Halo will be held back as long as sprint is in it. Adding things that stop you from being able to shoot is bad.
> 2585548714655118;5560:
> > 2535425705933824;5559:
> > âŚ
>
> And you sir (or madam) are a -yoink-. Hoping just for you that Infinite has 5 levels of sprint.
That genuinely made me chuckle. 
> 2535458188883243;5556:
> But then itâs unnecessary as specific mechanics have to be designed to make use of this movement mechanic, itâs simply unneeded.
Iâm Curious, what is your criteria for being unnecessary? Because similar could be said about practically every mechanic in the game.
> 2533274800264382;5562:
> Halo will be held back as long as sprint is in it. Adding things that stop you from being able to shoot is bad.
I donât know. Old trilogy maps were small enough where sprint wasnât needed. New trilogy maps you kind of need it otherwise itâd be walking simulator and iâm strongly against that. Maps like Vallhalla were built for vehicles which worked with itâs design and Sandtrap was open enough that you can engage the enemy itâs the map design that truly need to be improved if you want a walk only game otherwise Sprint feels far to essential to just drop if itâs going to be the same H4/5 map styles.
> 2533274827063333;5565:
> > 2533274800264382;5562:
> > Halo will be held back as long as sprint is in it. Adding things that stop you from being able to shoot is bad.
>
> I donât know. Old trilogy maps were small enough where sprint wasnât needed. New trilogy maps you kind of need it otherwise itâd be walking simulator and iâm strongly against that. Maps like Vallhalla were built for vehicles which worked with itâs design and Sandtrap was open enough that you can engage the enemy itâs the map design that truly need to be improved if you want a walk only game otherwise Sprint feels far to essential to just drop if itâs going to be the same H4/5 map styles.
This has been addressed before. To summarize:
- Halo 4 and Halo 5 maps are the way they are because of sprint. If a new Halo game was made with a slower maximum movement speed, the maps would of course be smaller. - Removal of sprint doesnât mean slower speed. If fast speed is desired, the base movement can be fast. Sprint is not needed for fast movement.
> 2535441307847473;5561:
> > 2535425705933824;5559:
> >
>
> Iâm not a moderator but this is straight up uncalled for, I disagree vehemently with TheKiltdHeathen and his arguments are downright terrible, but he deserves the same respect that all forum users do.
I agree. What Uoeno Skills said/did crosses a line and should not be acceptable. Just ignore him/her and move on.
> 2533274825830455;5566:
> > 2533274827063333;5565:
> > > 2533274800264382;5562:
> > > Halo will be held back as long as sprint is in it. Adding things that stop you from being able to shoot is bad.
> >
> > I donât know. Old trilogy maps were small enough where sprint wasnât needed. New trilogy maps you kind of need it otherwise itâd be walking simulator and iâm strongly against that. Maps like Vallhalla were built for vehicles which worked with itâs design and Sandtrap was open enough that you can engage the enemy itâs the map design that truly need to be improved if you want a walk only game otherwise Sprint feels far to essential to just drop if itâs going to be the same H4/5 map styles.
>
> This has been addressed before. To summarize:
> - Halo 4 and Halo 5 maps are the way they are because of sprint. If a new Halo game was made with a slower maximum movement speed, the maps would of course be smaller. - Removal of sprint doesnât mean slower speed. If fast speed is desired, the base movement can be fast. Sprint is not needed for fast movement.
Point 1 is pretty much what Iâm getting at. Comparing old and new games and the designs based around sprint / no sprint, increased base speed is what would be ideal IF the newer maps are going the way of 4/5 or the original trilogy but a hybrid would work if base speeds are altered giving you versatility and good flank routes / timing which Infinite has my excited for which ever way they go with it.
Iâm not asking for sprint to be removed as it flows superbly with the 4/5 system, I have a love / hate with sprint depending on the game mode itâs that age old clash of âI want it the old wayâ vs âThe old way is to slowâ / âSprint ruins multiplayerâ there will always be someone complaining about some aspect of Halo MP like sprint to fire time being one Iâve seen a few times.
