The return of classic movement mechanics?

> 2535406972669048;6161:
> A game (any game) is always better the more options/possibilities it offers you as player.

That’s not exactly true, otherwise we’d all be calling Halo 4 the peak of the series due to the sheer amount of options you can choose from just from loadouts and random in game drops during Infinity game modes - and then we’d be denouncing Halo 5 for reducing options and then denouncing Halo Infinite for reducing them further.

> 2533274833081329;6162:
> > 2535406972669048;6161:
> > A game (any game) is always better the more options/possibilities it offers you as player.
>
> That’s not exactly true, otherwise we’d all be calling Halo 4 the peak of the series due to the sheer amount of options you can choose from just from loadouts and random in game drops during Infinity game modes - and then we’d be denouncing Halo 5 for reducing options and then denouncing Halo Infinite for reducing them further.

But then we have Halo Reach which had something (Cant exactly put my finger on it but it was the feeling you got playing it) that left its mark forever in the player community and the game. (In a good way).

I think it’s interesting that Infinite’s base movement mechanics are closer to CE’s than anything else when you’re looking at just base movement.

In CE, running straight forward only (absolutely no diagonal movement) gives the player a +12% movement speed boost compared to strafing and walking backwards.

Sprinting in Infinite gives a +9% boost to movement speed.

Other than slide, we’re closer to classic movement than we’ve been since the original trilogy. (Personally I like slide because I think it feels very natural in shooters to me.)

(I made a separate post on the forum about clambers implementation in Infinite, and how it encourages crouch-jumping way more than any title since probably Reach. “343 has heard anti-clamber players loud n’ clear” is that post if you’re interested in that.)

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> > 2533274833081329;6162:
> > > 2535406972669048;6161:
> > > A game (any game) is always better the more options/possibilities it offers you as player.
> >
> > That’s not exactly true, otherwise we’d all be calling Halo 4 the peak of the series due to the sheer amount of options you can choose from just from loadouts and random in game drops during Infinity game modes - and then we’d be denouncing Halo 5 for reducing options and then denouncing Halo Infinite for reducing them further.
>
> But then we have Halo Reach which had something (Cant exactly put my finger on it but it was the feeling you got playing it) that left its mark forever in the player community and the game. (In a good way).

Just giving players options isn’t enough to get them interested or to keep them interested. Options have to be implemented in a way that complements the original reason for players coming back every iteration. Out-of-match loadout customization, Ordnance, and Armor Abilities were excellent ideas, but they were implemented in ways that drove players away.

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> > >
> >
> > 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?
>
> The radar is an entirely different argument that even I don’t know what I would prefer.

That’s fair. It’s the newest change and we’ve not gotten to see much of how the game plays with it (especially versus other players). Even so, it goes hand-in-hand with Sprint now, so it’s hard to not bring it up.

> 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)

You noted that players can almost instantly shoot out of Sprint and between that and the relatively meager speed increase Sprint affords, I don’t see much of a trade-off (aside from MT detection, but we’ll put a pin in that). The trade-off aspect of Sprint is the only part of the “pro-Sprint” argument I could somewhat understand (not agree with, but understand). Without that, it feels like more of a formality than anything.

As for seeing Sprint as an ability, do you see any particular benefit to that? Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing.

> 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.

I try to leave the whole “immersion” debate alone because attempting to change someone’s mind about what they find immersive is an act of futility.

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> > > >
> > >
> > > 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?
> >
> > The radar is an entirely different argument that even I don’t know what I would prefer.
>
> That’s fair. It’s the newest change and we’ve not gotten to see much of how the game plays with it (especially versus other players). Even so, it goes hand-in-hand with Sprint now, so it’s hard to not bring it up.
>
>
> > 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)
>
> You noted that players can almost instantly shoot out of Sprint and between that and the relatively meager speed increase Sprint affords, I don’t see much of a trade-off (aside from MT detection, but we’ll put a pin in that). The trade-off aspect of Sprint is the only part of the “pro-Sprint” argument I could somewhat understand (not agree with, but understand). Without that, it feels like more of a formality than anything.
>
> As for seeing Sprint as an ability, do you see any particular benefit to that? Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing.
>
>
> > 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.
>
> I try to leave the whole “immersion” debate alone because attempting to change someone’s mind about what they find immersive is an act of futility.

