The return of classic movement mechanics?

I like having sprint and clamber, but as cool the thrusters and other stuff are, they don’t feel necessary. I would like to see sprint and clamber stay

> 2533274795123910;120:
> > 2533274978553590;119:
> > Personally I would prefer classic movement, but sprint won’t be a deal breaker for me. For me, it would be most ideal if we just had no sprint but had a higher base movement speed, just a little faster than in Halo 2. If we move as slow as we did in Halo 3, then it would be problematic.
>
> Halo CE, Halo 2 and Halo 3 have the same BMS. The difference between the titles was the FoV, possibly movement accelerations, and potentially changes in map design.

Interesting, I’ll have to remember that. I know that one of the distinct features of Halo 3 is that weapons were projectile, not hitscan (which I hope to god never comes back.)

I want sprint to stay

> 2533274795123910;118:
> You claim sprint has saved your head many times, going then to assume you were in a bad spot. So that would mean sprint is a reliable mechanic to escape with, then again, you say it’s not reliable.

No, I said it’s not a guarantee. If I go sprinting down a hallway, chances are slim that it’s going to do anything for me. If I sprint and then slide, my odds improve. Which brings to this:

> Sprint as a prerequisite for slide is just how i343 implemented sliding. Slide could easily be implemented without sprint, or outside of sprint. Just have full forward momentum and then hold / press the crouch button depending on your crouch settings, and you’d slide. Sprint not required. Same could be done with Spartan Charge.

And then we’ve got a plague of Ducks and Rhinos in multiplayer on the same level of Rabbits in Halo 3 after Bumper Jumper was introduced. No thank you. It’s far better and balanced, I feel, to have a system in place where it’s accessible, but not spamable. That’s the use for it; a check against players spamming actions that do change the gameplay.

Having the BMS accelerate three seconds faster to Sprinting Speed also has it’s fair share of problems. So we push the LS forward all the way, and our movement reaches top speed in a matter of time. Great. What if we don’t want to go top speed all the time? Do you know how tiring it is to keep the joystick at half, just to prevent full movement? Having to regulate one’s speed because you’re constantly drifting into “overdrive” is going to disrupt gameplay far more than going faster than normal with a click of the stick. At only three seconds advantage, why the complaint against it?

> 2533274804813082;124:
> > 2533274795123910;118:
> > You claim sprint has saved your head many times, going then to assume you were in a bad spot. So that would mean sprint is a reliable mechanic to escape with, then again, you say it’s not reliable.
>
> No, I said it’s not a guarantee. If I go sprinting down a hallway, chances are slim that it’s going to do anything for me. If I sprint and then slide, my odds improve. Which brings to this:
>
>
>
>
> > Sprint as a prerequisite for slide is just how i343 implemented sliding. Slide could easily be implemented without sprint, or outside of sprint. Just have full forward momentum and then hold / press the crouch button depending on your crouch settings, and you’d slide. Sprint not required. Same could be done with Spartan Charge.
>
> And then we’ve got a plague of Ducks and Rhinos in multiplayer on the same level of Rabbits in Halo 3 after Bumper Jumper was introduced. No thank you. It’s far better and balanced, I feel, to have a system in place where it’s accessible, but not spamable. That’s the use for it; a check against players spamming actions that do change the gameplay.
>
> Having the BMS accelerate three seconds faster to Sprinting Speed also has it’s fair share of problems. So we push the LS forward all the way, and our movement reaches top speed in a matter of time. Great. What if we don’t want to go top speed all the time? Do you know how tiring it is to keep the joystick at half, just to prevent full movement? Having to regulate one’s speed because you’re constantly drifting into “overdrive” is going to disrupt gameplay far more than going faster than normal with a click of the stick. At only three seconds advantage, why the complaint against it?

Can’ have cooldowns, on mechanics, check. Or other balancing factors, like temporary drawbacks, to migitate spam.

You could crouch, that slows your speed.

> 2533274795123910;125:
> Can’ have cooldowns, on mechanics, check. Or other balancing factors, like temporary drawbacks, to migitate spam.

Which would serve the exact same function as Sprint. So, again, why get rid of Sprint?

