The return of classic movement mechanics?

> 2533274887410089;1960:
> Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
>
> Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
>
> Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
>
> Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.

> 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.

> 2533274801176260;1961:
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> > > > 2592250499807011;1957:
> > > > > 2533274801176260;1956:
> > > > > I’ve explained why Halo isn’t an Arena shooter because it lacks crucial features of the genre.
> > > >
> > > > In your mind and in the minds of many people who grew up on Quake/UT and only consider Quake/UT clones as “arena” FPS, I’m sure this is true.
> > >
> > > This is also true outside of those minds. You disagreeing won’t stop that from being the case, just as calling the sun a planet won’t suddenly make it so
> >
> > The problem with is that it’s completely fair to call Halo an Arena FPS, for reasons already articulated. Your definitions/required gameplay elements for a game to be considered “arena” are at least as arbitrary as anything I’ve put forward. But please, continue.
>
> The difference is, “my” definition does not contradict one of the most popular games of the genre. Yours does. In order to fully shoehorn Halo into the Arena shooter genre, you arbitrarly had to remove and add criteria to your definition, that created contradictions with preestablished releases. You’d need to make some pretty huge leaps in logic to have your baloney make sense. And so far, it doesn’t…

Are you for real right now? What is the point of your argument? Are you saying his points don’t hold any merit because you don’t believe Halo is an arena shooter? If so, that doesn’t even matter since the positions he’s taking are based on the contradictory mechanics added into the original design set forth in Halo itself by Bungie. I really don’t understand how thinking it is one is any kind of leap of logic. Half the people here lately are arguing semantics.

And even if you don’t think the mechanics are “contradictory” to the original Halo’s or arena games in general, we can get rid of that term. The added mechanics change the formula of the game so much so that the game plays drastically different to how it did. And for those advocating the classic movement mechanics, those added mechanics are seen as a negative. In any case, Halo became less unique as a result, and has fallen in terms of popularity alongside that.

> 2779900484279609;1963:
> > 2533274801176260;1961:
> > > 2592250499807011;1959:
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> > > > > 2592250499807011;1957:
> > > > > > 2533274801176260;1956:
> > > > > > I’ve explained why Halo isn’t an Arena shooter because it lacks crucial features of the genre.
> > > > >
> > > > > In your mind and in the minds of many people who grew up on Quake/UT and only consider Quake/UT clones as “arena” FPS, I’m sure this is true.
> > > >
> > > > This is also true outside of those minds. You disagreeing won’t stop that from being the case, just as calling the sun a planet won’t suddenly make it so
> > >
> > > The problem with is that it’s completely fair to call Halo an Arena FPS, for reasons already articulated. Your definitions/required gameplay elements for a game to be considered “arena” are at least as arbitrary as anything I’ve put forward. But please, continue.
> >
> > The difference is, “my” definition does not contradict one of the most popular games of the genre. Yours does. In order to fully shoehorn Halo into the Arena shooter genre, you arbitrarly had to remove and add criteria to your definition, that created contradictions with preestablished releases. You’d need to make some pretty huge leaps in logic to have your baloney make sense. And so far, it doesn’t…
>
> Are you for real right now? What is the point of your argument? Are you saying his points don’t hold any merit because you don’t believe Halo is an arena shooter? If so, that doesn’t even matter since the positions he’s taking are based on the contradictory mechanics added into the original design set forth in Halo itself by Bungie. I really don’t understand how thinking it is one is any kind of leap of logic. Half the people here lately are arguing semantics.
>
> And even if you don’t think the mechanics are “contradictory” to the original Halo’s or arena games in general, we can get rid of that term. The added mechanics change the formula of the game so much so that the game plays drastically different to how it did. And for those advocating the classic movement mechanics, those added mechanics are seen as a negative. In any case, Halo became less unique as a result, and has fallen in terms of popularity alongside that.

