The Sprint Debacle

Here’s a hint: don’t bump this thread by calling me an idiot, and this thread will actually die.
WARNING: This discussion requires semantics. We need to define sprint, because what gamers think sprint is changes a lot from game to game [Doom, HL, Halo 4, Halo 5, COD, etc].

The discussion as to whether or not Sprint should exist in Halo has to have been going on for about 10 years by this point, and the Halo community still seems to be no closer to figuring out a solution. Judging by the evidence I’ve seen, that’s mainly because when someone says “Sprint in Halo,” there are way too many things that phrase could mean, and the Halo community seems to think “Sprint” means a LOT more than it actually does.

By the way, if you’ve somehow felt insulted, or otherwise have stopped reading without looking at my evidence, please don’t post here. Arguments and ideas can go on for centuries–pretty much indefinitely, when groups of people just argue their own position without looking at the evidence–Aristotle and Ptolemy had some completely incorrect ideas that were generally accepted for over 1,500 years*, because people ignored the evidence*–and they were incredibly intelligent people. So, in short, I don’t want to see a single TL;DR on this thread. Note that I also provide recaps at the end of each post.

Let’s assume for the moment, that neither you or I actually know what sprint is. In these situations, I typically refer to the authority on definitions–the dictionary, and the authority on what things are–the encyclopedia…
Under the heading: Sprint, I find that the dictionary states this:

Sprint
verb: run at full speed over a short distance.
noun: an act or short spell of running at full speed.

The encyclopedias add something else–the reason why things cannot endure maximum speed [sprint] for very long–and it’s typically due to muscle [motors for androids, just throwing this in there] limitations. Due to those limitations, after sprinting there is also a long recovery time.

So, armed with the knowledge of what the word sprint actually means, let’s take a look at how it applies to Halo.

Halo 3 Custom Power-Up, Halo 4 “Speed Boost” power-up

  • Allows the player to run at full speed, over a short period of time.- Recovery time–the player has to wait until another sprint/speed boost power-up is available.Yep, that seems to match the definition of sprint pretty much exactly. Moving on.

Halo Reach Sprint Armour Ability

  • Allows the player to run at full speed, over a short period of time.- Recovery time–the player has to wait until the armour ability is recharged. This is typically a short period of time.Close enough. The recovery time could be longer, but that’s simply down to my opinion. We can ignore the fact that it’s an armour ability which can be swapped out for something else for the time being–we’re only concerned about whether this game’s version of sprint fits the definition, as opposed to how sprint affects/is affected by other gameplay mechanics right now.

Halo 4 Base Player Trait: Sprint

  • It’s a base player trait.- It allows the player to run at full speed, over a short period of time.- Recovery time–the player has to wait for a short period of time before they can Sprint agin.Once again, none of this contradicts the dictionary definition. However, that “short” period of time should definitely be longer, to fit what the encyclopedias say about sprint.
    Halo 4 “Mobility Package.”
  • An item only equippable through loadouts, which allows the player to run at full speed for a period of time up to the entire length of the match, with no recovery period.Wait, what*?* That’s not sprint. That’s something else entirely. It flat out contradicts two of the three criteria for sprint.

Halo 5 Spartan Ability: “Sprint.”

  • A base player trait which allows the player to run at full speed up to the entire length of the match, with no recovery period.Once again, WTH? That’s not sprint–it flat out contradicts two of the three criteria for sprint.

Halo 5 Spartan Ability: “Spartan Charge”

  • A base player trait which allows the player to run at full speed for a short period of time.- Recovery period–players have to successfully use another ability for a brief period of time before it can be used again.Yep, that’s sprint.

Halo 5 Spartan Ability: “Thruster Pack”

  • A base player trait which allows the player to run at full speed for a short period of time.- Recovery period–check. There is one. It’s relatively short, but check.Wait…wut? You aren’t running when you use thruster pack…right?

Run
the rumour ran through the pack of photographers."
noun 1. an act or spell of running.
noun 2. a journey accomplished or route taken by a vehicle, aircraft, or boat, especially on a regular basis.