Making base movement speed faster is not the same as sprint. Sprint is to give you an option to move faster than everyone not using it, thus it is an ability. It’s up to the player to use it to their own advantage. Keep in mind, bad use of it will get you killed. The point is just to give you the ability to move at a speed someone in combat cannot reach. Obviously the advantages are less in Infinite due to its smaller difference. I think people don’t mind that though because most classic fans don’t like maps designed for sprint. Now that sprint in infinite is not as fast, we can have more classic design in map flow. But just wanted to point out the difference between base movement speed increase and sprint.

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> > 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.

Are you being purposely confrontational, or have you genuinely not considered that your preference for what is “natural to humans” is not universal? I don’t play Halo to simulate the experience of being a human. My Halo character behaving like a human is about as important to me as the karts in Mario Kart behaving like actual go-karts.

When I consider Halo’s gameplay, my considerations revolve primarily around how Halo works as a game. It revolves around thngs like how players interact, and what are the tactics and challenges of the game. When I talk about the foundations of Halo, I’m referring a set of gameplay features of the original Halo games that I have identified as of personal importance. These are the features that, in my view, make Halo great. Among these is the ability to always be able to shoot when on foot, and that movement mechanics should ultimately serve combat. Sprint is by design contradictory to this, hence it doesn’t make sense to me as a Halo mechanic. In some other game? Sure, maybe, but not in Halo.

> 2533274793006817;6160:
> 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.

Again, I wasn’t trying to come up with something that feels the same as sprint to you personally. I was just demonstrating how a function attributed to sprint is actually entirely independent of sprint. If you find that you don’t like the feel of a mechanic that you’ve never tried or even seen in action based on a short, extremely non-specific description, I’m sorry, there’s nothing I can do to help you. You’ve made up your mind based on an astonishingly small amount of information.

> 2535406972669048;6161:
> Thats why sprint needs to stay benefits immersion, offers more options to the player

That’s objectively false.
Sprint doesn’t offer option, it only takes them away.

In games with sprint you can no longer:

  • Shoot while moving at top speed
  • Move at top speed in any other direction than forwards
  • Move at any speeds between top speed and an arbitrary cutoff point
    All these things (and more) are possible in games without sprint.

Even Infinite - which has probably the most agreeable sprint to date - doesn’t actually let you do any of these things. The “maintain sprint” option only puts you back into sprint after you have fired your weapon or thrown a grenade or done any other ability that would normally cancel sprint, but while doing these things you still are moving slower than 100%. It’s just no longer as egregious as before because the punishment you suffer for doing basic gameplay mechanics (shooting, 'nading, etc.) isn’t as severe due to the lower delta between top speed and the BMS-cutoff. But taken on its own, nothing has fundamentally changed.

As for the “immersion” argument: Spartans are able to shoot with perfect accuracy while sprinting. Implementing the mechanic in such a way that directly contradicts lore makes the game less immersive for me and many other players.

> 2614366390849210;6164:
> I think it’s interesting that Infinite’s base movement mechanics are closer to CE’s than anything else when you’re looking at just base movement.
>
> In CE, running straight forward only (absolutely no diagonal movement) gives the player a +12% movement speed boost compared to strafing and walking backwards.
>
> Sprinting in Infinite gives a +9% boost to movement speed.

I mean, forward speed in all Halo games is faster than strafe and backward speed. Sprint is a boost on top of the forward speed. Not sure by what logic you single out Halo CE, since you might as well say the same about Halo 5, which, you know, also has sprint and all that going for it in terms of closeness.

