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> > > > > > > > > > I will miss the thrusters and I have told tsassi that I thought that was going to be the one thing to carry over but sadly not.
> > > > > > > > >
> > > > > > > > > What are your opinions on H5’s other “Spartan Abilities” like Spartan Charge, Ground Pound, or Stabilizers? Are you sad to see them (apparently) gone?
> > > > > >
> > > > > > I know you prefer halo without Sprint so I’m assuming you hated halo 5 correct?
> > > > >
> > > > > TL;DR- I dislike & was disappointed by H5 for more reasons than just Sprint’s inclusion.
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> Trying to stay on the topic of this thread, did you like how 343i rebalanced Sprint in H5? Being able to get shot out of it when starting? The shield recharge delay? Do you have any mixed feelings on how Infinite has stepped away from that?
I think sprint in halo 5 was perfectly implemented for high level play. Sprint in halo 5 also fixed some of the complaints coming from reach and halo 4. When looking at low level play, sprint was a huge nerf and underpowered. The benefits of sprint in halo 5 came when combined with other armor abilities which just isn’t seen in lower level play.
Being able to get shot out of sprint (also getting slowed down if getting shot while already sprinting) has raised the skill floor for in halo 5. In halo reach and halo 4, someone can sprint away from a fight. This took no thought and was extremely effective in lower level play where a players aim and general knowledge was not the best. In halo 5, it simply could not be done and you had to fight back as you would in classic halo. So I feel sprint lowered the skill floor in reach and halo 4, this aspect in halo 5 raised it. This was also crucial to keep higher level players from spamming advanced mechanics.
Now moving on to the recharge delay, I also think this raised the skill floor. Delaying shield recharge is always risky. Again, at low level play, general knowledge of the games mechanics, flow, and map traversal is limited. Often times leading to scenarios where they sprint in the wrong area and get picked off or decide to settle down in an unsafe area that’s easily accessible. For high level play, it’s different, it raised the skill ceiling in my eyes. There are just some gunfights in halo where you cannot win and must retreat. Often times in classic halo. It’s as simple as turning a corner. This was not hard to come by because most classic arena maps had many corners/obstacles as cover due to not having sprint. Now since the person retreating moves the same speed as the attacker, there is no way for the attacker to close the gap. This made it more difficult for the attacker to get the kill due to a lack of options. In halo 5, the attacker can close down ground using sprint. Keep in mind, the person retreating now has to be able to either defend himself, stall (often the case in classic halo), or just sprint away. Sprinting away will have its risks and you will only escape assuming you are fully aware of players positioning and your own map traversal. I feel this took halo 5 skill ceiling up.
Now for Halo Infinite, we don’t know what will happen. It has been confirmed there will be no grenade hit markers in ranked play. Now I’m sure there will be other differences and maybe no recharge with sprint is one of them. Overall, sprint is not much faster than base movement speed and it is only going to be connect with slide now. In many ways it is not going to be detrimental to gunfights like it was in halo 4 and reach. I did not have a single player sprint away from me in PvP from the flight. So I feel it may be overkill to have a recharge delay on top of the way the radar functions. If those are the final settings then I much prefer to just bump base movement speed to Sprint speed. If the recharge delay is not there, I would like to try both radar types.
Overall, I feel sprint in infinite is not intrusive to the gunfights and will allow for a more classic map design and flow approach. At the same time, it will have some benefits when used correctly even if it’s minor compared to before. I think it’s the best way to make a compromise for both old and new to be happy.