Running
noun 2. the action of managing or operating something.

That’s great! Due to the fact that to run is not restricted to things with legs, and can be used to describe the locomotion of vehicles, this makes the topic of sprint even more open. Thruster pack and Vehicle Boost are then topics which are inextricably tied in to the dictionary and encylopedic defintions of sprint. Sprint just became far more interesting.

Whilst those are topics I’d like to explore further, let’s recap.

  • Halo 3’s Custom Power-Ups, Halo 4’s “Speed Boost,” Halo 4’s Base player trait “Sprint,” Halo Reach’s Armour Ability “Sprint,” Halo 5’s “Spartan Charge,” Halo 5’s “Thruster Pack,” Halo 4’s “Thruster Pack,” and any sort of temporary vehicle speed boost, all fall under the category of “Sprint.”- Unfortunately, Halo 5’s “Sprint” ability, and Halo 4’s “Mobility Package,” don’t fall into the category of sprint. They might be somewhat related. But they flat out aren’t sprint. Calling your ute a Ferrari *isn’t going make your ute a Ferrari.*Some of you are probably thinking: wow, this is sad. Astronut7’s going on about definitions. What a waste of time. “As long as people understand what I mean, I can use whatever terminology I want.”

This is an internet, text-based forum. People don’t automatically understand what you mean when you are vague. That goes double for strangers, and again for the written word, where peope don’t have inflection or body language to rely on.

Let me direct you to the recent survey which has been making the rounds–you know, that one which asked the question: Do you like Sprint?

Well, are you talking about if I like sprint in the Halo games in general? Are you talking about if I like all the things in Halo 5 which actually fit the definition of sprint–which does NOT include the named Sprint ability? Are you talking about something else–like whether or not it should be a power-up, base player trait, or reset the shield-recharge timer? Are you talking about whether I like the changes to the gameplay that the dictionary definition of sprint makes? Or are you talking about whether or not I like the effects of the extra gameplay mechanics that you’ve added to this “move faster” ability you’ve called Sprint in Halo 5–and those extra mechanics affect the gameplay far beyond the scope of sprint itself–so do I like those effects?

In short, what the heck are you trying to ask, 343 industries? Because if you had provided actual context to the question and not screwed up by calling something that is not sprint by that name in Halo 5, you may have gotten a far more informative result from that survey–and that 11% figure might actually mean something, as opposed to ??? What did people think the question meant*? What do Halo players think Sprint means?*

So, what do Halo players actually think Sprint means?
In short, I have no idea. When people don’t know what you mean, that’s when debates last for an eternity. Dictionaries are readily available online and offline. Check your definitions, and then we might actually be able to get somewhere on this topic.

BTW, SPRINT =/= VELOCITY. YOU CAN HAVE SLOW SPRINT AND BASE PLAYER VELOCITIES.

So, the next question is, how does Sprint affect the rest of the sandbox? [Assume from now on that whenever I mention Sprint without a Halo # prefix, I’m talking about the dictionary definition].

These are points that I frequently see being brought up in the same threads as the sprint topics…

  • Being able to assist teammates faster.- Being able to get to the battlezone more quickly.- Being able to get away from the enemy more quickly.- Usage of weapons and other abilities.- Map design- Map stretching.- Map sizes.- Shield-recharge timer.- Oh, and I love this one: "You can’t consider an ability in isolation from the rest of the sandbox. You have to consider the entire sandbox when talking about a single ability."Being able to assist teammates faster. Being able to get to the battlezone more quickly. Being able to get away from the enemy more quickly.
    These three topics are exactly the same thing, and they only describe part of what’s going on. For the complete story: sprint allows you to travel a greater distance in the same amount of time. Which means that you have the exact same problem with sprint as when it’s not available in a Halo game: don’t be too far from where you need to get to. With the addition of sprint to the game, you need to consider relative velocities–whether or not the enemy is slower, going at the same speed, or is faster than you. Sprint is immaterial to a discussion of these points–they require a discussion of relative velocities, not just sprint. So…any thought experiment about sprint which I may or may not have made which talked about relative velocities already covered these topics by default.

