The return of classic movement mechanics?

> 2533274823394867;5967:
> so what there can only be use in warzone and not in matchmaking its not my problem.
> […]deal with it what the missions give you and can pick out in the campaign mode.

So in other words, you can’t switch from ADS to classic zoom in H5G, as you initially claimed.
Not your first false statement in this (and other) discussion(s), not by a longshot, but the first one you admitted.
Even though it took two weeks of nagging, even after you tried to weasel out of the discussion when challenged.
Now, while admitting of being wrong is great and all, if from now on you could stop spreading misinformation in the first place, that would be even better. Thanks.

> 2533274890180875;5971:
> I don’t get what you mean that you run at 100%? Unless you mean BMS was reduced in the sprint-games, even though walk speed feels mostly the same.

For the record: Yes, it (partially) was. Both Reach and Halo 4 have a lower BMS than the original trilogy, likely to justify the additional movement mechanics.
H5G is the only game to have an even higher BMS than CE/2/3, but that was after it was raised from the beta due to backlash. For all we know, it might have been even lower before that.

> 2533274890180875;5971:
> Sorry if I wasn’t clear - I was using the BMS in the classic games as the standard for comparison, so that’s what I placed at 100% speed. I didn’t mean 100% as “top speed in each game”.

No, it was pretty clear what you meant, and as I said, that is exactly the misconception.
100% is Top Speed. That’s what the term means, by definition. You can’t run at 120%, that’s semantic nonsense. When people say they “give 110%” or something, it’s nothing but a figure of speech.
In classic Halo, BMS is 100%. In “modern” Halo, sprint is 100%. The exact values for movement speed (which, for the record, are precisely known) don’t matter. Only the speeds in relation to the rest of the game do. If you were to scale everything in the game by a factor of two, you’d run at twice the speed, but the gameplay wouldn’t change.

> 2533274890180875;5971:
> The only way it makes sense to me that modern Halo games BMS is 75% is that they didn’t really want players to sprint faster, so they nerfed BMS and made sprint equal to the classic BMS. I haven’t really thought about it till now but I guess this would make sense…

That’s not exactly what happened, but the maps got scaled up. Not all as egregiously as Midship/Truth, but significantly nonetheless. Tsassi took some more precise data.

Honestly after seeing more gameplay it doesn’t seem sprint makes you that much faster. In fact the players don’t seem to be using it alot in-game, this could mean sprint is just used for short bursts.

> 2533274801176260;6002:
> > 2533274890180875;5971:
> > Sorry if I wasn’t clear - I was using the BMS in the classic games as the standard for comparison, so that’s what I placed at 100% speed. I didn’t mean 100% as “top speed in each game”.
>
> No, it was pretty clear what you meant, and as I said, that is exactly the misconception.
> 100% is Top Speed. That’s what the term means, by definition. You can’t run at 120%, that’s semantic nonsense. When people say they “give 110%” or something, it’s nothing but a figure of speech.
> In classic Halo, BMS is 100%. In “modern” Halo, sprint is 100%. The exact values for movement speed (which, for the record, are precisely known) don’t matter. Only the speeds in relation to the rest of the game do. If you were to scale everything in the game by a factor of two, you’d run at twice the speed, but the gameplay wouldn’t change.

First thanks for the detailed write-ups. I’ve only recently started looking into sprint in these games, trying to figure out if it’s actually faster or merely gives the illusion of speed. It’s hard to get my friends into the older games because they complain about how “slow” it is; I myself find it really slow even though I loved 3 as a kid.

That said, I’ve got to disagree about different speeds being “semantic nonsense”. For example my top speed is 100%, and Usain Bolt’s top speed is also 100%. Neither of us run higher than our top speeds. If Bolt is twice as fast as me, his top speed is 200% of mine. It doesn’t mean that he’s running at 200% speed, just that he is at 200% as compared to me. I think some are using percentages as relative figures and others as absolutes.

If I’m Halo CE and Bolt is Halo 4, again individually our top speeds are 100%. But if we’re comparing Halo CE to Halo 4, we need some base to compare it to. If we keep CE’s top speed as the base, then Halo 4’s max is (relative to CE) +100% faster.