> 2533274797849057;5564:
> > 2535458188883243;5556:
> > But then itâs unnecessary as specific mechanics have to be designed to make use of this movement mechanic, itâs simply unneeded.
>
> Iâm Curious, what is your criteria for being unnecessary? Because similar could be said about practically every mechanic in the game.
Any base mechanic other than what was in Halo 3, Halo 3 was the peak and the most refined in terms of base-mechanics.
i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
- base movement speed is increased by a single digit percentile in general
- if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
- firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
clamber could similarily be replaced by an increase in the crouch jump height advantage (upper bound of step hitbox would move more than the feet of the model do) and a small weapon bob animation whenm landing this way. a single digit percent increase in jump height could help too.
thrusters can stay in a toned down format no issue. groundpound is replaced by a âthrust downwardâ function.
> 2533274945422049;5570:
> i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> - base movement speed is increased by a single digit percentile in general
> - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
>
> This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
>
> clamber could similarily be replaced by an increase in the crouch jump height advantage (upper bound of step hitbox would move more than the feet of the model do) and a small weapon bob animation whenm landing this way. a single digit percent increase in jump height could help too.
>
> thrusters can stay in a toned down format no issue. groundpound is replaced by a âthrust downwardâ function.
I like it all, except slowing down for sharp turns my dude. Iâm sure a Spartan can full speed turn on a dime. But interesting method I actually believe that would work.
> 2535427195693200;5571:
> > 2533274945422049;5570:
> > i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> > - base movement speed is increased by a single digit percentile in general
> > - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> > - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
> >
> > This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
> >
> > clamber could similarily be replaced by an increase in the crouch jump height advantage (upper bound of step hitbox would move more than the feet of the model do) and a small weapon bob animation whenm landing this way. a single digit percent increase in jump height could help too.
> >
> > thrusters can stay in a toned down format no issue. groundpound is replaced by a âthrust downwardâ function.
>
> I like it all, except slowing down for sharp turns my dude. Iâm sure a Spartan can full speed turn on a dime. But interesting method I actually believe that would work.
with sharp turns i mean: if you turn more than 20° you have a limited degrees per second amount you can turn or you drop down too normal. This means you can turn on a dime always, but if you do you instantly go to normal speed. if you want to make a full turn sprinting, you need to run an actual circle. Spartans are not imune to momentum, and this prevents zipping around corners at sprint speed (to reduce indoor sprinting. this reduces running away effectiveness and double mellee chances).
its for balancing sprint in close quarters, and movement realism.
the thrusters could circumvent the time it needs you to speed up to full sprint.
> 2533274945422049;5572:
> > 2535427195693200;5571:
> > > 2533274945422049;5570:
> > > i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> > > - base movement speed is increased by a single digit percentile in general
> > > - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> > > - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
> > >
> > > This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
> > >
> > > clamber could similarily be replaced by an increase in the crouch jump height advantage (upper bound of step hitbox would move more than the feet of the model do) and a small weapon bob animation whenm landing this way. a single digit percent increase in jump height could help too.
> > >
> > > thrusters can stay in a toned down format no issue. groundpound is replaced by a âthrust downwardâ function.
> >
> > I like it all, except slowing down for sharp turns my dude. Iâm sure a Spartan can full speed turn on a dime. But interesting method I actually believe that would work.
>
> with sharp turns i mean: if you turn more than 20° you have a limited degrees per second amount you can turn or you drop down too normal. This means you can turn on a dime always, but if you do you instantly go to normal speed. if you want to make a full turn sprinting, you need to run an actual circle. Spartans are not imune to momentum, and this prevents zipping around corners at sprint speed (to reduce indoor sprinting. this reduces running away effectiveness and double mellee chances).
> its for balancing sprint in close quarters, and movement realism.
>
> the thrusters could circumvent the time it needs you to speed up to full sprint.
I actually agree and believe this might work for a great deal of people. But I also canât speak for everyone else. But itâs the best theory yet in my opinion.
> 2535458188883243;5569:
> > 2533274797849057;5564:
> > > 2535458188883243;5556:
> > > But then itâs unnecessary as specific mechanics have to be designed to make use of this movement mechanic, itâs simply unneeded.