Usage of weapons and other abilities.
Sprint as a power-up allowed players to use all of their weapons and equipment whilst in motion. For some strange reason, as soon as sprint became a base player trait, spartans became completely unable to fire their weapons or use other equipment whilst sprinting–yet they can still do so with the speed boost power-ups. This is inconsistent. Nothing to do with realism–it’s an inconsistency in the game’s rules themselves.

EDIT: MAP DESIGN =/= THE WAY THE MAP IS PLAYED. THE DESIGN OF THE WORLD =/= THE WAY THE PLAYER MOVES THROUGH THAT WORLD.

Map stretching and map design.
“Sprint stretches out maps, so that the distance from useful point A to useful point B is greater. Sprint alters the design of the maps, so you need to consider map design when talking about sprint!”
That’s not the case. Maps could have been stretched out first, so that players "needed" to have a sprint-like ability in order to get from useful point A to useful point B. As to opening up different pathways around the map–I did some testing with this on Halo 4, and I found that I could always crouch jump over a gap, and successfully get across without sprinting, and that when I couldn’t, the gap was too wide for sprint-jumping across anyway. Sprint makes jumps easier, but it*'s a* very rare occasion when a sprint-jump or even a sprint-crouch-jump allows you to do something that you wouldn’t have been able to do with a normal crouch-jump.
Map design affects the usefulness of sprint. Sprint doesn’t affect map design [which =/= how map is played] at all, so unless specific examples are provided where you can’t get from A to B without Sprint, then map design is irrelevant to the sprint discussion.

The shield-recharge timer gets reset when using sprint
This is a bigger issue that doesn’t just apply to sprint. It affects all of the other Spartan Abilities as well. Personally, I hate it. It often means that I have to stay in cover longer for my shields to recharge–which means I’m not fighting for longer periods of time.

Alright, let’s recap.

  • Map design is not affected by sprint. Map design affects the usefulness of sprint.- The shield recharge timer is not sprint.- Lowering weapons/restricting equipment usage whilst sprinting is inconsistent with sprint as a power-up where you are able to use weapons and equipment whilst sprinting.- Halo 5’s “Sprint” ability is not sprint.- Tactical Packages and Ordnance drops and Power-Ups and Base Player Traits are not sprint–they are topics which encompass far more than sprint.- Temporary vehicle boost, Spartan Charge, and Thruster Pack are Sprint.- Sprint is being able to move faster for a limited amount of time, with a cooldown period.- Any discussion of sprint is one of relative distances, velocities, and acceleration, as well as why there’s a cooldown period and time limit.So, after all of that, I think you’ll find that there’s not too many issues with sprint *itself—*it’s down to all the other things that are tacked on. Being unable to simultaneously move and fire your weapon/use other equipment is a major one. Having to stay out of combat for longer because of the shield recharge timer resetting, is another one.

So, new question*–why should Spartans be unable to fire weapons whilst sprinting or using thruster pack, etc, and how does this affect the gameplay?*

Another question–is resetting the shield recharge timer a good thing?
Another question–Are the map designs of recent Halo games any good?

Another question–are there any issues with sprint and its ability to close the gap when the enemy player is inhibited from running?

Actually, yes. There is a big problem with sprint–usually when it’s paired with a close quarters weapon. In Gears of War, players have the ability to Sprint and close the gap with the enemy. This alters the tactical situation. However, in Gears of War players nearly always have a close-ranged one-shot kill weapon handy–the standard gun that all Gears soldiers come equipped with–the Lancer is also a chainsaw.
In Halo, 90% of the time players do not have a close-quarters instant-kill weapon–but that was never a problem in classic Halo, because players could always retreat whilst firing their weapon, and thus it was difficult for the enemy to close the gap enough for that instant-kill. In Halo Reach and Halo 4, this completely changed, because Sprint gave players the ability to close the gap with one-shot, short ranged weapons, and yet players can’t maintain the gap, unless they give up on fighting and sprint away [thus being unable to use weapons.
Really, when players come sprinting at you with an energy sword or shotgun or gravity hammer, there is nothing you can do about it, except hope that you had the foresight to keep a one-shot weapon handy, too. Teammates don’t count. They’re unreliable, especially without a decent communication system in place.

