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> > > 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.
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> > > Press LB to activate Thrusters. It’ll have a recharge time, and it’ll behave like Halo 5’s thrusters.
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> > > 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.
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> > > 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.
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> > > 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.
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> 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.