> >
> > Iâm Curious, what is your criteria for being unnecessary? Because similar could be said about practically every mechanic in the game.
>
> Any base mechanic other than what was in Halo 3, Halo 3 was the peak and the most refined in terms of base-mechanics.
Now this is a topic Iâve been debating myself. Should 343 make any changes or additions to the base mechanics at all? Is the message we want to send to 343 that they shouldnât touch core abilities? After all there is enormous potential for innovation and creativity adding features to the Sandbox and other interactable/ environmental elements. They donât need to touch the core. If it ainât broke, donât fix it.
Additions in these areas have a controlled effect on the overall game, since they only have an effect on the game when they are featured. they also have an inbuilt âdamage control featureâ in that sandbox items and the like can just be removed from multiplayer maps in patches, if they are deemed harmful to gameplay, without having to overhaul the game. Think all these fusion coils being thrown around is ruining the game, just reduce the number of fusion coils on the map in forgeâŚ
My personal stance is that 343 should tread very lightly if they want to play with the base mechanics. And any changes should supplement and respect the Halo legacy gameplay. I gather you have a more hard line view. But I do wonder what the general consensus is within the Halo community
> 2533274945422049;5570:
> i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> - base movement speed is increased by a single digit percentile in general
> - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
>
> This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
I appreciate the attempt at a compromise, but that speed-up mechanic still has the same issue that people criticise about sprint: The fact that you cannot fight at max speed.
Itâs still sprint, except it builds up gradually without the need for a button press. But it separates movement mode from combat mode all the same.
Basically, imo, it âfixesâ the wrong aspect of sprint. Iâd rather have it be a manually activated mechanic, but with the ability to still shoot, if necessary at a reduced accuracy.
> 2533274945422049;5570:
> i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> - base movement speed is increased by a single digit percentile in general
> - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
>
> This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
How about we omit the final point, and the animation is very subtle or can be disabled?
If the forward direction has to be special, that may be workable, as long as itâs not too special. However, having specific actions arbitrarily slow the speed down is entirely unnecessary and makes the movement feel choppy. Maintaining a sense of continuity is key in designing movement that feels smooth and empowering.
I can suggest the following blueprint: forward movement accelerates at normal rate to the usual âbase speedâ, and then at a slower rate towards maximum speed. There is a potential HUD animation once the player exceeds base speed. Running at above base speed is functionally similar to base movement with the exception of the HUD animation, and the acceleration being slower and only applied to the forward component of velocity.
Iâm not in love with this idea, because I donât see value in it, but if itâs what it takes to get rid of sprint, I could accept it.
> 2533274797849057;5574:
> Now this is a topic Iâve been debating myself. Should 343 make any changes or additions to the base mechanics at all? Is the message we want to send to 343 that they shouldnât touch core abilities?
Iâm not fundamentally opposed to extensions of base movement. They just have to meet some standards I have regarding gameplay mechanics in general, and properties of Halo gameplay specifically. Things such as not having unnecessary complexity, creating new interesting movement, and not coming in the way of combat actions.
I donât actually even hate everything about Spartan Abilities. There were some conceptually workable things like Thruster Pack and combo movement, but the overall implementation suffered from bloat and lack of clear direction, and the most controversial Spartan Abilities (Sprint and Clamber) I happened to have foundational issues with.
Internet debates donât work well with nuance, and since this debate is basically 99% about sprint, 0.9% about Clamber and Thruster Pack, and 0.1% all the rest, Iâm 99.6% aligned with the classic movement camp.
> 2533274801176260;5575:
> > 2533274945422049;5570:
> > i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> > - base movement speed is increased by a single digit percentile in general
> > - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> > - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
> >
> > This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
>
> I appreciate the attempt at a compromise, but that speed-up mechanic still has the same issue that people criticise about sprint: The fact that you cannot fight at max speed.
> Itâs still sprint, except it builds up gradually without the need for a button press. But it separates movement mode from combat mode all the same.