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> > 2535406972669048;6161:
> > Thats why sprint needs to stay benefits immersion, offers more options to the player
>
> That’s objectively false.
> Sprint doesn’t offer option, it only takes them away.
>
> In games with sprint you can no longer:
> - Shoot while moving at top speed
> - Move at top speed in any other direction than forwards
> - Move at any speeds between top speed and an arbitrary cutoff point
> All these things (and more) are possible in games without sprint.
>
> Even Infinite - which has probably the most agreeable sprint to date - doesn’t actually let you do any of these things. The “maintain sprint” option only puts you back into sprint after you have fired your weapon or thrown a grenade or done any other ability that would normally cancel sprint, but while doing these things you still are moving slower than 100%. It’s just no longer as egregious as before because the punishment you suffer for doing basic gameplay mechanics (shooting, 'nading, etc.) isn’t as severe due to the lower delta between top speed and the BMS-cutoff. But taken on its own, nothing has fundamentally changed.
>
> As for the “immersion” argument: Spartans are able to shoot with perfect accuracy while sprinting. Implementing the mechanic in such a way that directly contradicts lore makes the game less immersive for me and many other players.

I completely understand this, yet i beleive halo core movement mechanics cover very nicely all that you have said any shooter experienced players know that sprinting in the middle of combat is a bad idea since you.cannont inmedietly respond to incoming fire among all the other things you mentioned but when needed sprint is still an option understanding all this and more is why i also sugested the alternative of the dash wich impar would satisfy a common demand i have seen already from a big group of the community refering the thruster packs from halo 5 i understand your concern and beleive me.it is mine also ¿how about implementing something like being more visible in radar if you sprint or like radar shows the direction youre facing if you sprint?
Yeees this would prevent sprint abuse make the game.more interesting and force you to choose well when to and when not to sprint depending on map, mode,weapon loadout, etc.
Like someone else said in previous post is not about adding mechanics for the simple sake of doing so, is how you implement them i am droping of this debate though i am pretty sure devs know by now.exactly what they will do about the matter.

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> > > > 2535406972669048;6161:
> > > > A game (any game) is always better the more options/possibilities it offers you as player.
> > >
> > > That’s not exactly true, otherwise we’d all be calling Halo 4 the peak of the series due to the sheer amount of options you can choose from just from loadouts and random in game drops during Infinity game modes - and then we’d be denouncing Halo 5 for reducing options and then denouncing Halo Infinite for reducing them further.
> >
> > But then we have Halo Reach which had something (Cant exactly put my finger on it but it was the feeling you got playing it) that left its mark forever in the player community and the game. (In a good way).
>
> Just giving players options isn’t enough to get them interested or to keep them interested. Options have to be implemented in a way that complements the original reason for players coming back every iteration. Out-of-match loadout customization, Ordnance, and Armor Abilities were excellent ideas, but they were implemented in ways that drove players away.

Of course i have faith in our divine praised may they be halo infinite devs to implement things the way it feels.right and not just do stuff for the sake of doing them once you invest in a game you have to give your trust and support to the people behind it as well.

> 2533274825830455;6170:
> > 2614366390849210;6164:
> > I think it’s interesting that Infinite’s base movement mechanics are closer to CE’s than anything else when you’re looking at just base movement.
> >
> > In CE, running straight forward only (absolutely no diagonal movement) gives the player a +12% movement speed boost compared to strafing and walking backwards.
> >
> > Sprinting in Infinite gives a +9% boost to movement speed.
>
> I mean, forward speed in all Halo games is faster than strafe and backward speed. Sprint is a boost on top of the forward speed. Not sure by what logic you single out Halo CE, since you might as well say the same about Halo 5, which, you know, also has sprint and all that going for it in terms of closeness.