Solve this problem, and extract all of the other rubbish attached to the sprinting mechanics, and you’ll find that there is no valid reason to oppose sprint itself being a part of Halo. But because this problem exists, and because so many other things are viewed as being attached to sprint, that’s why people think they don’t like sprint.

Sprint *itself–the dictionary definition–*is an ok addition to Halo. I’m not bothered by it, and I doubt that many people would be bothered by it on its own, either.

Just a reminder for people: trolling and insulting other users on these forums is against the Waypoint forum rules. Insults and troll attacks directed at me do affect me–I am saddened by the fact that you can’t even control your temper when typing, when you have ample opportunity to think about what you are going to say before you post it. I am also saddened that despite the fact that the forum rules being posted at the top of each forum page, members of the community still can’t follow them, and we actually need dedicated fans to spend their time to police these forums.

As to map design, it looks like this topic needs further explanation.
Map design encompasses sprint. Sprint does not encompass map design. Map design and routes determines whether or not sprint is particuarly useful in any given situation–imagine a map with no flat surfaces. Gosh, you can’t use sprint at all, because you need a flat surface for sprint. Sprint doesn’t affect map design. Map design affects sprint, because you can have maps where sprinting is NOT possible. You can have maps without sprint. You can’t have sprint without maps, therefore sprint is dependent on maps, and maps are independent of sprint.

Surely the education system isn’t so awful that the teachers don’t bother teaching students about dependent and independent variables?

Look, your problem, and 343 industries’ problem is that you persist in thinking that all gameplay mechanics must work on every map. That’s not the case at all. Take a look at the opening of Halo 4. Master Chief clambers up an elevator shaft. Where did this gameplay mechanic come from? Well, 343 industries probably decided being sucked into an elevator shaft which was open to space was a cool idea, so they added a completely new gameplay mechanic just for that one scene [and later on, with the Didact confrontation].

Then, whenever the Chief has a large body of water/a chasm to cross in the campaign maps, what do the developers do? Well, they make sure that the Chief has a way across–whether it’s underwater, a gondola, a lightbridge, or some kind of flying machine [Hornet, Banshee, etc]. I’m fairly sure the thought process of Bungie studios when they thought up the lightbridge was something like this:

“Okay, we’ve got a cave here. It’s big. How do we make it interesting?”
“Put bottomless chasms in, like in Star Wars. Make sure there are no safety rails, because Star Wars has no safety rails, and this is sci-fi, too.”
“Okay, so we need some way of getting across, right?”
“Well, put a bridge in.”
“Yeah, ok, but that’s not very sci-fi, now is it? A bridge is a bit mundane. We want something cooler.”
“Ooh. I know. Let’s make the bridge out of light.”

I’m fairly sure with Sprint, Bungie went something like, “Ugh. The Halo community is still demanding sprint. Let’s just give it to them. It doesn’t matter. We’re leaving, anyway. In the meantime, let’s make some really cool, super-awesome, gigantic maps so we can fool around whilst creating this game! Yeah! 7 steps to world domination, and we’ve completed six! We’re almost there, guys! How’s that giant slingshot coming along?”

Edit: Perhaps this will make the map design vs. sprint debate clearer–because that seems to be the only thing people are arguing about at present.

If Sprint is a core mechanic that affects map design, then we certainly should have seen just as significant alterations to map design when Evade was introduced in Halo Reach, then removed and replaced with Thruster Pack in Halo 4, then replaced with a combination of the advantages of Evade and Thruster Pack as Thruster Pack in Halo 5. We should also have seen some significant changes in map design overall–more verticality for one thing-due to the existence of jetpack in Halo Reach and Halo 4. Then there’s Slide. In Mirror’s Edge, Slide is used to slide under things at speed. Then there’s clamber. In platformers, clamber is used for wall-jumping and shimmying around edges.

