The return of classic movement mechanics?

I think modern mechanics should stay, maybe tweeked a bit… Classic mechanics should stay in classic Halo with MCC… Now that doesn’t mean there can’t be a playlist or two in infinite that has classic mechanics.

Well I adore your reasoning and enthusiasm I dont think will completely go classic, I’m expecting more of a classic hybrid that leans towards the old mechanics of the game then the new ones. Either that or completely new gameplay that feels like classic Halo. God of War which came out this year despite not like its previous titles of hack and slash added new types of gameplay that made the game fun and fresh. I think Halo Infinite will go a similar route and try to implement gameplay that is more or less a compromise. Although these are different genres of games I think the same strategies can be applied.

Edit:Feels great to be back here again

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> Now that doesn’t mean there can’t be a playlist or two in infinite that has classic mechanics.

If they aren’t I’m skipping the game. I know a lot of people that will. It’s more or less a requirement after Halo 5 just giving the middle finger.

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> > 2533274816788253;141:
> > Now that doesn’t mean there can’t be a playlist or two in infinite that has classic mechanics.
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> If they aren’t I’m skipping the game. I know a lot of people that will. It’s more or less a requirement after Halo 5 just giving the middle finger.

I feel bad for players who can’t seem to adapt to something as simple as mechanics. I have enjoyed all titles in one way or another despite mechanics. It won’t matter to me what mechanics infinite brings… I hope it’s another new type of mechanics as every title brought changes to them in one way or another.

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> > > 2533274816788253;141:
> > > Now that doesn’t mean there can’t be a playlist or two in infinite that has classic mechanics.
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> > If they aren’t I’m skipping the game. I know a lot of people that will. It’s more or less a requirement after Halo 5 just giving the middle finger.
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> I feel bad for players who can’t seem to adapt to something as simple as mechanics. I have enjoyed all titles in one way or another despite mechanics. It won’t matter to me what mechanics infinite brings… I hope it’s another new type of mechanics as every title brought changes to them in one way or another.

Controls went into the toilet in Halo 5 whether you liked and ‘adapted’ to the Spartan Abilities or not.

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> > Sprint impacts map design, Guardian sized maps doesn’t exist in Halo 4-5.
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> 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?
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> > Really, pressing a button to go slower isn’t a viable option when you want to go slower?
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> Crouch in your next Matchmaking game. Let me know how you do.
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> The point isn’t to go slower the point is to not go max speed all the time.
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> > 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.
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> Great idea! We can set it to the Left Stick, and call it Sprint! Oh wait…

Pitfall is about the same size as Haven, which is one of the smallest in Halo 4. That map is larger than guardian. Additionally, I don’t remember Pitfall playing like The Pit ( even with the geometrical changes removed ), or that it had even close to a similar positive reception.

You probably remember that there was a Lockout forge remake in Halo 4?
As far as I recall, it was never used in MM, and its “reviews” were of the opinion that it wasn’t fun at all to play on, because it had been scaled to sprint, and that wasn’t all there was to it. Even with sprint, it was far to easy to succsefully out-juke enemies.

Yet you need to do it long and often enough for it to be tiering.

Sure, and you retain all your traits you have with the lower BMS you chose to use, full combat capabilities, turn rates, shield recharge and so forth.

> 2533274816788253;145:
> > 2535460843083983;143:
> > > 2533274816788253;141:
> > > Now that doesn’t mean there can’t be a playlist or two in infinite that has classic mechanics.
> >
> > If they aren’t I’m skipping the game. I know a lot of people that will. It’s more or less a requirement after Halo 5 just giving the middle finger.
>
> I feel bad for players who can’t seem to adapt to something as simple as mechanics. I have enjoyed all titles in one way or another despite mechanics. It won’t matter to me what mechanics infinite brings… I hope it’s another new type of mechanics as every title brought changes to them in one way or another.

Who hasn’t adapted?

Question is, with a new engine, how much of the old stuff can they reuse, and if it isn’t much, are they going to be bothered to implement it again?

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> Pitfall is about the same size as Haven,

Pitfall is the exact same size as The Pit. The point is not to pick the most itty-bitty, fish bucket map you can find. The point is that despite being in Halo 4 and including sprint, Pitfall has the exact same distances and dimensions as a map from Halo 3. Why didn’t sprint influence Pitfall?

> Yet you need to do it long and often enough for it to be tiering.

That makes zero sense. Would you like to try again?

> Sure, and you retain all your traits you have with the lower BMS you chose to use, full combat capabilities, turn rates, shield recharge and so forth.

Well, then it’s redundant and useless. Why implement it at all, then?

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> Truth and Regret have ledges right in spawn that are not accessible without using Clamber, for example.