H4 and H5 were somewhere in the +20-30% range though weren’t they? It’s probably been over a year since I went looking for the value, so I could be wrong about that value tbf. That’s what I was trying to say is interesting to me. That it’s SSSOOO much closer to CE than the modern games :smiley:

The sprint/slide mechanic is in every game nowadays to match up with the batte royal era, everyone saying “go play halo 3 then if u dont like the sprint” but wtf? Go play apex/cod/battlefield/halo reach/h4/h5 then?

Halo ce, halo 2 and halo 3 is unique in many ways, and why? Because of its unique movement, weapon mechanics and sandbox.

Keep halo, halo. This movement era need something “new” (old) again.

Sprint is not nessecary, especially not a slow sprint just to be able to slide.

I want 343 to let the community vote for the game to have sprint/slide movement vs no sprint/crouch bunny jump movement.

> 2533274796655740;6174:
> The sprint/slide mechanic is in every game nowadays to match up with the batte royal era, everyone saying “go play halo 3 then if u dont like the sprint” but wtf? Go play apex/cod/battlefield/halo reach/h4/h5 then?
>
> Halo ce, halo 2 and halo 3 is unique in many ways, and why? Because of its unique movement, weapon mechanics and sandbox.
>
> Keep halo, halo. This movement era need something “new” (old) again.
>
> Sprint is not nessecary, especially not a slow sprint just to be able to slide.
>
> I want 343 to let the community vote for the game to have sprint/slide movement vs no sprint/crouch bunny jump movement.

Amen, keep Halo Halo. You don’t jump over pieces in Chess. Go play Checkers. Personally, I’ve put Sprint on the D-pad and I hardly ever plan to use it. Some people are even unbinding theirs altogether

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> > > > > 2533274820483063;6146:
> > > > >
> > > >
> > > > 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?
> > >
> > > The radar is an entirely different argument that even I don’t know what I would prefer.
> >
> > That’s fair. It’s the newest change and we’ve not gotten to see much of how the game plays with it (especially versus other players). Even so, it goes hand-in-hand with Sprint now, so it’s hard to not bring it up.
> >
> >
> > > 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)
> >
> > You noted that players can almost instantly shoot out of Sprint and between that and the relatively meager speed increase Sprint affords, I don’t see much of a trade-off (aside from MT detection, but we’ll put a pin in that). The trade-off aspect of Sprint is the only part of the “pro-Sprint” argument I could somewhat understand (not agree with, but understand). Without that, it feels like more of a formality than anything.
> >
> > As for seeing Sprint as an ability, do you see any particular benefit to that? Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing.
> >
> >
> > > 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.
> >
> > I try to leave the whole “immersion” debate alone because attempting to change someone’s mind about what they find immersive is an act of futility.
>
> Making base movement speed faster is not the same as sprint.

I never said it was. I asked why not just let players move at Infinite’s sprint speed when moving forward.

> Sprint is to give you an option to move faster than everyone not using it, thus it is an ability.

I didn’t ask why you considered Sprint an ability. I asked why you thought it was beneficial for a forward-only speed boost to be implemented as part of an ability.

> It’s up to the player to use it to their own advantage. Keep in mind, bad use of it will get you killed.

This is also true of basic movement, isn’t it?

> The point is just to give you the ability to move at a speed someone in combat cannot reach.

So the “trade-off” aspect is why you think it should be tied to an ability? As I said, I can somewhat understand the appeal of that trade-off, but I think it clashes with Halo’s gameplay style. Sprint makes movement and combat mechanics compete in a tug-of-war, whereas Halo’s gameplay otherwise has them work hand-in-hand. It paints a metaphorical image in my mind of a sharply-dressed man inexplicably wearing bright green rubber boots.

> Obviously the advantages are less in Infinite due to its smaller difference. I think people don’t mind that though because most classic fans don’t like maps designed for sprint. Now that sprint in infinite is not as fast, we can have more classic design in map flow.