I’m sorry. But sprint is not any different from these other movement abilities–except in one area. Bungie and 343 industries turned Sprint in to a core gameplay mechanic because they altered the maps to accommodate it. I’m not arguing that it has affected map design. I’m arguing that there was never any NEED for it to do so. It’s only affected map design because the developers wanted it to affect map design. None of the other additional movement abilities have affected overall map design–maps haven’t been stretched vertically at all.

Edit 2: What you all fail to realize is that in the maps you make for custom games, you have a specific gameplay style in mind when you made the maps.

I could want a map to be claustrophobic, close-quarters, and team-based. This is the overall gameplay style that you decide on first. This affects the map design, because you are likely going to have a small map, with tight corridors, and bases set symmetrically around the map. You are also unlikely to have any wide open spaces in the map.Maps generally adhere to certain archetypes in Halo, and they are generally relatively simple. Circular, linear, U-shaped, figure-eight, open area to enclosed area, asymmetric, symmetric, etc.

So, now you’ve got the map you want. You can start deciding on the actual gameplay mechanics you want in there. The gameplay mechanics you choose are affected by both the map design, and the overall gameplay style you decided on in the first place. The map is too confined to support vehicles, so you can’t put those in. The map has no long lines of sight, so you don’t put sniper rifles in. The map isn’t open and vertical, so jetpacks don’t make sense. So, what options do you have? Well, if you want to be able to use the BR/DMR, assault rifles, and shotguns effectively, then you can remove shields and have a SWAT gametype. If you want to encourage melee fist-fights, then you can keep shields in, for example.

Sometimes the gameplay doesn’t flow well. This may be because some gameplay mechanics you chose didn’t quite fit the map. That’s when you edit the gameplay mechanics. Sometimes it may be because the map design didn’t quite fit the overall gameplay–having shielded doors act as a choke point, when you didn’t want the gameplay to be about choke points. That’s when you edit the map.

What Bungie and 343 industries have done is stated: we want sprint to be the default gameplay in every aspect of Halo. Campaign, multiplayer, and firefight. We want to ensure that players are effectively at a disadvantage if they don’t use sprint. How did they accomplish this? How did they ensure that gametypes without sprint would be impractical? They changed the map design.

The existence of sprint or the components of sprint didn’t change Halo’s map design. The developer’s decision to stuff sprint into Halo so that no gametype in MP or campaign can be without it resulted in the change in map design. At least people managed to raise enough outcry against that decision that 343 industries will now implement a toggle for sprint in custom games, implying that they didn’t have one before.

It seems to me that they actually tried to force players to accept sprint as a good and necessary thing in Halo, because they designed maps so that it was impractical to not have sprint. Dirty tactics, Bungie and 343 industries, but I have to admire the effectiveness.

In summary: Open dictionary. Look under the definition of sprint. End this 10 year pointless discussion. Move on to the actual problems with Halo.

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>

*Original post. Click at your own discretion.

This really might be the dumbest post I think I’ve ever seen in my life.

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There was a thread about a person who wanted the hail mary medal removed because it offends his religion. Thats the dumbest one I have seen.

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Until you explain why they’re dumb. I’m going to give my own posts the benefit of the doubt and say that they aren’t.

I have an argument, with several pertinent points to the argument. I have supporting evidence to back up my points. Where’s your evidence?

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Why because he is using logic and being rational about it? Oh God forbid that.

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> Until you explain why its dumb. I’m going to give my own posts the benefit of the doubt and say that they aren’t.
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> I have an argument, with several pertinent points to the argument. I have supporting evidence to back up my points. Where’s your evidence?

I doubt he even bothered to read the posts.

I think sprintis fine in halo

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> I think sprintis fine in halo

You’re going to have to elaborate on what you mean by “sprint.”