I have always said that I agree with his arguments and usually even like his posts. (As in “click the like button”.) My intention was never to undermine his arguments related to Halo’s gameplay.
However, that does not change the fact that his definition is wrong, and I have shown time and again how so. He even admitted that Quake 3 does not have equal starts, yet still somehow insists it would fit his definition of an Arena shooter in a way that would make Patrick Star proud. He even seems to take pride in the fact that he’s using a different definition from the people that literally established the genre decades ago (as proven by his constant boasting of “making people on Quake and UT forums cry” or something).
It’s not possible to have a meaningful discussion when everyone just redefines the denotation of words arbitrarily whenever they so please. (And trust me, I’ve been there, with regards to ADS and even with sprint. There were people claiming that Halo Reach/4/5 doesn’t have sprint because of whatever.)
I would really love to go back to the topic of the thread and have even tried to do so, but it doesn’t seem possible as long as I have to keep correcting this nonsense that was already refuted weeks ago.

> 2533274801176260;1964:
> It’s not possible to have a meaningful discussion when everyone just redefines the denotation of words arbitrarily whenever they so please.

There’s no redefinition if there’s no standard definition to begin with. Granted, the way Primus Ego Sum argues can be interpreted as excluding Quake, but there’s a fairly simple modification to the argument that maintains the essence of it while not excluding Quake. But I’m not going to tell what it is, because I’m a jerk like that, and because I think having such a strong disagreement over what is and isn’t an arena shooter is a waste of time anyway. After all, you’re not going to find a more authoritative source on the definition of “arena shooter” than some random forum user out there, which is about as authoritative as any one of us.

You need to stop insisting so hard that Halo can’t be classified as an arena shooter and Primus Ego Sum needs to understand that the way he articulates his definition does indeed strictly speaking exclude any game where players are free to choose their player model.

i think its relatively irrelevant as what kind of shooter halo is defined. it has major similarities to arena shooters, some to tactical shooters and even a few to first person walking simulators. it is is kind of its own thing. and this is not bad. and it shouldn’t try to be everything to every extent.

of course custom gametypes are the exception.

> 2533274829873463;6:
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> > There is absolutely no way this game won’t have the classic gameplay the oldest of Halo fans have adored! I am so pumped for this!
>
> As long as ground pound, spartan charge aren’t there then I don’t mind as much but surely they should increase the movement speed instead of the sprint, not a fan of being slowed down to a half just because someone shot at me.

I’m in the same boat as you - The only mechanics I wouldn’t mind if they removed would be Spartan charge and Ground Pound. Sprint is just a part of the game now and thrust can be useful. Clamber… I’m on the fence about. I miss be able to crouch jump to all necessary positions because I could still look around and shoot but from a realistic and functional standpoint I understand clamber and I don’t mind it.

> 2676022814313068;1967:
> > 2533274829873463;6:
> > > 2535449076192416;1:
> > > There is absolutely no way this game won’t have the classic gameplay the oldest of Halo fans have adored! I am so pumped for this!
> >
> > As long as ground pound, spartan charge aren’t there then I don’t mind as much but surely they should increase the movement speed instead of the sprint, not a fan of being slowed down to a half just because someone shot at me.
>
> I’m in the same boat as you - The only mechanics I wouldn’t mind if they removed would be Spartan charge and Ground Pound. Sprint is just a part of the game now and thrust can be useful. Clamber… I’m on the fence about. I miss be able to crouch jump to all necessary positions because I could still look around and shoot but from a realistic and functional standpoint I understand clamber and I don’t mind it.

the clamber hitbox should be shrunken, so it gives the same height advantage as crouchjumping, or not too much above it. crouching mid jump would move the clamber hitbox to something close to current clamber height. this way crouchjumping and clamber could coexist: crouch is faster, clamber is easier; both combined give extra height. the base jump height should be increased slightly (105% to 110%).

thrusters should be momentum based, not animation based (they should work like internal mini mancanons). sprint should give slowturn and slowstrafe, but firing(etc.) should be instantly possible, throwing you out of sprint while keeping some residual momentum and a slight, quickly fading ,slowturn (to balance rushing in and run&gun). being fired upon does not end sprint if you are at max sprint speed (but throws you out of it when not, like in halo 5, to disencourage running away mid fight (very short lead up)) . during sprinting the shield recharge rate and time of recharge start are slowed down, but not entirely stopped (two thirds across valhalla your shields should be up again). the base movement speed should be a bit higher (105% to 110%), so sprint gives only a slight boost (20% to 30%, not 40% like in H5).

