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> > 2535441307847473;5704:
> > Saying that sprint’s usefulness is not as common as the match goes on still shows that it is common, meaning that it has a steady impact on the game overall,
>
> Given that:
> - Being shot prevents you from engaging in Sprint, - Sprint freezes shield regeneration, making it inopportune to use in proximity to active combat, - Sprint restricts the use of weapons while active, also making it a poor choice to use in and around combat,Where exactly is the impact on the game, outside of intermittent forward mobility?
Those first two points are not tied to sprint inherently, they only represent how it can be implemented, and even with their presence sprint can still be useful when escaping.
You say intermittent forward mobility as if that isn’t much of an issue when it is the biggest issue by far with sprint, again its the creation of a barrier between max speed and combat actions, and the focusing of max speed towards forward movement rather than it being available in all directions.
> > Those vehicle and weapon changes are just that, changes, they are things that a player can adjust to rather quickly due to their presence in both campaign and multiplayer.
>
> And just as equally, it could be a rapid adaptation if Sprint were altered for Matchmaking alone. We’re already going to have to do this exact thing with the Grappleshot, so I don’t know why you’re against such a compromise.
We have no idea how well the grappleshot is going to work and what all of its impacts are going to include, but even so the grappleshot will be present in both campaign and multiplayer, meaning that players will be using it in both modes. With the example of sprint that we were talking about, sprint would be in campaign but not in multiplayer, meaning that it wouldn’t always be present like the grappleshot would, a mechanic which is not always present is not as easy to adjust to as a mechanic which simply changes between campaign and multiplayer.
> > Because you won’t find much if you’re only moving forward, and you’ll have to go below full speed in order to fully look around.
>
> Firstly, as it stands now you can look around while sprinting. Secondly, this doesn’t quite answer how it’s easier to explore at “full speed”, rather than anything below full speed. You’re not going to find much, regarding exploration, if you’re going full speed through a play area.
Its more difficult to look around while sprinting, you need to change direction in order to look fully, and as for ease of exploration, not every player will have the same experience but its not as if a lack of sprint would negate the existence of a slower speed to explore with if necessary.
> > If the devs wanted they could have made that elevator jump lethal, or disabled the button until it reached the top floor, but they didn’t.
>
> Exactly. They didn’t. So you can opt to wait for that elevator that they put so much effort into designing and scripting, or you can blow right through it. There is no “As The Devs Intended”.
I’m really getting tired of this, I’ve already stated that these examples are meant to show what the players abilities and tools are in a specific level or part of a level, and how the player can only engage with the tools that they have been given, in the case of Cairo Station I brought it up because it has no vehicles, meaning that the player can only use their running speed, jump, and gravity to get around the map as fast as possible. If you’d like a reminder here is exactly what I said " in Halo 2 the first mission is Cairo Station, this mission does not have any vehicles so the fastest that the player can get around is by running, very simple" At no point did I ever say that the player absolutely had to take a certain route, or even that there were no shortcuts available, only that whatever routes they took could only be taken at the speeds which their base abilities allowed them to be taken with. The elevator shortcut has absolutely no bearing on my point whatsoever, it still involves the use of the players base mechanics.
> > I never said that the player needed to meander, why did you add that?
>
> Because that is the designed and scripted route. As close as it gets to “As The Devs Intended”, yet it’s still possible to completely ignore. Your focus here, and why I’m objecting, has not been “you’re limited to movement speed”. It has been, stated more than once, “If The Devs want a given area to take a certain timeframe, there’s nothing the player can do to change that.” (Paraphrased). Twice now this has been proven incorrect with examples.
You haven’t proven anything incorrect, both of your examples involve the player using their base abilities to get across an area, which was my point, I brought up Cairo Station and the first half of Outskirts because both of these examples lack vehicles and all other forms of transport, meaning that the fastest way to progress through these areas is with the players base movement abilities, neither of your examples say anything against this. My second example involved the warthog once you reach the beach area, which despite not being mandatory to use or be used in a certain way, does represent the fastest tool provided by the devs to travel to the end of the map.
> > I still hold that reloading does not reward the player in any way. Choosing when to reload can be beneficial in the sense that you’re avoiding the vulnerability that it brings,
>
> And the very same thing - the exact same thing - can and has been said for Sprint. Knowing when to utilize Sprint rewards them with an additional 2 m/s, and failing to know when to utilize it penalizes. In both cases, it is the player choice that is rewarding or punishing.
The key difference that I brought up with reloading was that it is always punishing, it doesn’t sometimes reward the player like sprint can. In regards to benefits, sprint does have the potential to be beneficial to a player who uses it wisely, but my issue with this is that it ruins the balance between movement and combat by effectively nerfing attacking players because the inclusion of sprint disallows attacking players to move at max speed. We have of course discussed other issues such as the ease of escape, the inability to constantly look around and jump at full length at all times, and the buff to vehicle boarding as well as a few others, but there’s no point in reinterring every argument in every post.
> > Not every relationship you brought up was clear,
>
> Which ones?
I specifically explained the differences between jetpack and the grav lift already, the others mostly involved a mix between multiple pieces of equipment, meaning that many pieces of equipment were not truly brought over, but were instead glued together into one ability.
> > 2535441307847473;5705:
> > …this isn’t as simple as adding a few extra game modes,
>
> Yeah, it actually really is. If radar and shields can be removed for a gametype, if player movement speed, jump height, and gravity can be altered for another, then there is absolutely no rational argument as to why a gametype with “No Sprint” cannot be implemented in as broad as is popular to sustain it.
Once again, changes to one or two singular gamemodes are nothing compared to the addition of another playlist with all gamemodes included. Its not as if we would be adding just a few new gamemodes to the existing ones with this solution, instead we would essentially have two mirror playlists with the only difference being the presence/absence of sprint, meaning that each and every gamemode would have two lobbies
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