> Basically, imo, it âfixesâ the wrong aspect of sprint. Iâd rather have it be a manually activated mechanic, but with the ability to still shoot, if necessary at a reduced accuracy.
thats possible too, but to far removed from actual gameplay. Thats why i want to keep the sprint speed boost in the single digit percents, like 5% faster or something (with 105% being basde movement speed) so the difference is not jarring, but could make the difference of a killtime when crossing valhalla for example. the slight animation is the main part, giving the feeling of speed.
> 2533274825830455;5576:
> > 2533274945422049;5570:
> > i think there is a solution to the sprint/no sprint debate that is not a foul compromise for either side. it insted is a rare solution that could be a distinguishing feature for halo:
> > - base movement speed is increased by a single digit percentile in general
> > - if you move forward at max speed for a certain time, you get a single digit percent increase in movement speed in addition and a slight weapon baobbing/swaying animation.
> > - firing your weapon is always possible and brings you to normal speed instantaneously. Sharp turns also bring speed back down
> >
> > This gives the feeling of sprint and the utility in crossing uncontested areas (especialy on large maps) while not taking up buttons, harming main speed map scale, or creating a double melee issue in CQC.
>
> How about we omit the final point, and the animation is very subtle or can be disabled?
>
> If the forward direction has to be special, that may be workable, as long as itâs not too special. However, having specific actions arbitrarily slow the speed down is entirely unnecessary and makes the movement feel choppy. Maintaining a sense of continuity is key in designing movement that feels smooth and empowering.
>
> I can suggest the following blueprint: forward movement accelerates at normal rate to the usual âbase speedâ, and then at a slower rate towards maximum speed. There is a potential HUD animation once the player exceeds base speed. Running at above base speed is functionally similar to base movement with the exception of the HUD animation, and the acceleration being slower and only applied to the forward component of velocity.
>
> Iâm not in love with this idea, because I donât see value in it, but if itâs what it takes to get rid of sprint, I could accept it.
>
>
>
>
> > 2533274797849057;5574:
> > Now this is a topic Iâve been debating myself. Should 343 make any changes or additions to the base mechanics at all? Is the message we want to send to 343 that they shouldnât touch core abilities?
>
> Iâm not fundamentally opposed to extensions of base movement. They just have to meet some standards I have regarding gameplay mechanics in general, and properties of Halo gameplay specifically. Things such as not having unnecessary complexity, creating new interesting movement, and not coming in the way of combat actions.
>
> I donât actually even hate everything about Spartan Abilities. There were some conceptually workable things like Thruster Pack and combo movement, but the overall implementation suffered from bloat and lack of clear direction, and the most controversial Spartan Abilities (Sprint and Clamber) I happened to have foundational issues with.
>
> Internet debates donât work well with nuance, and since this debate is basically 99% about sprint, 0.9% about Clamber and Thruster Pack, and 0.1% all the rest, Iâm 99.6% aligned with the classic movement camp.
the animation is intended to be subtle. otherwise the instant ability to shoot would make it janky. the firing thing is there to prevent rushing from being too effective. same for the sharp turn effect (double melee issue). the speedup back to this single digit percent boost should only take a few seconds, with the animation of swaying starting to increase after one or two seconds. disabling this animation should be possible. addapting/disabiling the speed boost for custom games should be possible too.
your acceleration proposal is basicly what i was getting at, but with these two balancing methodes to prevent bumrushing as the go-to main tactic.
the utility of this (very slightly) faster top speed out of combat is for decreasing hangtime while crossing uncontested area or cross larger spaces when no vehicle or mancanon is nearby/ spawned. it could also be used for some trick jumps. the animation is just for the feeling of going fast and to indicate the top speed.
i think clamber should be replaced by increasing jump height slightly and increasing the upper step hitbox boundary when crouched (crouch jump gives a bigger height advantage). this could be given the hard landing weapon bob animation (you can always fire though).
thrusters can return in a towned down fashion. they should be able to circumvent the running acceleration time. groundpound and spartan charge should be removed. the ability to thrust downwards (jump, no stick direction + crouch + thrust).
> 2533274945422049;5578:
> the animation is intended to be subtle. otherwise the instant ability to shoot would make it janky. the firing thing is there to prevent rushing from being too effective. same for the sharp turn effect (double melee issue). the speedup back to this single digit percent boost should only take a few seconds, with the animation of swaying starting to increase after one or two seconds. disabling this animation should be possible. addapting/disabiling the speed boost for custom games should be possible too.