Edit - For the record I agree with your points! Just wanted to clear this up^

> 2533274890180875;6004:
> > 2533274801176260;6002:
> > > 2533274890180875;5971:
> > > Sorry if I wasn’t clear - I was using the BMS in the classic games as the standard for comparison, so that’s what I placed at 100% speed. I didn’t mean 100% as “top speed in each game”.
> >
> > No, it was pretty clear what you meant, and as I said, that is exactly the misconception.
> > 100% is Top Speed. That’s what the term means, by definition. You can’t run at 120%, that’s semantic nonsense. When people say they “give 110%” or something, it’s nothing but a figure of speech.
> > In classic Halo, BMS is 100%. In “modern” Halo, sprint is 100%. The exact values for movement speed (which, for the record, are precisely known) don’t matter. Only the speeds in relation to the rest of the game do. If you were to scale everything in the game by a factor of two, you’d run at twice the speed, but the gameplay wouldn’t change.
>
> First thanks for the detailed write-ups. I’ve only recently started looking into sprint in these games, trying to figure out if it’s actually faster or merely gives the illusion of speed. It’s hard to get my friends into the older games because they complain about how “slow” it is; I myself find it really slow even though I loved 3 as a kid.
>
> That said, I’ve got to disagree about different speeds being “semantic nonsense”. For example my top speed is 100%, and Usain Bolt’s top speed is also 100%. Neither of us run higher than our top speeds. If Bolt is twice as fast as me, his top speed is 200% of mine. It doesn’t mean that he’s running at 200% speed, just that he is at 200% as compared to me. I think some are using percentages as relative figures and others as absolutes.
>
> If I’m Halo CE and Bolt is Halo 4, again individually our top speeds are 100%. But if we’re comparing Halo CE to Halo 4, we need some base to compare it to. If we keep CE’s top speed as the base, then Halo 4’s max is (relative to CE) +100% faster.
>
> Edit - For the record I agree with your points! Just wanted to clear this up^

I find a few issues with this reasoning.

Firstly, it has already been proven that the original trilogy have the fastest and most consistent combat loop -especially CE. This argument goes beyond mere movement speed which I think is a red herring in this entire discussion. The issue is not how fast you think you can move, but how quickly the player character moves relative to everything inside of the game (especially the maps) and, not only that, but how much time is spent doing things non-combat related (sprinting, reloading, camping or being stuck in an animation). With those things in mind, moment to moment gameplay in 4 and 5 actually progresses slower on average, only providing the illusion of speed that’s not actually in the player’s control, but has to do with how those games are designed.

Halo’s 1-3 map designs are scaled specifically to accommodate for their respective movement speeds, and the same goes for 4 and 5. This means 4 and 5’s map designs are made with the existence of sprint in mind. BMS in those games is deliberately made to feel slow in order to justify the existence of sprint and other movement mechanics - to which the maps are scaled, essentially forcing you to use sprint if you want to play on equal footing with everyone else but also because the game is designed in a way that incentivizes sprint (the major incentive being that the BMS is so low and/or that the maps are too large - although there are others).

1-3 don’t have this issue because they don’t have sprint. In those games, the feeling is equivalent to as if you were constantly sprinting in Halos 4 or 5, while also being able to shoot, strafe and look around simultaneously. Imagine if someone went into CE and modded the BMS to be 25% slower, then added a sprint function which, at the press of a button, adds back the 25% that they just took away from the BMS. Now imagine if they also took away your ability to shoot, strafe or look around while maintaining the same movement direction while sprinting. That’s basically how Halos 4 and 5 work. They deliberately introduce a problem just to sell you a half-solution that doesn’t even need to exist to begin with. That’s sprint in a nutshell.

Your argument doesn’t make sense because the movement speeds of CE and 4 cannot be directly compared - they’re two different games, to which their maps and movement mechanics are specifically catered. But, looking at it objectively, in terms of what actually happens in an average match, more kills happen in less time in the original trilogy than in 4 or 5. This means more action is taking place on average, making the core combat loop objectively faster and more frenetic than what 4 and 5 have to offer.