Dude. Seriously. Condense your thoughts. Make a thread that contains one thought. It’s much easier for people to read and discuss off of.

The only thing in that rambling I see worth discussing is the fact that you said sprint doesn’t effect map design. Actually, on second thought, that isn’t worth discussing. That’s just laughable.

In other news 911 didn’t effect America.

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> The only thing in that rambling I see worth discussing is the fact that you said sprint doesn’t effect map design. Actually, on second thought, that isn’t worth discussing. That’s just laughable.
> In other news 911 didn’t effect America.

Laugh all you like. In other news, the world is still a globe, and people don’t drop off the bottom of the globe. People only laughed at that one for about…1,500 years.
By the way, are you talking about 9/11, or the police phone number 911? Because both of those certainly affect America to this day.

Map design encompasses sprint. Sprint does not encompass map design. Map design and routes determines whether or not sprint is particuarly useful in any given situation–imagine a map with no flat surfaces. Gosh, you can’t use sprint at all, because you need a flat surface for sprint. Sprint doesn’t affect map design. Map design affects sprint, because you can have maps where sprinting is NOT possible. You can have maps without sprint. You can’t have sprint without maps, therefore sprint is dependent on maps, and maps are independent of sprint.

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> Dude. Seriously. Condense your thoughts. Make a thread that contains one thought. It’s much easier for people to read and discuss off of.

Not this again. As the reader you’re supposed to read the article, then if you find something worth discussing, then you post a comment. If you think the article, or book, or movie, or video game is too long and boring to even watch/read/play, then you should look elsewhere for something that better captures your interest.

My job as the content creator means that I must deliver the best material I can. Arguments require multiple points, and supporting evidence for those points, not just one thought. So stop telling me to cut stuff out of the argument so that you can tear the rest of it to pieces. I’m not going to fall for that. I’m trying to deliver a quality argument, and you’re basically telling me, “no, don’t do that, create one which I can shred, instead.”

Can you provide evidence as to why maps were strecthed first? And for what other reason than sprint?

Becauase there’s an article/interview about CoD and Halo 4 MP maps where the map designers statea that maps have been increased in size to accommodate sprint.

So in that case sprint did indeed affect map design.

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> Map design encompasses sprint. Sprint does not encompass map design. Map design and routes determines whether or not sprint is particuarly useful in any given situation–imagine a map with no flat surfaces. Gosh, you can’t use sprint at all, because you need a flat surface for sprint. Sprint doesn’t affect map design. Map design affects sprint.
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What are you talking about? Do you think they just decided to make H5’s version of Midship gigantic for -Yoink- and giggles? Kill times and movement speed effect everything in map design. People need to be able to kill each other so there needs to be enough space between objects to accomplish this. Because players can cover more ground more quickly with sprint, there needs to be more space between objects in Halo games with sprint than in Halo games without it.

Not rocket science.

> What are you talking about? Do you think they just decided to make H5’s version of Midship gigantic for -Yoink- and giggles? Kill times and movement speed effect everything in map design. People need to be able to kill each other so there needs to be enough space between objects to accomplish this. Because players can cover more ground more quickly with sprint, there needs to be more space between objects in Halo games with sprint than in Halo games without it.
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> Not rocket science.

“Kill times affect everything in map design”
The shotgun, rocket launcher, energy sword, gravity hammer, fuel rod cannon, sniper rifle, beam rifle, and various other weapons will kill you instantly. Kill times don’t affect map design. There are other weapons with a range of different kill times, too–the slowest of which is the plasma pistol’s rapid-fire mode.

“Movement speed affects map design”
No it doesn’t. You can play Halo’s maps on a range of different base movement speeds. Map design affects how useful those movement speeds are. The wide open spaces of Blood Gulch, for example, makes travelling on foot pretty much suicidal in the majority of the map.

Yes, I do think they decided to make H5’s version of Midship gigantic for --Yoink-- and giggles, as you put it. “Hey look, this is us showcasing how ridiculously large we can make our maps now–but we forgot to provide Mongooses for you to get around quickly and be unable to fire weapons, so here’s sprint instead.”