extra momentum increases melee damage, radius and knockback. thrusters can also thrust downwards. pressing “jump” while being in the air takes away some of downward momentum ( fall breaking thrusters)
the spartans should have a slight bounciness to use the momentum they have.
stabilizers can be kept, but crouching while zoomed in should be needed for their activation.
slide can stay as it is. crouching can be used to reduce player momentum if you are not sprinting

> 2533274945422049;1962:
> > 2533274887410089;1960:
> > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> >
> > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> >
> > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> >
> > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
>
>
>
> > 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.

Why aren’t these the discussion? They are good ideas for Halo. They really do work with the Halo mechanics better than the mainstream sprint. Thanks Echo for showing this!

> 2533274887410089;1969:
> > 2533274945422049;1962:
> > > 2533274887410089;1960:
> > > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> > >
> > > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> > >
> > > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> > >
> > > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
> >
> >
> >
> > > 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.
>
> Why aren’t these the discussion? They are good ideas for Halo. They really do work with the Halo mechanics better than the mainstream sprint. Thanks Echo for showing this!

Do these bring us back to guns-always-up gameplay? I kind of the like the momentum based suggestion, but I am opposed to anything that takes our gun away to perform an action.

> 2533274887410089;1969:
> > 2533274945422049;1962:
> > > 2533274887410089;1960:
> > > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> > >
> > > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> > >
> > > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> > >
> > > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
> >
> >
> >
> > > 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.
>
> Why aren’t these the discussion? They are good ideas for Halo. They really do work with the Halo mechanics better than the mainstream sprint. Thanks Echo for showing this!

thank you.

the current problem i see with sprint is overusage and the tradeoff “shooting vs. moving”. these things don’t mix well with halos gameplay.
this is not a problem with the concept of sprint in halo, but with its mainsteam application. the tradeoff shouldn’t be “shooting vs. moving”. it should be “momentum vs. agility” (aka. speed vs. turning). this way the golden triangle stays untouched while the benifits of sprint can be included, while overusage is hindered ( this form of sprint is less usefull in close quarters or hectic situations, but very usefull if you just need to quickly cover a free straight line.

(like sprint works irl: sprinting indoors would just lead to you running into walls and you can’t turn on a dime while sprinting without falling over, but running down a hallway or a path is no problem and you can stop sprinting and imediately do something else (but you still have to deal with slowing down))

the halo 5 sprint dropout mechanic “when you are hit and not yet at full sprint speed you change back to walking” should stay ( although the smaller difference between normal movement and sprint would make this time shorter)( the momentum based mechanics would result in a quicker return to normal aim and less redidual momentum, because you were slower to begin with ( at a certain point the residual momentum and slow aim would be zero imediatly after being hit, because your sprint startup speed gain was negligable ). shields should recharge very slowly during sprint ( full shield after 2/3 of valhalla are crossed ( implementedinsted of just no recharge for BTB gameplay)).


i also propose a change to clamber: simply reduce the radius and reachable height of the initiation ( closer to crouch jump). this would make crouchjump an alternative that is harder to perform, but faster and equaly viable. crouch- clambering would give you close to the height of a current clamber. ( clambering over characters should be possible to, it would be cool to clamber over a hunter in campaign to sticky nade it in the back)

thrusters should work like mini mancanons, just slightly accelerating you in any direction (also downwards)( not upwards. pressing jump while beeing airborn could initiate a small brake thruster burn to slow down falling a bit, sacrificing momentum for less falldamage while having a higher risk of being shot out of the air. it uses the same pool as the thrusters. it also slows down lateral movements (so you can’t stretch your jumps with this capability)

the whole momentum melee thing would combine with these changes, leading to creative melee maneuvers ( like spartans should perform them)
a slight player bounciness could be used to better utilize extra momentum. crouching could be used to voluntarily reduce your momentum quickly.

slide and stabilizers ( although i think “jump zoom crouch” would be a better activation combination for the stabilizers) can stay basicly unchanged.


The goal is not enhanced mobility, but " Evolved Mobility™ " that does not supplement your spartan, but supports him/her.