> You could crouch, that slows your speed.

That is not a viable solution, and I think you know it.

> 2533274804813082;126:
> > 2533274795123910;125:
> > Can’ have cooldowns, on mechanics, check.
>
> Which would serve the exact same function as Sprint. So, again, why get rid of Sprint?
>
>
>
>
> > You could crouch, that slows your speed.
>
> That is not a viable solution, and I think you know it.

ThreadSprint’s said inclusions points:
-Immersion
-Gamers expect it
-Easier to get away
-Risk / Reward
-Getting places faster

Immersion, risk / reward and getting places are also used for the other mechanics.
Either way.

Sprint impacts map design, Guardian sized maps doesn’t exist in Halo 4-5. These smaller sized maps are accommodated for sprint, yet you don’t use it in combat, and your combat speed is used on maps designed around sprint.
It increases your chances of getting out of a tight spot with the press of a button as your assailant, has to choose between speed, firepower or just giving you up. Your disadvantage is decreased by the press of a button as your juking gets a lot a boost.
It has been under the nerf hammer several times already, both directly and felt the blows of it indirectly.

Really, pressing a button to go slower isn’t a viable option when you want to go slower?
How about getting the option to allocate a button for “turbo mode”, essentially, you set a prefered speed below 100% which you constantly travel at, then when you want to go full speed, you press that button, reaching max BMS. Functioning like sprint, in that sense, but it’s just that your BMS was increased to the default game value.
You’re the second person to bring that particular “issue” up, since Reach was announced with sprint, what I’ve seen.
The rare times I’ve gone with reduced speeds using the analog stick, I’ve had no problems keeping that speed.
The question is, how dependant are players on going slightly slower? And is that just then a convenience as people get “tired”, at which point, why not just use the suggestion I provided above?

> 2533274795123910;127:
> Sprint impacts map design, Guardian sized maps doesn’t exist in Halo 4-5.

At only three seconds advantage I doubt that sprint had much of an impact. As for map size, you’re picking and choosing; Pitfall is the exact same size as The Pit, so how can you say that Sprint impacted it’s design?

> Really, pressing a button to go slower isn’t a viable option when you want to go slower?

Crouch in your next Matchmaking game. Let me know how you do.

The point isn’t to go slower the point is to not go max speed all the time.

> How about getting the option to allocate a button for “turbo mode”, essentially, you set a prefered speed below 100% which you constantly travel at, then when you want to go full speed, you press that button, reaching max BMS.

Great idea! We can set it to the Left Stick, and call it Sprint! Oh wait…

I honestly feel they can never get rid of sprint. It’s just too ingrained into the current gaming culture. There are a handful of FPS out there that don’t have sprint, but they do have movement mechanics baked into the game play. I feel like the current Halo 5 abilities is incredibly fun and could just use some tuning. I heavily enjoy using the abilities to “attack” the map in different ways, such as jumping off of the rig and ground pounding back on or jumping out the second story window, and thrusting back in the first story window, fooling my enemy, or making an escape. I feel if more people were open minded to experiment with the skills given back when Halo 5 released, they would have been much happier and would have realized the outplay potential you have with these skills.

My buddy and I didn’t play Halo 5 1-2 years due to life getting in the way and becoming old dudes, but we booted up Halo 5 yesterday and played for about 5 straight hours, we had an insane amount of fun!

> 2533274804813082;114:
> > 2535460843083983;77:
> > I used to be able to do things in Halo that I can no longer do because of Spartan Abilities… I used to be able to clear ledges without needing to climb. I used to be able to shoot my weapon in any direction and jump ledges simultaneously.
>
> What the blazes are you on about? You can still shoot your weapon in any direction while jumping. And no, there were some ledges that you could not just “jump” to; that’s why grenade jumping and Spartan jumping was a thing.

I’d appreciate if you didn’t be obtuse. You clearly understood me.

There were ledges you couldn’t reach without grenade jumping in Halo 1-3. The point is that grenade jumping was never required to get around. In Halo 5 there’s basic map routes you just cannot reach without Clamber and this rears its ugly head during a gunfight a lot.