>
> your acceleration proposal is basicly what i was getting at, but with these two balancing methodes to prevent bumrushing as the go-to main tactic.
I just donât see utility in preventing fast turning. You said it is to mitigate issues with escaping and double melee. However, there are no issues with escaping if players can shoot at max speed. Double melee problems are already significantly mitigated if the max speed is <10% above base speed. Further mitigation is not worth decreased maneuverability in tight spaces.
Likewise, if the player is far enough that they canât go for a melee, rushing and shooting in Halo has never been a problem because a player running straight towards you is an easy target. It doesnât actually need prevention.
> 2533274825830455;5579:
> > 2533274945422049;5578:
> > the animation is intended to be subtle. otherwise the instant ability to shoot would make it janky. the firing thing is there to prevent rushing from being too effective. same for the sharp turn effect (double melee issue). the speedup back to this single digit percent boost should only take a few seconds, with the animation of swaying starting to increase after one or two seconds. disabling this animation should be possible. addapting/disabiling the speed boost for custom games should be possible too.
> >
> > your acceleration proposal is basicly what i was getting at, but with these two balancing methodes to prevent bumrushing as the go-to main tactic.
>
> I just donât see utility in preventing fast turning. You said it is to mitigate issues with escaping and double melee. However, there are no issues with escaping if players can shoot at max speed. Double melee problems are already significantly mitigated if the max speed is <10% above base speed. Further mitigation is not worth decreased maneuverability in tight spaces.
>
> Likewise, if the player is far enough that they canât go for a melee, rushing and shooting in Halo has never been a problem because a player running straight towards you is an easy target. It doesnât actually need prevention.
your turning speed is not limited. thats not what i ment. if you turn to fast while sprinting, you simply stop sprinting and go to normal movement speed. maneuverability is not reduced. that would be awefull. quick maneuvers simply end sprint. there is a 20° radius where the stick movement is irrelevant, so that small nudge based movement is not prevented.
i just want to be cautious with the effects of this increased forward speed. if the slowdown methodes are unnecessary, they can be skipped.
Well, that was⌠interesting. Though our disagreement rages, thank you all for the support.
> 2533274825830455;5540:
> Sometimes I find myself confused with the strands of discussion that happen in this thread. I had to go and check how it is relevant whether or not Skyrim is an FPS. Given the original context in which TheKiltdHeathen brought it up, I donât think it is relevant, and I think itâs distracting us from the more important question: how does one claim that âcomparing Halo to other games that operate completely different is a poor argumentâ but then go on to state that âSprint as a movement mechanic has become a standard across the FPS genreâ in favor of Halo having sprint? There appears to be a very clear comparison to other games that operate completely differently here.
I disagree, and hold that it is relevant. There is a clear distinction of what is being âcomparedâ, for lack of a better word.
On the one hand, I still do and have disagreed with the practice of comparing the âCombat Ideologyâ of Halo as a series to other games. How a game handles their playstyle differs significantly; Halo emphasized exploration and diversity where the sandbox allows for a wide range of tactics and weapons. In general, Call of Duty and Battlefield opt for realism, conveying a real-world combat scenario with the limits of real-world soldiers. DOOM on the other hand, put you in the Hell-forged armor of a god of war, pitting you against the universe to prevail with speed and fury. Et cetera, et cetera.
To line Halo up with DOOM and suggest âthis game succeeded without Sprintâ is an uneven argument; the gamesâ playstyles are completely different. At no point in DOOM are you meant to slow down and explore, unlike Halo. Youâre meant to carve a swift and bloody path through your enemies, ergo a much faster BMS and an array of overpowered weapons. Comparing the two purely on grounds of âTheyâre both FPS gamesâ is as uneven as comparing Halo to Skyrim, which is where it entered the discussion.
On the other hand, bringing to bear what is a standard mechanic (not required or necessary-to-success, only common) across a wide range of games is not comparing games directly, but pointing out a common trend in modern gaming. It would be the same as putting forward 3D, high detail graphics as opposed to the graphic quality of 2001. Or a standardized controller layout. Pointing out that this is where modern gaming is going in general is different than putting two or three games side-by-side.