And are those ledges essential for traversing the map, or are they strategic locations akin to areas that people would super-jump to in Halo 2 and 3? One of those ledges is only accessible from the spawn, and only offers vantages into the Holo Tank and the spawning area. The second one must be accessed by clamber from the spawn point, true, but from the other side can be accessed with as little as a single standard jump.

> 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.

The bottom floors of Empire and Eden have very few ledges that are useful even with clambering, but has plenty of cover so that if you’re not stupid, you can traverse it and get to higher ground quickly. Most that I’ve seen just tend to avoid it, though, and gameplay continues quite sufficiently and smoothly.

What’s more, clamber does not slow down players in the slightest. It takes just as much time (if not less) than other modes of traversing the map, and works absolutely smoothly. Your arguments are insufficient.

> Nothing to address. I never said it was taxing.

Very well, I’ll just continue to assume it was nonsensical ranting.

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> Controls went into the toilet in Halo 5 whether you liked and ‘adapted’ to the Spartan Abilities or not.

Good gods you’re dramatic… Almost as bad as the other guy. No, controls did not “go in the toilet” with Halo 5, they remain quite functional and fluid. You’re just disgruntled for some vague reason supported by poor arguments that are fairly easy to dismantle.

Yes please. Considering how choppy it makes the gameplay, it would be nice to return to the smoother game flow of “classic” movement mechanics.

If it truly does, I really hope it feels like Halo 2 instead of Halo 3.

That is, Halo 2 had the faster movement/strafe/jump compared to Halo 3’s.

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> > 2533274795123910;147:
> > Pitfall is about the same size as Haven,
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> Pitfall is the exact same size as The Pit. The point is not to pick the most itty-bitty, fish bucket map you can find. The point is that despite being in Halo 4 and including sprint, Pitfall has the exact same distances and dimensions as a map from Halo 3. Why didn’t sprint influence Pitfall?
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> > Yet you need to do it long and often enough for it to be tiering.
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> That makes zero sense. Would you like to try again?
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> > Sure, and you retain all your traits you have with the lower BMS you chose to use, full combat capabilities, turn rates, shield recharge and so forth.
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> Well, then it’s redundant and useless. Why implement it at all, then?

Because The Pit is large enough to accommodate sprint for Halo 4? It had the sightlines in check to atleast somewhat diminish escape chances?
As I said, Haven is one of the smallest maps, Pitfall is about the same size. The absolutely smallest one was the Rooftop map, which was just slightly smaller than Haven.

Well then, what about Truth? The forge remake of Lockout? You left out Lockout which was scaled.

You said you don’t need to always go below max speed, but apparently you need to do it enough times, and long enough each time, that it warrants a game changing mechanic.

Why implement it? So you can go below max speed without problems, and when you need to, you go faster.
That was one of the things, wasn’t it? To be able to easily utilise speeds below max speeds?

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> If it truly does, I really hope it feels like Halo 2 instead of Halo 3.
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> That is, Halo 2 had the faster movement/strafe/jump compared to Halo 3’s.

Halo CE, Halo 2 and Halo 3 all had the same movement speed

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> Because The Pit is large enough to accommodate sprint for Halo 4?

You know, there are plenty of areas in Guardian that would work just fine with sprint, I’m sure. I’ll have to find that remake and see about giving it a go. It was probably unpopular because people were tired of remakes and wanted something new. Shocker from this community, I know.

> You said you don’t need to always go below max speed, but apparently you need to do it enough times, and long enough each time, that it warrants a game changing mechanic.

Like the hypothetical “let’s put a button to go max speed” mechanic that you’re planning that’s almost exactly like sprint? Genius.

> Why implement it? So you can go below max speed without problems, and when you need to, you go faster. That was one of the things, wasn’t it? To be able to easily utilise speeds below max speeds?

And if your hypothetical feature changes absolutely nothing but going from 90% speed to 100%, what’s the downside to using it? Everything has to have a balance; for sprint, that’s a hold on shield recharging and the loss of weapon use while sprinting. What’s your function’s balance?

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> > 2533274795123910;152:
> > Because The Pit is large enough to accommodate sprint for Halo 4?
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> You know, there are plenty of areas in Guardian that would work just fine with sprint, I’m sure. I’ll have to find that remake and see about giving it a go. It was probably unpopular because people were tired of remakes and wanted something new. Shocker from this community, I know.
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> > You said you don’t need to always go below max speed, but apparently you need to do it enough times, and long enough each time, that it warrants a game changing mechanic.
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> Like the hypothetical “let’s put a button to go max speed” mechanic that you’re planning that’s almost exactly like sprint? Genius.
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> > Why implement it? So you can go below max speed without problems, and when you need to, you go faster. That was one of the things, wasn’t it? To be able to easily utilise speeds below max speeds?
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> And if your hypothetical feature changes absolutely nothing but going from 90% speed to 100%, what’s the downside to using it? Everything has to have a balance; for sprint, that’s a hold on shield recharging and the loss of weapon use while sprinting. What’s your function’s balance?

