> 2533274890180875;5956:
> I’m sorry if I misunderstood something here, but I still don’t get how an extra option reduces options?
Because it’s not an extra option. That’s the misconception here. It’s just a set of restrictions put on max speed that weren’t there before:
- You can no longer shoot while moving at top speed.
- You can no longer throw grenades while moving at top speed.
- You can no longer strafe while moving at top speed.
- You have an increased turn radius while moving at top speed.
> 2533274890180875;5956:
> Classic Halo has 2 speeds and you can shoot at both, Modern Halo has 3 speeds and you can still shoot at two of them.
Classic Halo had a lot more than two speeds, depending on how far you push the stick. All sprint does is add a cutoff, where you can no longer increase your speed gradually but have to push an additional button to abrubptly jump to the speed the maps are actually designed for. (All the while giving up your combat capabilities.)
In addition to that, all speeds in between top speed and that arbitrary cutoff are inaccessible to the player as well. It’s just a lose-lose scenario. You’re at a disadvantage in combat and you’re at a disadvantage when moving, but I guess it’s your choice to select how you want to be crippled.
There’s absolutely no point for this. If classic Halo were too slow (which I disagree, especially since “modern” Halo is measurably even slower and to this day CE is still the fastest game in the franchise), all that was needed was to raise the max movement speed. You’d still have the smooth speed transition, you’d still have all your combat fidelity at all possible speeds and you’d still have all of the gameplay options that you had before. No need to gimp the player for arbitrary/no reasons.
> 2533274890180875;5956:
> You have to weight the risks v rewards for sprinting - can I sprint and help my friend out, or is someone watching the lane to pick me off?
What does this have to do with sprint? This still holds true in Classic Halo. It’s not even as if sprinting is inherently dangerous in Halo, unlike CoD your health/shields are ridiculously high, so even if you get hit during sprint, you can just keep sprinting until you’re in cover.
> 2533274890180875;5956:
> If BMS was 100% you either crouch at 50% or walk at 100%. With sprint, your BMS is still 100%, you can still crouch at 50%, but you can now also run at 120%. So those are in fact more options right.
You don’t run at 120% with sprint, you still just run at 100%. You can’t run faster than top speed, that’s the definition of “top speed”. It’s just that BMS no longer reaches top speed.
In Classic Halo, all speeds between 0% and 100% were mapped to the left stick and you could choose any one of them you wanted.
In “modern” Halo, only speeds from 0% to roughly 60% or 75% are accessible via stick (depends on the game). In order to reach 100% you need to push an addition button, which so happens to also gimp you with respect to combat, turn radius, etc. On top of that, speeds in between 75% and 100% can’t be accessed at all.
> 2533274890180875;5956:
> FWIW I play M&K. I know that with controllers you can vary the walk speed but not sprint speed, so maybe I’m entirely misunderstanding this convo?
I guess when you play with KB&M it would seem that sprint adds an additional options, because you can’t access anything below BMS anyways. So in that case, your speed options would appear to increase from two to three.
However, that’s an issue with using an inferior input device that is only able to read binary (WASD) instead of continuous inputs (joystick), not with the game itself, so this doesn’t need to be fixed in the game itself. (Not that adding sprint would fix this issue in the first place.)
Besides, as has been mentioned multiple times, there are far better alternatives than sprint. Doom also had a form of “sprint”, that would toggle between moving at 100% and moving at something below that (not sure what the exact numbers were), but you could still move in all directions, fight, turn around, etc. On console it just switched which speeds were accessible by stick (0-100% or 0-XX%), but it didn’t affect anything else: No interfering with combat, no options taken away from the player, no lose-lose decisions to make, the way it should be.