> 2533274793006817;6138:
> > 2533274825830455;6135:
> > > 2533274793006817;6132:
> > > That would look and feel terrible. So Spartans just slide going zero? That would be pretty asinine.
> >
> > Use a bit of creativity:
>
> I’d rather just go with the thing that feels good and makes the most sense; sprint.
>
> 343i got rid of the problematic, goofy nonsense from Halo 5 that made the game feel wonky. Sprint, slide and mantling make the game feel smoother and feel more alive.
>
> Why not focus on something that actually does fundamentally stop the game from having that beloved classic feeling? ADS.
I wasn’t asking creativity in thinking alternatives to sprint, but in considering possible ways to implement my suggestion before you criticize it. That might lead to some more interesting feedback.
I get it, you like sprint. You have no reason to take alternatives seriously because you’re already as happy as could be. But understand that sprint doesn’t feel good to me, and it doesn’t make sense to me. Therefore I would rather come up with something that feels good and is more congruent with the foundation of Halo’s gameplay.
And let’s not forget that my suggestion wasn’t made to convert people who aren’t willing to consider alternatives to sprint, but to demonstrate that sprint doesn’t contribute anything of value to the gameplay that can’t be done without sprint.
> 2533274825830455;6142:
> > 2533274793006817;6138:
> > > 2533274825830455;6135:
> > > > 2533274793006817;6132:
> > > > That would look and feel terrible. So Spartans just slide going zero? That would be pretty asinine.
> > >
> > > Use a bit of creativity:
> >
> > I’d rather just go with the thing that feels good and makes the most sense; sprint.
> >
> > 343i got rid of the problematic, goofy nonsense from Halo 5 that made the game feel wonky. Sprint, slide and mantling make the game feel smoother and feel more alive.
> >
> > Why not focus on something that actually does fundamentally stop the game from having that beloved classic feeling? ADS.
>
> I wasn’t asking creativity in thinking alternatives to sprint, but in considering possible ways to implement my suggestion before you criticize it. That might lead to some more interesting feedback.
>
> I get it, you like sprint. You have no reason to take alternatives seriously because you’re already as happy as could be. But understand that sprint doesn’t feel good to me, and it doesn’t make sense to me. Therefore I would rather come up with something that feels good and is more congruent with the foundation of Halo’s gameplay.
>
> And let’s not forget that my suggestion wasn’t made to convert people who aren’t willing to consider alternatives to sprint, but to demonstrate that sprint doesn’t contribute anything of value to the gameplay that can’t be done without sprint.
the arm wobble of sprint (in a toned down form) could be given to the max base movment speed when not shooting.
slide would be “step and slide” on the ground, and thrusters in the air.
> 2533274798978596;6139:
> Sprint, slide and clamber feel pretty great in Infinite and I appreciate them a heck of a lot more here than in Halo 5. This feels like an actual modernized Halo.
>
> People who hate these mechanics but still want to play Infinite might just need to get used to it. It’s supposed to be around for 10 years right?
I don’t hate them, but as of right now, they’re wasted mechanics because of how inconsequential they are for the current 4v4 maps, and how inconsequential sprint looked in the campaign gameplay demo. The sprint button would serve its general purpose better as an evolution of Armor Abilities instead, as an additional mechanic in the vein of Equipment. Armor Abilities might be redundant to Equipment, but at least the sprint button will find better use in Custom Games, Action Sack, and grassroots tournaments.
If Infinite is supposed to be around for 10 years, I’d rather have more options for gameplay and Forge rather than go back to having universally static mechanics in the way Halo Reach through 5 limited Custom Games possibilities by removing features (Dual Wielding, Armor Abilities, customizable Loadouts, and Ordnance) or replacing them with non-modular mechanics (Spartan Abilities). Infinite looks like it will be close to being the perfect Halo in terms of gameplay and weapon balance, but I doubt it’ll bring back the Custom Games community in full because of the lack of options to let us improve modes that were only possible in Reach and 4.
> 2533274945422049;6136:
> > 2533274832130936;6083:
> > > 2533274825992292;6082:
> > >
>
> on a bigger map that takes 30 seconds to go from your spawn to the enemy spawn, a 10% speed increase would mean you are 3 seconds faster. that does not sound like much, but its enough time for roughly to Br kills. Thats the difference between a 1:1 and a 3:1 once you get there. huge effect.