“spartan capabilities” that result from the skill insted of " spartan abilities" that are just automatic suit gimicks. halo does not need gimicks. spartans are more than their suit of armor.

collected gameplay insted of hectic gameplay made halo strong.

> 2779900484279609;1970:
> > 2533274887410089;1969:
> > > 2533274945422049;1962:
> > > > 2533274887410089;1960:
> > > > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> > > >
> > > > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> > > >
> > > > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> > > >
> > > > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
> > >
> > >
> > >
> > > > 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.
> >
> > Why aren’t these the discussion? They are good ideas for Halo. They really do work with the Halo mechanics better than the mainstream sprint. Thanks Echo for showing this!
>
> Do these bring us back to guns-always-up gameplay? I kind of the like the momentum based suggestion, but I am opposed to anything that takes our gun away to perform an action.

yup, the gun is always up, just slightly tilted and bobbing and the reticule is bloomed to indicate sprinting. those effects go away imediatly when sprinting is stopped. stoping sprinting makes you instantly able to fire, melee, throw grenades, etc. doing any of those things also imediatly ends sprinting and starts the wanted action. no delay.
only the slow aiming speed, which is lowered during sprint to avoid running around corners (much like the ghost boost), is somewhat retained but changes back to normal quickly ( otherwise instantly being able to fire could negate the slow turning by just tapping melee to snap around a corner) and some of the sprintingh momentum is retained ( like the few steps your spartan takes after landing from a mancanon ride to avoid snappy behavior).

it gives other players the ability to move out of the way of sprint- (thrust-) melee attacks and also reduces the ability to snap around corners. if you sprint- shoot- sprint you keep most of your momentum so sprint has a shorter time to get back to full speed. this allows for chained run&gun for skillfull players.

the bounciness can work together with the trusters for skillfull narrow room gameplay. thrusters should be useable while you are zoomed in. this way stationary power positions are not compromised.( the fixed amounts of thrust can be used to move out of the way of enemy attacks and imediatly return to your original position. this would be usefull for sniper, rocket launcher or spartan laser wielders)

> 2779900484279609;1970:
> > 2533274887410089;1969:
> > > 2533274945422049;1962:
> > > > 2533274887410089;1960:
> > > > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> > > >
> > > > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> > > >
> > > > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> > > >
> > > > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
> > >
> > >
> > >
> > > > 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.
> >
> > Why aren’t these the discussion? They are good ideas for Halo. They really do work with the Halo mechanics better than the mainstream sprint. Thanks Echo for showing this!
>
> n Do these bring us back to guns-always-up gameplay? I kind of the like the momentum based suggestion, but I am opposed to anything that takes our gun away to perform an action.

I wrote the original post that inspired this momentum mechanic. I identify gun down for sprint as its major issue and solve it by having player momentum build up over time. Others suggested that you press a button to activate this ability and I think that is a good idea. My idea is that this momentum based movement is more useful in terms of transversing long distances than for short bursts of speed (think about using this mechanic to move towards on fights on Blood Gulch), The game is designed around non momentum speed (I will term this walking) and with momentum based movement only adding alternative and difficult routes if they impact map design at all. Small arena maps could prevent this momentum speed by placement of objects in the maps (or designing it so spaces between walls are less than what you need to reach momentum speed). I also would like to see Spartan Charge and the hover attack eliminated with smart scope limited to precision weapons only (perhaps to reduce sandbox redundancy the Forerunner weapons gain decreased spread for automatics and return to the burst/single fire for Light Rifle to make them more attractive as second tier on map pickups).

> 2533274887410089;1960:
> Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
>
> Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
>
> Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
>
> Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.

The thing is… the main reason players can escape so easily in H5 is not because of sprint, it’s because of thruster. You can’t sprint away when being shot, but you can certainly thrust away with zero effort. After a player thrusts safely behind geometry, then that’s when he’ll usually either make a run for it, or backpedal and toss grenades. All you’d need to do is disable thrusting when a player is being shot and that would solve 95% of the escape-ability issues in H5, but then you’d wonder why it’s even in the game at all at that point.