Hence why I have no idea what you mean when you say Halo 3 “feels slow”. How does it feel slow? In terms of just movement speed, or in terms of combat? Have you tried raising the FoV? You’d be surprised how much that affects the sensation of movement in a game. So, if you want to feel like you’re moving faster, FoV solves that problem. But, if your argument is that the combat loop feels slow, that would be a false statement.

You control the buttons you press, if you don’t want to sprint, just don’t press the button

> 2535408249109331;6006:
> You control the buttons you press, if you don’t want to sprint, just don’t press the button

Except that if Sprint is a thing, then strategically you HAVE to in order to keep up with the competition. What we’re saying is we would prefer that it isn’t there at all (or at least, only minimally) so that you can move, strafe, and shoot without being handicapped at slower movement than what the max BMS is.

Saying what you said is about the video game equivalent of saying "You control what your mouth does, so if you don’t like food then don’t eat it.

> 2535455299742837;6007:
> > 2535408249109331;6006:
> > You control the buttons you press, if you don’t want to sprint, just don’t press the button
>
> Except that if Sprint is a thing, then strategically you HAVE to in order to keep up with the competition. What we’re saying is we would prefer that it isn’t there at all (or at least, only minimally) so that you can move, strafe, and shoot without being handicapped at slower movement than what the max BMS is.
>
> Saying what you said is about the video game equivalent of saying "You control what your mouth does, so if you don’t like food then don’t eat it.

i was just kidding lol, i’m not really on these discussions, sprint is something that doesn’t change my way of having fun. I really don’t care if they remove sprint, but unfortunately thats not gonna happen, sprinting is in halo for more time than it hasn’t, so it wouldn’t make any difference

Oh, ok, that’s good. I was worried that you were one of those people who deliberately uses bad logic to argue his side.

To clarify something though, Sprinting was only a thing in Halos Reach, 4, and 5; but not 1, 2, 3, or ODST. So Sprinting was actually only in fewer than half the games, and in Reach it was just one of the several Armor Abilities; if you had a different ability (like Lockdown or Hologram), you couldn’t sprint.

Doesn’t matter to me either way. 4 and 5 were a blast on multiplayer and so were the OG 3 along with reach. An easy fix to everyone’s dilemma here is playlists removing enhanced abilities. Boom, pack it in, problem solved. I’m honestly happy we’re even getting another halo game. No need to kick up such a fuss especially if there’s an easily resolvable issue.

> 2535441419168018;6010:
> Doesn’t matter to me either way. 4 and 5 were a blast on multiplayer and so were the OG 3 along with reach. An easy fix to everyone’s dilemma here is playlists removing enhanced abilities. Boom, pack it in, problem solved. I’m honestly happy we’re even getting another halo game. No need to kick up such a fuss especially if there’s an easily resolvable issue.

Now what about campaign?

> 2535441419168018;6010:
> Doesn’t matter to me either way. 4 and 5 were a blast on multiplayer and so were the OG 3 along with reach. An easy fix to everyone’s dilemma here is playlists removing enhanced abilities. Boom, pack it in, problem solved. I’m honestly happy we’re even getting another halo game. No need to kick up such a fuss especially if there’s an easily resolvable issue.

Point 2 in my original post disagrees with you, give it a read.

I feel that sprint makes sense because Spartans wouldn’t jog or walk everywhere. Clamber is amazing because I just love being able to get up to somewhere without running around or crouch jumping. It was never the movement that made it bad for me. Halo Infinite will be fun no matter if they have sprint or not. I just can’t wait to feel those guns shooting again.

> 2533274808510814;6013:
> I feel that sprint makes sense because Spartans wouldn’t jog or walk everywhere. Clamber is amazing because I just love being able to get up to somewhere without running around or crouch jumping. It was never the movement that made it bad for me. Halo Infinite will be fun no matter if they have sprint or not. I just can’t wait to feel those guns shooting again.

Double jump and/or better map design, and higher base movement speed, would solve all of those problems.