> so 10% is enough for BTB effects, but small enough to keep the moment to moment gameplay intact.
You’re right about Sprint having a bigger impact the longer the distance travelled gets, even if it is still relatively minor.
However, if a hypothetical Player A sprints from his team’s spawn and Player B moves from his team’s spawn normally, two things happen: Player A arrives at the midway point first and Player B arrives slightly later, but with the knowledge of where Player A is and may well have been able to shoot Player A while en route.
The difference in arrival time to an arbitrary & hypothetical location doesn’t mean that Player A would have time equal to the difference in arrival time to shoot Player B without retaliation, because both players have the option to fire when line-of-sight is established between them. Player A forfeited his potential element of surprise, while Player B never forfeited his ability to use his weapon.
As of now and the data we got from the community regarding halo infinite.
Sprint is 15% faster than base movement speed.
Slide can greatly increase map traversal.
(Shyway has more video on his YouTube demonstrating how slide works in infinite.)
To me both are needed. Sprint will make a big difference in big team battle maps. In ten feet, sprint will put you 1.5 feet farther. In 100ft, that’s 15ft farther with sprint. Big team battle will show it’s worth.
As for slide, I think it is great to have another tool to boost speed.
> 2535410766963836;6144:
> > 2533274798978596;6139:
> > Sprint, slide and clamber feel pretty great in Infinite and I appreciate them a heck of a lot more here than in Halo 5. This feels like an actual modernized Halo.
> >
> > People who hate these mechanics but still want to play Infinite might just need to get used to it. It’s supposed to be around for 10 years right?
>
> I don’t hate them, but as of right now, they’re wasted mechanics because of how inconsequential they are for the current 4v4 maps, and how inconsequential sprint looked in the campaign gameplay demo. The sprint button would serve its general purpose better as an evolution of Armor Abilities instead, as an additional mechanic in the vein of Equipment. Armor Abilities might be redundant to Equipment, but at least the sprint button will find better use in Custom Games, Action Sack, and grassroots tournaments.
>
> If Infinite is supposed to be around for 10 years, I’d rather have more options for gameplay and Forge rather than go back to having universally static mechanics in the way Halo Reach through 5 limited Custom Games possibilities by removing features (Dual Wielding, Armor Abilities, customizable Loadouts, and Ordnance) or replacing them with non-modular mechanics (Spartan Abilities). Infinite looks like it will be close to being the perfect Halo in terms of gameplay and weapon balance, but I doubt it’ll bring back the Custom Games community in full because of the lack of options to let us improve modes that were only possible in Reach and 4.
I personally don’t find sprint inconsequential at all, but that isn’t just because of the slight increase. I think it feels better to have it. I know you didn’t say this but someone else did at some point… but I think if we just made base movement speed as quick as sprint that the game would be too fast.
Anywho, I’m excited for customs because of the equipment and with the hopes of new equipment being added in the future to shake up the sandbox over the years… I think customs will be more than fine.
It’s probably closer to 10%. I did my own test, got about 8%. The data from this video gives about 11% (ignore the wrong info in the description). These are both about four-second sprints, so should have less error than ~2 seconds in that tweet. We’ll get more accurate info as we get to test longer straight stretches, but generally the results are leaning towards 10%. Doesn’t mean that’s the true value. It could be 12%, but 15% seems unlikely.
> 2533274825830455;6148:
> > 2533274820483063;6146:
> > As of now and the data we got from the community regarding halo infinite.
> >
> > Sprint is 15% faster than base movement speed.
> > https://twitter.com/halorecondata/status/1421310162627821569?s=21
>
> It’s probably closer to 10%. I did my own test, got about 8%. The data from this video gives about 11% (ignore the wrong info in the description). These are both about four-second sprints, so should have less error than ~2 seconds in that tweet. We’ll get more accurate info as we get to test longer straight stretches, but generally the results are leaning towards 10%. Doesn’t mean that’s the true value. It could be 12%, but 15% seems unlikely.
I am just reporting what I found. I still think that small increase will be worth it more in BTB.
I have seen you and you have probably replied to me more than anyone else on the forums. So I was wondering. What did you think of halo infinite
> 2533274820483063;6146:
> To me both are needed. Sprint will make a big difference in big team battle maps. In ten feet, sprint will put you 1.5 feet farther. In 100ft, that’s 15ft farther with sprint. Big team battle will show it’s worth.