There in lies the problem I see with the compromise: the trade-off between sprinting and base movement is so diminished, it loses much of the appeal for those who liked that aspect… and those of us who prefer Halo sans Sprint don’t really get what we want either. It’s not enough of a change to impact map design in the obvious ways of old, but it’s likely enough to be a letdown or an irritant to anyone who felt strongly about it one way or another. Going back to the sharply-dressed man metaphor, I don’t think the solution was to only keep one of the bright green rubber boots on.

> But just wanted to point out the difference between base movement speed increase and sprint.

Again, I understand the distinction. I just can’t quite wrap my head around why, in a Halo game, people would prefer Sprint over faster base movement. A faster forward movement speed in place of Sprint would:

  • let players get around faster without impacting strafe speed (same as Sprint) - organically make players move slower when looking/shooting in a different direction than their movement - allow pursuing players to maintain the same speed as the players they chase AND maintain access to their weapons/grenades - free up a controller/keyboard input that could be used by either a different existing mechanic OR a new oneGoing back to some of your earlier comments: What do you mean when you say “clunky”? When you use the term advanced movement mechanics, what do you think makes movement mechanics “advanced”?

I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.

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> > > > > > 2533274820483063;6146:
> > > > > >
> > > > >
> > > > > 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?
> > > >
> > > > The radar is an entirely different argument that even I don’t know what I would prefer.
> > >
> > > That’s fair. It’s the newest change and we’ve not gotten to see much of how the game plays with it (especially versus other players). Even so, it goes hand-in-hand with Sprint now, so it’s hard to not bring it up.
> > >
> > >
> > > > 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)
> > >
> > > You noted that players can almost instantly shoot out of Sprint and between that and the relatively meager speed increase Sprint affords, I don’t see much of a trade-off (aside from MT detection, but we’ll put a pin in that). The trade-off aspect of Sprint is the only part of the “pro-Sprint” argument I could somewhat understand (not agree with, but understand). Without that, it feels like more of a formality than anything.
> > >
> > > As for seeing Sprint as an ability, do you see any particular benefit to that? Any reason not to scrap the animation and slight weapon delay and just make forward movement that ~10% faster? That way, players could seamlessly transition from moving towards their destination to shooting/strafing.
> > >
> > >
> > > > 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.
> > >
> > > I try to leave the whole “immersion” debate alone because attempting to change someone’s mind about what they find immersive is an act of futility.
> >
> > Making base movement speed faster is not the same as sprint.
>
> I never said it was. I asked why not just let players move at Infinite’s sprint speed when moving forward.
>
>
> > Sprint is to give you an option to move faster than everyone not using it, thus it is an ability.
>
> I didn’t ask why you considered Sprint an ability. I asked why you thought it was beneficial for a forward-only speed boost to be implemented as part of an ability.
>
>
> > It’s up to the player to use it to their own advantage. Keep in mind, bad use of it will get you killed.
>
> This is also true of basic movement, isn’t it?
>
>
> > The point is just to give you the ability to move at a speed someone in combat cannot r
>
>
>
> > Obviously the advantages are less in Infinite due to its smaller difference. I think people don’t mind that though because most classic fans don’t like maps designed for sprint. Now that sprint in infinite is not as fast, we can have more classic design in map flow.
>
> There in lies the problem I see with the compromise: the trade-off between sprinting and base movement is so diminished, it loses much of the appeal for those who liked that aspect… and those of us who prefer Halo sans Sprint don’t really get what we want either. It’s not enough of a change to impact map design in the obvious ways of old, but it’s likely enough to be a letdown or an irritant to anyone who felt strongly about it one way or another. Going back to the sharply-dressed man metaphor, I don’t think the solution was to only keep one of the bright green rubber boots on.
>
>
> > But just wanted to point out the difference between base movement speed increase and sprint.
>
> Again, I understand the distinction. I just can’t quite wrap my head around why, in a Halo game, people would prefer Sprint over faster base movement. A faster forward movement speed in place of Sprint would:
> - let players get around faster without impacting strafe speed (same as Sprint) - organically make players move slower when looking/shooting in a different direction than their movement - allow pursuing players to maintain the same speed as the players they chase AND maintain access to their weapons/grenades - free up a controller/keyboard input that could be used by either a different existing mechanic OR a new oneGoing back to some of your earlier comments: What do you mean when you say “clunky”? When you use the term advanced movement mechanics, what do you think makes movement mechanics “advanced”?

