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> 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.
Understood.
> 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.
You don’t need to tell me why you consider Sprint an ability; I understand. As I said in my previous posts:
- “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.” - " 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."I wasn’t asking why only forward movement should be faster (although I think that’s a valid question), but why the faster forward movement should be tied to an ability.
> 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’m not really debating this, but rather asking “Why players should have to temporarily ‘disarm’ themselves to get from A to B as faster as possible via faster forward movement speed?”. Why is making flanking enemies in a gunfight more possible beneficial? Why is forcing players to ‘disarm’ to have a better opportunity to flank enemies beneficial?
> I don’t remember using the word clunky so some context would be nice.
Whoops, sorry! I was thinking of a discussion with another user (Gym Meathead starting on page 306) that used the term “clunky.” How embarrassing!
> 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.
I agree that both approaches (“classic” and “advanced”) have learning curves to map traversal, but I can’t see how the Sprint mechanic in H5 contributes to that learning curve in any way that couldn’t be achieved (or better achieved) by other means. I feel the same way about Clamber, but one mechanic at a time.
> Now I would say for the purposes of the thread that advancent movement mechanics refers to Sprint, clamber, slide, and thrusters.
I again apologize for confusing our discussion with one I had with another user. Embarrassment 2: Electric Boogaloo!
> 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 this is a different use of the term than I’m used to seeing. It’s more insightful than arbitrarily labeling certain mechanics “advanced” because they were added in later games or a marketing blurb said so. I’m of the same mind as tsassi on the subject of thrusters (that it’s the most promising of the Armor/Spartan Abilities 343i have introduced), and I would’ve preferred them to come back over Sprint for that reason.
> 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.
I agree that BTB may well have a better use case for Infinite’s Sprint, but I don’t really think it sound to design/implement base mechanics that only really serve their purpose(s) in certain maps or modes. That’s what sandbox elements (weapons, vehicles, equipment) are for, in my opinion.