>
> As for slide, I think it is great to have another tool to boost speed.
Your argument makes a case for why allowing players to move marginally faster than base movement is beneficial, but it doesn’t address why players should be forced to choose between either faster movement or weapon usage and not showing up on enemy motion trackers. Why should it be restricted to forward movement?
I don’t have a problem with a sliding mechanic. It can be used to organically speed up movement and add depth dependent on map design & knowledge, and it doesn’t take up an input on the controller/keyboard.
> 2535440283237581;6150:
> > 2533274820483063;6146:
> > To me both are needed. Sprint will make a big difference in big team battle maps. In ten feet, sprint will put you 1.5 feet farther. In 100ft, that’s 15ft farther with sprint. Big team battle will show it’s worth.
> >
> > As for slide, I think it is great to have another tool to boost speed.
>
> Your argument makes a case for why allowing players to move marginally faster than base movement is beneficial, but it doesn’t address why players should be forced to choose between either faster movement or weapon usage and not showing up on enemy motion trackers? Why should it be restricted to forward movement?
>
> I don’t have a problem with a sliding mechanic. It can be used to organically speed up movement and add depth dependent on map design & knowledge, and it doesn’t take up an input on the controller/keyboard.
The radar is an entirely different argument that even I don’t know what I would prefer.
You can basically shoot instantly out of sprint in infinite. As to why you can sprint in one direction, it’s because I see it as an ability. If you need to get somewhere as quickly as possible, you will most likely only move forward. Classic halo did slightly reduce backwards movement speed if I remember correctly. Essentially, sprint is used to hasten going to aid a teammate, closing the gap on someone who is one shot behind a corner, or just get to any position on the map faster with a risk of getting shot at first. (Admittedly some of these will be less effective in infinite due to its reduced sprint speed but but all the same)
Another thing is subjective. I personally like halo with or without Sprint (except halo 4). Some people just like to Sprint and it makes them feel good. Some can argue it’s more immersive for them and that matters to some people. You can argue not having sprint is more immersive because your always sprinting and have guns up as a Spartan should.
Sometimes I wonder how many people underatand that Halo was so fantastic because it was simple. Even as much as I like Halo 3 and Equipment, I see how that adds a layer of complexity. The only reason it works, is because it doesn’t screw with the movement, map design, or weapon ballance. You see, it’s something that makes you stop and think about how to approach a situation, but doesn’t add another input you’re basically required to press all the time. Sprint in Halo is arbitrary complexity because you have to manually enable it all the time.
> 2533274820483063;6149:
> I am just reporting what I found. I still think that small increase will be worth it more in BTB.
>
> I have seen you and you have probably replied to me more than anyone else on the forums. So I was wondering. What did you think of halo infinite
Understandable. After the flight there’s just been a lot of confilcting info about the sprint speed, and I’m just trying to relay what I think is accurate, at the very least to keep the discussion informed about conflicting results. Because I think it matters for people’s perception about sprint in Halo Infinite whether they believe it’s 10% or 15% (or 3%).
Anyway, my views on Halo Infinite. Haven’t gotten to play it a lot. But generally, I think the direction is right in some ways, and wrong in others. Reintroduction of equipment pick-ups is great. I think that’s a great way to add new things to gameplay without needing to worry about a lot of the issues that come with base abilities. I think the weapon sandbox seems functionally fairly promising (not keen on all the aesthetics though).
However, when it comes to base movement, 343i managed to basically do the opposite of what I wanted. You see, when we look at Spartan Abilities from Halo 5, Thruster pack for me was the one that showed the most promise. It works with the gameplay style of Halo. You could’ve made slide a side function of it (crouch + thrust). I don’t want to go on too big of a tangent about it, but there was a way to experiment with advanced movement in a more classic friendly way (though some classic purists will disagree). Instead 343i left in what I consider to be the three least interesting Spartan Abilities. Two of these were the ones I had the most issues with, and that go against the classic style the most. (Slide was okay, just kind of boring.) It’s not the worst compromise I could’ve hoped for (that would’ve involved leaving sprint unnerfed), but it’s just so unsatisfying.
Going back to a more positive note, it’s nice that sprint is at least in such a state that I almost feel like I can actually ignore it most of the time. The map design seems like there are less forced sprint and clamber jumps, which is good.