I just want to make it clear I don’t favor sprint or no sprint. I like both styles and would say I understand both decently. Also, in my previous post, I was just talking about sprint vs no sprint in general and not necessarily related to infinite.

The reason I stated it as an ability is because it has its certain use cases. You asked why only a forward moving speed increase correct. In truth, if you are sprinting, it’s because you are trying to get from point A to B as fast as possible, to do that, you will take the most direct path there. A forward moving speed only is viable for this reason. Trying to flank someone in a gunfight, sprint around. While it could be done without Sprint, sprint makes it more possible.

I don’t remember using the word clunky so some context would be nice. I would assume I would use it to explain how halo 3 may feel clunky to some players. Barely missing a jump and falling then having to walk around can feel very clunky for them. The movement won’t be fluid so it can be seen as clunky. However, we both no that halo 3 can have very fluid movement when mastered. The same can be said for halo 5. A person who is clambering every ledge and moving around the map mainly sprinting and clambering makes it clunky. What’s worse in halo 5, is someone with clunky movement will make it seem like the game has a combat mode and traversal mode. However, watch a pro or high level player would seemlesly blend them.

Now I would say for the purposes of the thread that advancent movement mechanics refers to Sprint, clamber, slide, and thrusters. That is basically the opposite of the name of the thread. Now for me, advanced movement mechanics refers to whatever traversal is done beyond the basic functions of the games mechanics. A crouch jump would be advanced movement because the game doesn’t tell you how to do it. It’s simple but it goes beyond the basic jump mechanic and combining it with crouch. In halo 5, which has my favorite movement, the armor abilites alone are not advanced movement mechanics, again, it’s the stuff you can do combining many mechanics. So a thruster slide jump would be advanced movement. It is not something the game tells you is possible.

Now as in for halo infinite, I wouldn’t mind taking sprint out as along as slide stays. As stated from both of us before, the reduced sprint speed has taken away some of it’s perks such as closing down ground and also reduced it’s risk reward. They are still there but to a much lesser extent. I think BTB will be where sprint is more viable in halo infinite if it stays the same.

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> I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.

We need more crouch jumps, but apparently there are crouch jumps designed into the map in places. Specifically Bazaar and Recharge I heard

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> > 2535462463027504;6177:
> > I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.
>
> We need more crouch jumps, but apparently there are crouch jumps designed into the map in places. Specifically Bazaar and Recharge I heard

There are some, but certain jumps require clamber. Jump height needs a buff.

> 2535462463027504;6177:
> I’m surprised people aren’t really discussing clamber, when I feel that’s the most detrimental ability in the game. It still gives you a crazy vertical reach, making crouch jumping pretty much dead in the water. Meanwhile, sprint got nerfed to heck. Of course, I still think sprint and slide may as well be removed as well as clamber, but the low jump height kind of necessitates clamber, which is objectively slower than crouch jumping.

I didn’t get to play the technical test much, but I felt like clamber’s reach was noticeably toned down compared to H5, thankfully. People definitely have better arguments against it than me, but I think a big factor is 343i’s insistence on forcing the mechanic into their map designs for some odd reason. People asked for a ledge climb since the old days, not because it’s fun to climb ledges in an FPS, but because they wanted to save the sort of bad jumps that were commonplace in classic Halo. Clamber would be a lot more inoffensive as a more straightforward punishment to bad movement as opposed to a required traversal mechanic, and it’s baffling as to why 343 treats it as the later.