> 2535441307847473;5541:
> Running around the map and refusing to use your guns or grenades to melee people to death is neither a sound option, nor a fair comparison,
And yet it is an option. Cutting this aside, as mentioned above the whole point is that comparing games with very different playstyles makes for a poor comparison, even if they are both FPS games. Haloâs theme has always been exploration; to which the posed âsolutionâ of a faster BMS to replace Sprint (a la DOOM) just does not work. That would greatly disrupt that theme.
And, as I know Iâve mentioned many months ago, removing Sprint entirely (though I sincerely doubt it will happen) negatively affects gameplay across the entire game, Campaign included. And if there is to be a partition in Matchmaking, then it is just as equitable to have a Modern and Classic matchmaking with Ranked and Social for both. Everyone gets what they want.
> Why are we pivoting to consoles?
I could just as easily have put in WASD movement, though the other button bindings I donât know.
Regardless, that has become the standard for FPS games. Sprint has become a standard, and that there are only 4 FPSâs with very specific styles of play doesnât negate this.
> And yet as Tsassi has pointed out you want to have it both ways when it comes to comparisons
No, because the distinction is what is being compared. If youâd like to compare Halo 3 to Halo 5 have at it; they have the same playstyle. Yet comparing a game based on exploration and a diverse sandbox to a game based on Rip and Tear as fast and bloody as possible is, as brushed upon, as ridiculous as comparing Halo to Skyrim. Or Cyberpunk 2077, if youâd prefer.
Neither do I appeal to the majority of modern games that have Sprint as the reason for why Halo should have Sprint, I point them out as evidence of what has become the basics for modern gaming. My reasons for why Sprint belongs in Halo has been varied over these near-300 pages; canonical support, map traversal, situational combat tactics, etc. Keeping up with modernity has been touched upon, yes, usually at contrast to Sprint being dubbed a âgimmickâ. Wall running is a gimmick. Spartan Charge and Ground Pound were gimmicks. Assassinations are a gimmick. Sprint is a standard.
> Obviously you can walk around the map without sprint, but youâre putting yourself at a major disadvantage by not being able to keep up with your team, or escape a bad engagement quickly, or make it to weapon/vehicle spawns and objectives as fast as everybody else.
The point here is as above; if the map layout allows for uniform traversal without Sprint, then there can reasonably be entire sub-menus that are centered around âClassicâ play, omitting Sprint and Advanced Movements. It does not detract on cover, which is in abundance on 4v4 maps, nor would you be left behind by your squad (in instances where a squad actually works as a team) as everyone would be moving at max BMS.
And for those that enjoy using Sprint, those same maps can work with it. And a sub-menu for âModernâ play is where they find most enjoyment.
> The desire to remove sprint across the board is a product of the reality of map design, not personal animosity. You canât design maps to function around both movement styles,
Clearly you can. It still has yet to be shown conclusively how the maps as built cannot function in the absence of Sprint. And Iâm not referring to a personal refusal to utilize it, Iâm referring to a gametype where Sprint is not included.
Also by âacross the boardâ, I am including Campaign. Movement mechanics affect that as well.
> The reason I said if is because it can and does in some games, assuming that 343 will not screw that up is somewhat optimistic in my opinion.
Itâs actually improved with time.
In Halo Reach, it takes 1 second from pulling the trigger in a Sprint to begin firing. By comparison of âdisadvantageâ, throwing a grenade interrupts firing for 2 seconds. Strafing while Sprinting will break, but you are able to make fairly sharp turns while Sprinting. Melee is an immediate break from Sprint.
In Halo 4, the times remain the same. Strafing still breaks from Sprint, as does sharp turns of 90°. Melee remains an immediate break.
With Halo 5, firing immediately breaks you from Sprint. Grenades only interrupt firing for 1 second. I found out you can actually spin a full 180° (or even 360°) while sprinting (I must have let off the LS just enough to break), though strafing does break. Melee is enhanced with Spartan Charge.