2533274821339472;5131:
> > 2533274825830455;5108:
> > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> >
> > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
>
> The Sprint: Episode 1 "Balance" - YouTube
>
> from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.

Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics

> 2535458188883243;5132:
> > 2533274821339472;5131:
> > > 2533274825830455;5108:
> > > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> > >
> > > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
> >
> > The Sprint: Episode 1 "Balance" - YouTube
> >
> > from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.
>
> Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics

debatable. sprint definitely adds its own layer of difficulty in designing maps, however classic halo maps with sprint doesnt change much compared to clamber and thruster when playing the pit. the pit isnt a small map so the smaller maps probably got more issues.

> 2533274821339472;5133:
> > 2535458188883243;5132:
> > > 2533274821339472;5131:
> > > > 2533274825830455;5108:
> > > > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> > > >
> > > > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > > > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
> > >
> > > The Sprint: Episode 1 "Balance" - YouTube
> > >
> > > from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.
> >
> > Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics
>
> debatable. sprint definitely adds its own layer of difficulty in designing maps, however classic halo maps with sprint doesnt change much compared to clamber and thruster when playing the pit. the pit isnt a small map so the smaller maps probably got more issues.

Not debatable, a time restricted limited boost in momentum in any direction while being able to shoot is vastly different from a locked animation focused in one direction without the player being able to do anything else

> 2535458188883243;5134:
> > 2533274821339472;5133:
> > > 2535458188883243;5132:
> > > > 2533274821339472;5131:
> > > > > 2533274825830455;5108:
> > > > > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> > > > >
> > > > > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > > > > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
> > > >
> > > > The Sprint: Episode 1 "Balance" - YouTube
> > > >
> > > > from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.
> > >
> > > Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics
> >
> > debatable. sprint definitely adds its own layer of difficulty in designing maps, however classic halo maps with sprint doesnt change much compared to clamber and thruster when playing the pit. the pit isnt a small map so the smaller maps probably got more issues.
>
> Not debatable, a time restricted limited boost in momentum in any direction while being able to shoot is vastly different from a locked animation focused in one direction without the player being able to do anything else

you are not talking about map design anymore.

either way, i can cancel sprint immediately and shoot. i can’t cancel thruster plus it stops me shooting for a second with the the way h5 works…

What if doom eternal released with sprint and ads ?

Honestly, I think Halo 5 requires so much skill compared to any other halo in terms of speed and mechanics…

The running, spring jumps, run-thrust-slide-stablize to get to places you would never be able to get to in any other halo…

The thrust to evade…

I think the main thing that held Halo 5 back was the graphics/xbox console at the time. (Apart from the first couple years where the game was so out of line… but I’m talking current 2020… Team Arena is awesome…)

If H5 got updated to 120Hz with better servers, I think the online game would be so consistent.

With Halo Infinite, I think I’d be disappointed if thrust was not in it…

Out of all the halos… (H5 is honestly my favorite… H3 ranking the worst in my opinion… such an unreliable battle rifle in H3…)

> 2535457689059218;5137:
> Honestly, I think Halo 5 requires so much skill compared to any other halo in terms of speed and mechanics…
>
> The running, spring jumps, run-thrust-slide-stablize to get to places you would never be able to get to in any other halo…
>
> The thrust to evade…
>
> I think the main thing that held Halo 5 back was the graphics/xbox console at the time. (Apart from the first couple years where the game was so out of line… but I’m talking current 2020… Team Arena is awesome…)
>
> If H5 got updated to 120Hz with better servers, I think the online game would be so consistent.
>
> With Halo Infinite, I think I’d be disappointed if thrust was not in it…
>
> Out of all the halos… (H5 is honestly my favorite… H3 ranking the worst in my opinion… such an unreliable battle rifle in H3…)

CE and 2 debatably require more skill, more mechanics doesn’t equal better

> 2533274821339472;5135:
> > 2535458188883243;5134:
> > > 2533274821339472;5133:
> > > > 2535458188883243;5132:
> > > > > 2533274821339472;5131:
> > > > > > 2533274825830455;5108:
> > > > > > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> > > > > >
> > > > > > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > > > > > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
> > > > >
> > > > > The Sprint: Episode 1 "Balance" - YouTube
> > > > >
> > > > > from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.
> > > >
> > > > Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics
> > >
> > > debatable. sprint definitely adds its own layer of difficulty in designing maps, however classic halo maps with sprint doesnt change much compared to clamber and thruster when playing the pit. the pit isnt a small map so the smaller maps probably got more issues.
> >
> > Not debatable, a time restricted limited boost in momentum in any direction while being able to shoot is vastly different from a locked animation focused in one direction without the player being able to do anything else
>
> you are not talking about map design anymore.
>
> either way, i can cancel sprint immediately and shoot. i can’t cancel thruster plus it stops me shooting for a second with the the way h5 works…

Man, you need to read
Sprint impacts map design, not debatable and easily proven by leagues of evidence. It also impacts weapon balance and the overall sandbox, not debatable.
Being able to shoot out of sprint isn’t the issue, cease your hate -Yoink!- for thrust and actually think about how the game works. Thrust is less intrusive and was a positive ripple in the wave of trash that was H5 as it was limited and didn’t impact map design too much.

> 2535458188883243;5138:
> > 2535457689059218;5137:
> > …
>
> CE and 2 debatably require more skill, more mechanics doesn’t equal better

That is definitely a good argument

> 2535458188883243;5139:
> > 2533274821339472;5135:
> > > 2535458188883243;5134:
> > > > 2533274821339472;5133:
> > > > > 2535458188883243;5132:
> > > > > > 2533274821339472;5131:
> > > > > > > 2533274825830455;5108:
> > > > > > > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> > > > > > >
> > > > > > > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > > > > > > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
> > > > > >
> > > > > > The Sprint: Episode 1 "Balance" - YouTube
> > > > > >
> > > > > > from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.
> > > > >
> > > > > Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics
> > > >
> > > > debatable. sprint definitely adds its own layer of difficulty in designing maps, however classic halo maps with sprint doesnt change much compared to clamber and thruster when playing the pit. the pit isnt a small map so the smaller maps probably got more issues.
> > >
> > > Not debatable, a time restricted limited boost in momentum in any direction while being able to shoot is vastly different from a locked animation focused in one direction without the player being able to do anything else
> >
> > you are not talking about map design anymore.
> >
> > either way, i can cancel sprint immediately and shoot. i can’t cancel thruster plus it stops me shooting for a second with the the way h5 works…
>
> Man, you need to read
> Sprint impacts map design, not debatable and easily proven by leagues of evidence. It also impacts weapon balance and the overall sandbox, not debatable.
> Being able to shoot out of sprint isn’t the issue, cease your hate -Yoink!- for thrust and actually think about how the game works. Thrust is less intrusive and was a positive ripple in the wave of trash that was H5 as it was limited and didn’t impact map design too much.

“Thrust is less intrusive and was a positive ripple in the wave of trash that was H5 as it was limited and didn’t impact map design too much”

now youre back on the right track, but debatable. think about all the different ways thruster and clamber would change classic maps. you can basically thrust and clamber around corners which will make those maps feel a lot smaller when suddenly every area is a thrust and clamber away.