I believe sprint as a mechanic is a good thing. Whilst a lot of people may dislike it there is no doubt a large focus on the multiplayer side of halo infinite and having enhanced mobility can be rather important. Whilst games like CS:GO and such don’t rely on enhanced movement options (ignoring B-hop) I believe enhanced movement mechanics to further a games possible expression for the player is good, who doesn’t love seeing a good player pull off some insane tech or you yourself finally nailing a jump to something and turning it into a quick kill. (I’m aware comparison to other games isn’t what this needs to be as it should be halo but it helps give structure to my opinion)

> 2533274808510814;6013:
> I feel that sprint makes sense because Spartans wouldn’t jog or walk everywhere.

Spartans are able to shoot with maximum accuracy while sprinting. Sprint as a mechanic doesn’t make sense because it forces the player to lower their weapon for no reason. If you wanted lore-accurate gameplay, just raise the BMS to Spartan’s actual capabilities, no need for the sprint mechanic.

I just want a player to have the chance to beat a nade thrown. Sprint, slide and jumping out of slide might launch the player into an unexpected challenge and offer the nade thrower with a tougher choice than simply getting an easy nade kill. Halo 5 was the only game that allowed this type of play, which meant that nades became decisions instead of reactions. Just my two cents.

I love how 343 basically just made everyone happy by making the sprint hardly increase speed at all in the MP reveal. It literally is just 20% faster. Making sprint practically almost the same as walk but giving new players the feeling of familiarity.

I’m actually a big supporter of clamber after playing more Halo 5, glad it’s back. Not a fan of sprint though, hopefully you can turn it so it’s always on and you can still have your reticle and fire instantly. Then it will be there for people who want it but have no discernible gameplay effects.

After reviewing the two multiplayer videos that were released, I believe I have noticed two interesting things regarding Sprint in Halo Infinite.

  • There does not appear to be any animation preventing you from shooting instantly while sprinting. (“Recovery frames” in fighting-game terminology) - While shooting from a Sprint, it does not appear that the Spartan loses any speed.Until we get confirmation this is what I assume is happening. Timestamp 0:46 if the link doesn’t work.

In many games there is an option to Sprint by default, meaning when you move forward your character automatically sprints and no additional input is needed (speed can be adjusted to a walk with your stick if on a controller, not sure about keyboard). This was such a positive settings option in Fortnite that the developers made it apart of the default control scheme. Call of Duty has also implemented it as a setting.

If the above two points are assumed to be correct, I think that it would be a great setting to add to Halo Infinite. I know the Sprint/No Sprint argurment is very long and winded, but perhaps this would be the best compromise for both camps.

  • You’d be able to have Sprint in the game (which is already happening) - a win for the Sprint fans. - You’d be able to have a setting where you are always moving at the fastest speed (sprinting) at no penalty to your ability to shoot, effectively moving like Classic Halo - a win for non-Sprint fans.If this is true and the setting is already planned to be in the game, the only thing I can think that would make it even better is to have a setting to disable the Sprinting animation for your weapon. You’d be running and gunning like Classic Halo, all while technically Sprinting. :slight_smile:

I look forward to the upcoming technical preview to learn more and confirm or disprove this theory.

> 2533274801036271;6019:
> I’m actually a big supporter of clamber after playing more Halo 5, glad it’s back. Not a fan of sprint though, hopefully you can turn it so it’s always on and you can still have your reticle and fire instantly. Then it will be there for people who want it but have no discernible gameplay effects.

I like clamber too, it’s pretty annoying bouncing off of a ledge when you could easily grab the edge and climb up. Sprint I feel was needed to make the newer playerbase feel more comfortable when they checked Halo Infinite MP out after playing every other FPS which uses sprint. You notice in the MP Reveal gameplayer trailer that sprint affects speed very little, probably being there just for the purpose of preventing newer players from feeling like players did in Halo 3, where you feel pretty slow in a big map, and since Halo Infinite MP is going to have big maps the probability of players feeling too slow without sprint is pretty high. So sprint was really there to make the player FEEL faster rather than make them actually much faster and messing up balance in the game.