I’m quite sure the people who tried a 1:1 remake of Guardian, were interested in testing it out as I have no memory of i343 remaking Guardian for Halo 4.
But sure, all the people testing a 1:1 remake of Guardian in Halo 4 probably didn’t like it because of being sick of remakes, not it being a small map with quite a few corners and corridors where sprint was very very useful for eacaping.

Why would going max speed need to have downsides?
I’m merely offering you a suggestion of a mechanic which accomplishes what you were looking for. A way to easily go below max speed.

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> As in we all have to walk around really slowly and such?

Or they could just remove sprint then increase base movement speed. H5 was already unbalanced as it is with speed boost, sword combined.

I Really hope so. I want to feel like I’m playing halo 3 all over again. I want to able to play a halo game that feels like halo.

The only other things I want are playable elites and dual wielding

Just be cautious, don’t let your imagination go too far. Just because it looks like Halo doesn’t mean it plays like it. I’d wait for actual details until we get too excited.

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> > 2533274889489936;2:
> > As in we all have to walk around really slowly and such?
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> Or they could just remove sprint then increase base movement speed. H5 was already unbalanced as it is with speed boost, sword combined.

How boring and redundant though… Just like the sprint debate which should die where it belongs in the Halo 5 forums where it started. But since the same old topic has been duplicated in these forums here then I’ll add my piece to the debate.

The element of sprint is vital to remain in Halo because it enables players with options by empowering them to move faster than a boring walking pace.

Bungie added sprint to Halo in a positive light, adding this - “Feel the need? Engage this Ability for a burst of speed that’s great for quickly covering ground or escaping sticky situations.” Bungie clearly felt sprint would add a compelling sense of immersion to the player, which was definitely needed and long overdue in Halo to empower players to feel more like Spartans. Because sprint was so well received and effective at accomplishing Halo’s creators’ intent, sprint has stuck around in every Halo title since Reach.

Sprint adds unique elements to the Halo gaming experience. As stated on Halopedia, “Sprint is a gameplay mechanic that enables the player to move faster than usual. When active the player can run twice as fast as walking speed, but cannot use their weapons. Sprint can be used for evasion, flanking, or speedrunning, and has been in every Halo FPS after Halo: Reach.” Spartans are super soldiers and there’s no good reason they shouldn’t be able to “beat feet,” and book it by running when the situation demands it… Just as it has been written in countless Halo books and lore up to this point, along with the portrayal of Spartans on the big screen.

You know why Spartans don’t just lumber around at one BMS in books and movies?? Because it would be incredibly bulky and boring to see Spartans lumbering around like slow moving robotic giants instead of being the agile, efficient, and quick killing machines that Spartans are supposed to be in Halo.

Bottom line- the alternative of having just one BMS is an antiquated gaming experience where players get bored when covering distances on maps. As a result very few gaming developers are still hanging on to this older way of thinking in the modern gaming experience.

I love the classic gameplay but I think it’s a bad decision to go all the way back. Certainly remove the Spartan abilities but I still would like 343 to try some kind of tweak or addition. I don’t know where most the community stands on sprint, pretty half and half I think, but I believe they can make sprint work. A toned down, non infinite (ironically) kind of sprint. Or if 343 was interested in an old idea i had, keep sprint but have the option to shoot while sprinting but make it wildly inaccurate while sprinting, making it more ideal for close quarters combat. If anything though, I’m hoping to see a return of halo 3 styled equipment.

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> > I’ve been playing halo since the OG xbox but if sprint gone so am I. I can’t go back to the slow movement of halo 3. If that’s the case good bye halo I loved u so much
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> What about the slow movement of CE?

I don’t know if you remember ce but that was not slow by any means. I’ve played halo 5 for long periods of time and then switched to ce to play custom games with friends on mcc and was shocked at how fast I was moving, especially noticeable in smaller maps.

Aye, Halo:CE has a pretty decent pace. It’s Halo 3 that is the series slowpoke. Play 1v1s on some maps in that game was sleep inducing.

I agree with other posters that the current movement mechanics should be kept, but tweaked. For example, you could make sprint have a gradual build up of speed or decrease the distance of thrusts. Keep engagements fast but also make them more deliberate so people can’t just run the hell away like they can in Halo 5.