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> > The biggest thing that I notice from jumping between the Classic Style of Halo and 343 era games is how the inclusion of sprint hurts the game far too much for it to be included in future titles. However, classic movement unless the setting is dialed up feels too slow and cumbersome. Furthermore, map traversal for campaign is negatively effected by classic movement. Sprint needs to go, but we cannot go back to what we had in CE-3 with so many games since then have conditioned players to expect faster movements speeds (from Overwatch to Destiny to Doom 2016 what classic fans call enhanced mobility is here to stay in FPS). Sprint for me has 3 major issues, 1: It lowers your gun meaning that you are not always ready to fight (thus engagements too often are decided upon which player saw the other first) 2: It allows too many escapes and encourages a cat and mouse style chase (Guardians lessened this, but not enough) 3: Maps have become very stretched out making both engagements and map design suffer. While I have not read the entire thread (that should not come as surprise due to its length and perhaps my idea has been already discussed) what I would like is a mechanic where the player builds momentum when traveling for a sufficient distance (and thus time) to reach top speed. The entire time the player 's gun is out and if shot the player breaks out of this momentum building mechanic. I believe this mechanic solves all three issues I laid out. Your gun is always up making the first point null, it makes escapes more difficult since players no longer can dramatically increase their speed all at once, and if maps were designed for base movement speed, but with additions (or options) that could only be reached by high momentum movement
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> Sounds promising. And there is no reason why campaign and multiplayer couldn’t have slightly different rates of momentum change if required.
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> And a 4th problem with sprint is the Spartan’s one tap vulnerability from behind. In the good old days you had time to watch and control the space behind you… so a one hit kill was a valid penalty. But with faster speeds, and increased vertical movement, you simply can’t protect your rear. The one hit melee is now a relatively cheap kill… and probably needs to go.
i think automaticaly reaching this momentum would result in an increase of double melee/ back rush down incidents. but its still better than normal sprint.
i propose a mechanic like the momentum increase proposed by Spartan Ralphie, but with a slight change: the starting of the momentum increase is button toggled, but when you have the increased momentum your turning rate (aiming sensitivity) is reduced. if you start shooting/punching/throwing grenades you drop out of the ongoing momentum boost and loose your build up momentum to friction ( not instantly) (you can turn normaly again (instantly able to shoot, the turning speed quzickly increases back to normal (so you can’t just snap around (counters the benifit to suprising somebody by being faster)), but take a few steps in the previously momentum rich direction (residual momentum), like you would do with a mancanon.
this would reduce the prevelance of cheap speed based kills and running away, because themomentum makes you faster but less manuverable otherwise ( kind of like a ghost boost). The button toggling of this would be necessary to prevent accidental reductions in manuverability. the extra momentum shouldn’t be higher than 20% over the normal walking speed ( halo 5 sprint is around 40%) ( a slightly higher base movement speed would be nice either way).
during the internaly increased momentum phase shield recharge rates should be lowered ( not during external momentum phases, like mancanons)( desincentivice running away or rushing in).
extra momentum could increase the melee damage, but could also increase the damage taken from melee in the same way ( to counter the charge- attack problem: step aside, let the other run past ( because of residual momentum) and get a free melee boost ( you practicaly trip the runner ))
not holding the movent ministick at full forward also cancels the extra momentum.
another thing i propose is a slight bounciness to your character to utilize gained momentum ( bouncing of walls at an angle, performing trick jumps, skipping over enemies, etc.) and a stronger impact of player momentum on map objects and other players/ AI’s ( pushing crates, pushing enemies)(could be usefull and funny)
if thrusters were to stay they could synergize with the proposed momentum mechanics without much change ( maybe a downward thrust could be implemented). they could function like small mancanon boosts ( they should not be animation-based but momentum based)
melees strenghtened by extra momentum could replace spartan charge and ground pound and open the door for many other things possible.
animation based clamber should be removed in my opinion.
a second " half strenght jump " hitbox on your feet (can only be used for jumps, has no “smooth step” capabilities like the normal feet hitbox) could work simmilarly. but it would be manual, omni directional, would need to be timed and would benifit from crouch jumping ( the additional half- jump hitbox is connected to your feet, so crouching would move it upwards , just like the normal feet hitbox). the height reachable by this second jump-only hitbox should be the same as crouch jumpimping, so skilled players could use crouch jumping instead and not lose momentum. crouch jumping combined with the jump-only hitbox could reach up to chest high obstacles.
the mainstream tradeof for sprint is " mobility vs. shooting " which does not fit in halo. my proposed tradeof would be " momentum vs. agility ", leaving the golden triangle untouched.
a tradeof is necessary because otherwise the already sped up player has an advantage over the not yet sped up, hurting the gameplay by making it more twitch- shooter esque (COD) or to run&gun heavy (Doom). the tradeof is conected to a button to make it voluntary.