> 2533274794648158;1974:
> > 2533274887410089;1960:
> > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> >
> > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> >
> > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> >
> > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
>
> The thing is… the main reason players can escape so easily in H5 is not because of sprint, it’s because of thruster. You can’t sprint away when being shot, but you can certainly thrust away with zero effort. After a player thrusts safely behind geometry, then that’s when he’ll usually either make a run for it, or backpedal and toss grenades. All you’d need to do is disable thrusting when a player is being shot and that would solve 95% of the escape-ability issues in H5, but then you’d wonder why it’s even in the game at all at that point.

Thruster combined with sprint can be a but of an issue. Thrushter to behind cover then run works a fair bit of it. If there are invincibility frames for thrusters you could eliminate them but I am not well versed enough in shooting thrusting players if they get damage reduction. You could also make thrust take a extra few frames to start movement.

> 2533274829843842;1975:
> > 2533274794648158;1974:
> > > 2533274887410089;1960:
> > > Have you guys discussed adding Sprint to Thruster? It doesn’t make sense to separate Sprint and Thrusters because they both are the same in Halo. Merge Thrusters and Sprint. I would update the control layout to LB for Thrusters and Sprint. Or you can change your control layout. Sprint and Thrusters should be in the same place.
> > >
> > > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
> > >
> > > Press and hold LB to activate Sprint, but it delays a few second before the thrusters goes into sprint mode. This Sprint would be harder to move around in sacrifice for greater speed. This sprint wouldn’t be ideal for arena because you can’t run away in time. Three seconds to activate sprint is a long time in Halo. It’s more viable in big maps, and that make sense. Sprinting should be useful only for big maps. You can fire while sprinting, but you won’t have the reticle to guide you.
> > >
> > > Would guys add Sprint and Thrusters together? I believe that Sprint can be made into a Halo like mechanic. The current Sprint for Halo is too mainstream, so it has to be Haloified or something.
> >
> > The thing is… the main reason players can escape so easily in H5 is not because of sprint, it’s because of thruster. You can’t sprint away when being shot, but you can certainly thrust away with zero effort. After a player thrusts safely behind geometry, then that’s when he’ll usually either make a run for it, or backpedal and toss grenades. All you’d need to do is disable thrusting when a player is being shot and that would solve 95% of the escape-ability issues in H5, but then you’d wonder why it’s even in the game at all at that point.
>
> Thruster combined with sprint can be a but of an issue. Thrushter to behind cover then run works a fair bit of it. If there are invincibility frames for thrusters you could eliminate them but I am not well versed enough in shooting thrusting players if they get damage reduction. You could also make thrust take a extra few frames to start movement.

the thrusters i propose work like like the push from a gravylift/mancanon with a little less distance and a bit more starting acceleration. no animation attached (except for thruster exhaust flames on the back). they would be toned down from the current thrusters this way in both speed and range, while gaining extra utility through the momentum mechanic. slowturn/ slowstrafe could be also activated for a very short time with those.

i think this would reduce the named issue.

343 has attempted two different halo games with non-traditional game-play. Both experienced varying levels of success, but nothing like the first 3 Halo games. I think 343 owes it to classic game-play fans to bring Halo back to the beginning. I’m begging you :frowning:

> 2533274804182731;1977:
> 343 has attempted two different halo games with non-traditional game-play. Both experienced varying levels of success, but nothing like the first 3 Halo games. I think 343 owes it to classic game-play fans to bring Halo back to the beginning. I’m begging you :frowning:

its not about tradition. the current 343 gameplay simply does not follow from the original gameplay ( no evolution/revolution of gameplay, just a medioker replacement).
they should use the original experience as a base for their future developement of halo. like Doom 2016 did with the OG Doom. not like doom 3 did.

Honestly, I’d be down for whatever 343 does, as long as it’s not too slow. Suggestion: increase speed if you go back to classic mechanics.

> 2535410737759849;1979:
> Honestly, I’d be down for whatever 343 does, as long as it’s not too slow. Suggestion: increase speed if you go back to classic mechanics.

I agree. I would prefer a faster bsm and fov slider. It would be perfect imo.

I would like also the classic three burst BR as primary weapon in Arena. H2A version could be good.