You’re right. This isn’t rocket science. The physics of rockets are really quite simple. Making the Halo community understand something that it doesn’t want to listen to is difficult.

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> Can you provide evidence as to why maps were strecthed first? And for what other reason than sprint?
> Becauase there’s an article/interview about CoD and Halo 4 MP maps where the map designers statea that maps have been increased in size to accommodate sprint.
> So in that case sprint did indeed affect map design.

Halo Reach. Those maps were huge. Were they made huge to accommodate Sprint? No–most of the time, players had other, more useful armour abilities. They made Forge World and other maps large to freaking well show off how good they were at pushing the Xbox 360 to its limits. Take a look at the campaigns of any classic Halo game–look at the wide open spaces of those maps, and how freaking large they were. Did we have sprint then? NO.

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> > What are you talking about? Do you think they just decided to make H5’s version of Midship gigantic for -Yoink- and giggles? Kill times and movement speed effect everything in map design. People need to be able to kill each other so there needs to be enough space between objects to accomplish this. Because players can cover more ground more quickly with sprint, there needs to be more space between objects in Halo games with sprint than in Halo games without it.
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> > Not rocket science.
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> “Kill times affect everything in map design”
> The shotgun, rocket launcher, energy sword, gravity hammer, fuel rod cannon, sniper rifle, beam rifle, and various other weapons will kill you instantly. Kill times don’t affect map design. There are other weapons with a range of different kill times, too–the slowest of which is the plasma pistol’s rapid-fire mode.
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> “Movement speed affects map design”
> No it doesn’t. You can play Halo’s maps on a range of different base movement speeds. Map design affects how useful those movement speeds are. The wide open spaces of Blood Gulch, for example, makes travelling on foot pretty much suicidal in the majority of the map.
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> Yes, I do think they decided to make H5’s version of Midship gigantic for --Yoink-- and giggles, as you put it. “Hey look, this is us showcasing how ridiculously large we can make our maps now–but we forgot to provide Mongooses for you to get around quickly and be unable to fire weapons, so here’s sprint instead.”
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> You’re right. This isn’t rocket science. The physics of rockets are really quite simple. Making the Halo community understand something that it doesn’t want to listen to is difficult.

Ya. There are 1hk weapons. And to make sure they’re not the only effective way players can kill each other, there needs to be adequate space for players to kill each other with their primary weapons.

I don’t really understand where you’re trying to go. 1. Your logic makes literally no sense. 2. Bungie has already stated sprint effects map design.

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> > Can you provide evidence as to why maps were strecthed first? And for what other reason than sprint?
> > Becauase there’s an article/interview about CoD and Halo 4 MP maps where the map designers statea that maps have been increased in size to accommodate sprint.
> > So in that case sprint did indeed affect map design.
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> Halo Reach. Those maps were huge. Were they made huge to accommodate Sprint? No–most of the time, players had other, more useful armour abilities. They made Forge World and other maps large to freaking well show off how good they were at pushing the Xbox 360 to its limits. Take a look at the campaigns of any classic Halo game–look at the wide open spaces of those maps, and how freaking large they were. Did we have sprint then? NO.

Im honestly at a loss for words. Im hoping you are trolling.

> Ya. There are 1hk weapons. And to make sure they’re not the only effective way players can kill each other, there needs to be adequate space for players to kill each other with their primary weapons.
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> I don’t really understand where you’re trying to go. 1. Your logic makes literally no sense. 2. Bungie has already stated sprint effects map design.

I really don’t understand where you are trying to go with this either. 1. Stating that my logic makes no sense without refuting any of the points I brought up is a cheap cop-out. Where’s your supporting evidence? 2. They’re wrong. Halo CE had huge maps, with wide open spaces, and they didn’t provide sprint.

There are 1 hit-kill weapons for long, medium, and short ranges. What exactly are you trying to imply? Small maps have sniper weapons on them. Big maps have shotguns on them.