In summary, I think Halo Infinite has the potential to have the best Halo multiplayer 343i have ever made. However, its checkbox style inclusion of sprint and clamber still leaves me feeling like an outsider.
> 2533274825830455;6154:
> > 2533274820483063;6149:
> > I am just reporting what I found. I still think that small increase will be worth it more in BTB.
> >
> > I have seen you and you have probably replied to me more than anyone else on the forums. So I was wondering. What did you think of halo infinite
>
> Understandable. After the flight there’s just been a lot of confilcting info about the sprint speed, and I’m just trying to relay what I think is accurate, at the very least to keep the discussion informed about conflicting results. Because I think it matters for people’s perception about sprint in Halo Infinite whether they believe it’s 10% or 15% (or 3%).
>
> Anyway, my views on Halo Infinite. Haven’t gotten to play it a lot. But generally, I think the direction is right in some ways, and wrong in others. Reintroduction of equipment pick-ups is great. I think that’s a great way to add new things to gameplay without needing to worry about a lot of the issues that come with base abilities. I think the weapon sandbox seems functionally fairly promising (not keen on all the aesthetics though).
>
> However, when it comes to base movement, 343i managed to basically do the opposite of what I wanted. You see, when we look at Spartan Abilities from Halo 5, Thruster pack for me was the one that showed the most promise. It works with the gameplay style of Halo. You could’ve made slide a side function of it (crouch + thrust). I don’t want to go on too big of a tangent about it, but there was a way to experiment with advanced movement in a more classic friendly way (though some classic purists will disagree). Instead 343i left in what I consider to be the three least interesting Spartan Abilities. Two of these were the ones I had the most issues with, and that go against the classic style the most. (Slide was okay, just kind of boring.) It’s not the worst compromise I could’ve hoped for (that would’ve involved leaving sprint unnerfed), but it’s just so unsatisfying.
>
> Going back to a more positive note, it’s nice that sprint is at least in such a state that I almost feel like I can actually ignore it most of the time. The map design seems like there are less forced sprint and clamber jumps, which is good.
>
> In summary, I think Halo Infinite has the potential to have the best Halo multiplayer 343i have ever made. However, its checkbox style inclusion of sprint and clamber still leaves me feeling like an outsider.
I understand how you feel. I enjoyed halo 5 alot and I genuinely thought thrusters were going to stay without Sprint but here we are.
So far it seems thrusters are returning as equipment which we will have to see how that turns out if the PC key bindings are to be believed. I am very happy that there is a much bigger attention to the sandbox. Something like the repulser and grapple hook are very Halo in how they can interact with other elements of the game. I am hoping that more of the equipment that will be added will be this way. These equipment can make it go from a good halo game to a great halo game.
The movement is give and take and will always have people who like certain things more than others. I do agree that it will be the Halo game that pleases the most people from 343i which is great to see.
> 2533274825830455;6154:
> > 2533274820483063;6149:
> > I am just reporting what I found. I still think that small increase will be worth it more in BTB.
> >
> > I have seen you and you have probably replied to me more than anyone else on the forums. So I was wondering. What did you think of halo infinite
>
> Understandable. After the flight there’s just been a lot of confilcting info about the sprint speed, and I’m just trying to relay what I think is accurate, at the very least to keep the discussion informed about conflicting results. Because I think it matters for people’s perception about sprint in Halo Infinite whether they believe it’s 10% or 15% (or 3%).
>
> Anyway, my views on Halo Infinite. Haven’t gotten to play it a lot. But generally, I think the direction is right in some ways, and wrong in others. Reintroduction of equipment pick-ups is great. I think that’s a great way to add new things to gameplay without needing to worry about a lot of the issues that come with base abilities. I think the weapon sandbox seems functionally fairly promising (not keen on all the aesthetics though).
>
> However, when it comes to base movement, 343i managed to basically do the opposite of what I wanted. You see, when we look at Spartan Abilities from Halo 5, Thruster pack for me was the one that showed the most promise. It works with the gameplay style of Halo. You could’ve made slide a side function of it (crouch + thrust). I don’t want to go on too big of a tangent about it, but there was a way to experiment with advanced movement in a more classic friendly way (though some classic purists will disagree). Instead 343i left in what I consider to be the three least interesting Spartan Abilities. Two of these were the ones I had the most issues with, and that go against the classic style the most. (Slide was okay, just kind of boring.) It’s not the worst compromise I could’ve hoped for (that would’ve involved leaving sprint unnerfed), but it’s just so unsatisfying.
