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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?
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> > > > The radar is an entirely different argument that even I don’t know what I would prefer.
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> > > 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.
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> > > > 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)
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> > > 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.
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> > > 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.
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> > > > 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.
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> > > 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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> > Making base movement speed faster is not the same as sprint.
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> I never said it was. I asked why not just let players move at Infinite’s sprint speed when moving forward.
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> > Sprint is to give you an option to move faster than everyone not using it, thus it is an ability.
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> 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.
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> > It’s up to the player to use it to their own advantage. Keep in mind, bad use of it will get you killed.
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> This is also true of basic movement, isn’t it?
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> > The point is just to give you the ability to move at a speed someone in combat cannot r
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> > 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.
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> 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.
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> > But just wanted to point out the difference between base movement speed increase and sprint.
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> 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.