> 2535473481267884;27:
> Seriously, I feel like the majority doesn’t even know what slow or fast gameplay is.
> Just because you can not run across the map like a headless chicken, it is not “slow” paced. Well placed Teleporters and Man Cannons will help the players to travel around the map faster. And then there is the sandbox, the TTK for the weapons, the size of the maps. All this is way more important for the pace of the game.
>
> Sprint works fine for a lot of FPS Shooters, but not Halo. If you’ve got the right balance for the points I’ve mentioned, you will have smooth, tactical and fun gameplay.

I prefer either way. I like the classic feel, I am used to it since I played Halo since the beginning. I also like the sprint and clamber. I just don’t like the spartan abilities lol.

> 2535460843083983;130:
> I’d appreciate if you didn’t be obtuse. You clearly understood me.

No, I actually did not. Thought that would have been clear with the “what are you going on about?” bit. Especially the latter part about shooting your weapon and jumping; that is still very much possible.

> The point is that grenade jumping was never required to get around.

Neither is clambering. Every single point can be reached on foot in standard methods. Clambering offers a shortcut to these, and is frankly not so difficult or taxing of a maneuver that it warrants this much bellyaching.

> 2533274804813082;132:
> > The point is that grenade jumping was never required to get around.
>
> Neither is clambering. Every single point can be reached on foot in standard methods. Clambering offers a shortcut to these, and is frankly not so difficult or taxing of a maneuver that it warrants this much bellyaching.

You just explained yourself why it’s required for map traversal.

While I’d very much love the return to classic movement mechanics, if they were to just remove stuff like ground pound and spartan charge, the newer mechanics wouldn’t be the worse. Though I’d still prefer classic.

> 2535460843083983;133:
> You just explained yourself why it’s required for map traversal.

No, I didn’t. Or you’re reading into what I wrote to see whatever. A shortcut is not a requirement; it is a shortcut. Again, ever single inch of traversed ground in the maps can be gotten to without shortcuts or clambering.

What you didn’t address: What you were on about with shooting your weapon and jumping; How is clambering so taxing that it breaks your experience?

If h6 has any hints of advanced movement it’s a no go for me. DO NOT PULL A INFINITE WARFARE 343.

Whew, good thing there’s no such thing as Halo 6!

I hope that sprint, armor abilities, and spartan abilities are all removed from Halo Infinite. Those things broke the golden Triangle of Halo(Melee, weapons, grenades), as well as map design, and are a big reason why Halo Reach, 4, and 5 have not been anywhere near as successful as Halo 2 and 3 on Xbox Live. There’s not a single map in Reach-5 that I would want to play over any map in CE-3. I also hope that the lighting and brightness issues in 4 and 5 have been figured out.

> 2533274804813082;135:
> > 2535460843083983;133:
> > You just explained yourself why it’s required for map traversal.
>
> No, I didn’t. Or you’re reading into what I wrote to see whatever. A shortcut is not a requirement; it is a shortcut. Again, ever single inch of traversed ground in the maps can be gotten to without shortcuts or clambering.

They aren’t shortcuts. Truth and Regret have ledges right in spawn that are not accessible without using Clamber, for example. The bottom floors of Empire and Eden are a quicksand spot no one wants to be in because all the immediate ledges are too high to jump. There’s more examples than these, but you get the picture. Map traversal isn’t smooth here. Clamber is being used to force the player to slow down in high traffic areas of the map that distinctly aren’t shortcuts.

Clamber’s potential as a mechanic is squandered when most basic ledges are made super high. This throws all convenient use out the window.

> 2533274804813082;135:
> What you didn’t address: What you were on about with shooting your weapon and jumping; How is clambering so taxing that it breaks your experience?

Nothing to address. I never said it was taxing.

As long as sprint, clamber, and sliding are in I’m fine. Since GEN 1 Mark VI armor systems didn’t utilize an internal thruster system, Spartan Charge, Ground Pound, and Stabilizers are impossible to do. The other abilities they can already do. Kelly being the fastest runner tore her achilles tendon by going too fast early within the Spartan program. Toggling those three options of sprint, clamber, and slide by player choice may be the right way to go, but a work around needs to be thought of like tac-jumps.