>
> Going back to a more positive note, it’s nice that sprint is at least in such a state that I almost feel like I can actually ignore it most of the time. The map design seems like there are less forced sprint and clamber jumps, which is good.
>
> In summary, I think Halo Infinite has the potential to have the best Halo multiplayer 343i have ever made. However, its checkbox style inclusion of sprint and clamber still leaves me feeling like an outsider.
Thrusters worked somewhat well because it acts more like recharging equipment. It’s a situational tool the rest of the game doesn’t neccisarily need to be designed around. It’s not something you need to use constantly. Clamber could be the same way, but 343 still shoehorns map design to force it. With Sprint and Clamber, all aspects of a map are made larger and more open, purely for the sake of accomidating them. You have to use them if you want to go anywhere in a timely manner. The difference between Sprint and Clamber, is that Clamber could still be another “save me” button like Thruster, whereas Sprint has to have map design elongated to make it useful without breaking the spawn system. In other words: Thruster and Clamber can work because they are very short term actions, which means map design doesn’t need to change to accomidate them as a concept, but Sprint doesn’t work because it’s more of a constant when you aren’t attacking anything, which means map design needs to change to make it work well with literally everything else in the game. Because Halo’s gameplay is so heavily based on movement, Sprint throws the rest of the game off.
> 2533274798978596;6147:
> > 2535410766963836;6144:
> > > 2533274798978596;6139:
> > > Sprint, slide and clamber feel pretty great in Infinite and I appreciate them a heck of a lot more here than in Halo 5. This feels like an actual modernized Halo.
> > >
> > > People who hate these mechanics but still want to play Infinite might just need to get used to it. It’s supposed to be around for 10 years right?
> >
> > I don’t hate them, but as of right now, they’re wasted mechanics because of how inconsequential they are for the current 4v4 maps, and how inconsequential sprint looked in the campaign gameplay demo. The sprint button would serve its general purpose better as an evolution of Armor Abilities instead, as an additional mechanic in the vein of Equipment. Armor Abilities might be redundant to Equipment, but at least the sprint button will find better use in Custom Games, Action Sack, and grassroots tournaments.
> >
> > If Infinite is supposed to be around for 10 years, I’d rather have more options for gameplay and Forge rather than go back to having universally static mechanics in the way Halo Reach through 5 limited Custom Games possibilities by removing features (Dual Wielding, Armor Abilities, customizable Loadouts, and Ordnance) or replacing them with non-modular mechanics (Spartan Abilities). Infinite looks like it will be close to being the perfect Halo in terms of gameplay and weapon balance, but I doubt it’ll bring back the Custom Games community in full because of the lack of options to let us improve modes that were only possible in Reach and 4.
>
> I personally don’t find sprint inconsequential at all, but that isn’t just because of the slight increase. I think it feels better to have it. I know you didn’t say this but someone else did at some point… but I think if we just made base movement speed as quick as sprint that the game would be too fast.
>
> Anywho, I’m excited for customs because of the equipment and with the hopes of new equipment being added in the future to shake up the sandbox over the years… I think customs will be more than fine.
There’s more to game pacing than movement speed, but I agree the game would be more chaotic. Not sure about faster since the time-to-kill is the same, so it might be slower because of a slightly more difficult target acquisition.
I agree Customs will probably be more than fine since Equipment was reintroduced, but it won’t be great since a few features of classic game modes are still gone, even if Forge might be the best it’s ever been.
I recently was playing MCC and was switching between Halo 3 and Halo 4 games. The absence of sprint in Halo 3 brought simply brought forth more of a challenge in my opinion. I think it eliminates a lot of players just running away healing and trying again. That is to say, if they are in the wide open with no nearby cover and don’t have gun skill, they deserve death. It forces you to either hit all your shots, utilize equipment such as your frag or plasma grenade, or just be smarter about the way you position yourself. I enjoyed Halo a lot more before they added sprint and jet backs and all that jazz. But on the flip side, playing a lot of Warzone with the sprint and tac sprint and slide mechanics, it makes the game a lot more fast pace and pretty much does everything I said for the reasoning of no sprint. But it depends on the TTK of the weapons. Without a doubt, whatever the devs decide, I will be happy. I have been eagerly awaiting Infinite and will be happy just to be back on Halo for a main game.
There’s always going to be the “classic” and “modern” era Halo debate. I don’t think that will really ever get solved.
I myself do prefer the Halo 3 play style. I have always found that everyone being able to move the same speed at all times an incredible tool to play in an arena style game. Call it balance.
That being said, I also understand that things evolve and grow overtime. Nothing will stay the same forever. As gamers in this community we need to understand that.
A lot of us are still stuck in the good ole days, 18-20 years old grinding out H3 multiplayer in our dorm rooms online with our buddies down the hall.
At the end of the day, Halo Infinite sprint seems like the biggest compromise for a sprint we’ve had yet. It’s barely faster and used as a tool basically to slide. As for the point OP states that while sprinting, we can’t shoot - I do agree with this. You either have to choose to move - or fight. Where in H2/H3, you can move AND fight.
All in all, I think everyone will adjust and learn to love this game. 343 has dedicated a lot of time to this, trying to please EVERYONE. As a community we should be thankful for that.
TL;DR - get out of the past, grow and adjust as a gamer. be thankful for 343. be a good community. halo infinite sprint isn’t that bad
> 2533274825830455;6142:
> > 2533274793006817;6138:
> > > 2533274825830455;6135:
> > > > 2533274793006817;6132:
> > > > That would look and feel terrible. So Spartans just slide going zero? That would be pretty asinine.
> > >
> > > Use a bit of creativity:
> >
> > I’d rather just go with the thing that feels good and makes the most sense; sprint.
> >
> > 343i got rid of the problematic, goofy nonsense from Halo 5 that made the game feel wonky. Sprint, slide and mantling make the game feel smoother and feel more alive.
> >
> > Why not focus on something that actually does fundamentally stop the game from having that beloved classic feeling? ADS.
>
> I wasn’t asking creativity in thinking alternatives to sprint, but in considering possible ways to implement my suggestion before you criticize it. That might lead to some more interesting feedback.
>
> I get it, you like sprint. You have no reason to take alternatives seriously because you’re already as happy as could be. But understand that sprint doesn’t feel good to me, and it doesn’t make sense to me.
And how does sprinting not make sense to you? Have you ever played a sport or watched an action movie?
> Therefore I would rather come up with something that feels good and is more congruent with the foundation of Halo’s gameplay.
There is nothing more congruent to the foundation of Halo’s original gameplay than sprint. Sprint is literally the one thing all able bodied humans do when they are doing something physical and active.
Tell me what is more natural to humans than running that wasn’t already in Halo.
> And let’s not forget that my suggestion wasn’t made to convert people who aren’t willing to consider alternatives to sprint, but to demonstrate that sprint doesn’t contribute anything of value to the gameplay that can’t be done without sprint.
OK, well you did a poor job because you failed to give an alternative to something that feels like running, as well as makes something like sliding feel natural and not ultra clunky as hell.
A game (any game) is always better the more options/possibilities it offers you as player. Thats why sprint needs to stay benefits immersion, offers more options to the player and it could be even more, also reaches the goal that any game should be striving for in every subsequent release of modernizing itslef and offering new and fresh mechanics (though sprinting its not exactly a modern mechanic in most fps games) Halo has a pretty good emphasis on offering you epic fun moments with its close quarters melee mechanics and weapons without sacrificing balance to the competitive page, I certainly can think on a bunch of ways we can focus on that and make sprint something more than what it already poses for, and or balancing the correct implementation of it.
May I humbly suggest the contemplation of the concepts ideas i´am about to offer.
-Sprint should be slightly faster that it already is
-Some sort of adittional value should be added Devs already show this intention by implementing the slide feature. (I personally would also implement a sort of acrobatic mechanic so as like sprinting to a wall and jumping to bounce of it by pressing the jump button again right as you hit the wall) this would set the foundation for a lot of more epic stuff although we would have to contemplate the drawbacks it brings for low sens mouse players, an alternative to this could be briefly wall running which could have some really impactful uses.
-On the other hand if sprint turns out to not be the choice of preference i would completely remove it and replace it with a quick dash similar to the thrusters packs but only forward and you could engage in slide after a dash/trust, of course it is foreseeable that this is not to be an armor ability it should be in your player mechanics kit.
And i even dare to suggest adding the option of shooting while you slide.