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> > > > > > > Sprint is here to stay. Deal with it. It is a FPS staple.
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> > > > > > Other mechanics that were cut at some point were also prior to being cut, “here to stay”.
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> > > > > > Perhaps you should clarify why we should conform to staples?
> > > > > > I mean, loadouts, perks and flinch, could you regard those as staples? Perhaps prone would go well in there as well?
> > > > > > Why should we include sprint other than it being a “staple” of FPS games, for those who regard it as such.
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> > > > > Its a staple that has no negatives. Unlike things like flinch, loadouts, and perks. Sprint does nothing detrimental to the game. It has also made it to 2 games so far with the other being thrusters so its clearly wanted by 343i and here to stay. Why complain about something that doesnt hurt anything?
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> > > > Except it does have negatives. You put your gun down to go at a reasonable pace, making walking around while not sprinting incredibly slow because maps are scaled in mind for sprint. You are forced into going forwards just to go at the speed of the older halo games. You can’t say sprint gets to to point A to point B faster, because in the other games, you had man cannons and teleporters to get you around. You didn’t need sprint.
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> > > > Take a look throughout this thread, many people have posted very good reasons as to why sprint is detrimental to Halo.
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> > > I read the whole thread and Im not seeing the problem with sprint. Its a change I welcomed and enjoy. Something fans have wanted since Halo CE.
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> > This should help then. SilentA98 always made good threads.
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> Still not seeing it. Nothing wrong with Sprint.
> Next off, how exactly does sprint impact the game? Well the first obvious answer is that map scaling increases. Hallways are elongated to account for sprint. While it’s true you cross the map faster with sprint, the time roughly evens with older games out when you consider all the non-sprint time that’s going to go into the average match, largely because someone feels the need to fill your rear with lead every now and again. However, this increase in map size has some adverse affects. For starters, weapon ranges must increase to compensate for the longer lines of sight. This could also be the reason for the introduction of standard ADS. Grenade explosion radius must also increase to account for the depth of cover, leading to the mini-nuke problem we’ve seen in both Reach and Halo 5 (Though one could argue Reach’s mini-nukes were paying homage to CE’s). It also means that walking time (you know, walking, that thing you do in between bouts of marathoning) is longer than in previous games, in turn necessitating the use of sprint, and here we’re drawing to one of my less favourable aspects of the mechanic.
> If you don’t use sprint, you risk giving your opponents an edge in positioning and weapons, you won’t make it to your teammate before they’re gunned down, you won’t cut off the flagnum (etc.) It’s very much an integral part of the game, and my problem with that is for a mechanic with so much focus… it’s not very deep. Now in other shooters, sprint being a primary mechanic is fine. Games like CoD, Battlefield, Battlefront etc all mesh well with the mechanic because it’s punishing. The kill times in those games are absurd, near instant, and sprinting at a bad time almost assures death. In Halo we have the luxury of taking fights, we have all these other supplemental movement mechanics that give us a variety of ways to disengage or alleviate the situation. Being caught sprinting isn’t punishing, and thus the meaningful choice between sprinting and not sprinting is null. We’ve essentially implemented a mechanic with no real depth or player value for the sake of immersion.
> What’s the other chief downside to sprint? It restricts player movement. I know that comes with the territory, but what it means that our maximum mobility is essentially locked to one, non-combat oriented direction and scenario. When certain jumps or paths on the map are designed for sprint, they become largely inaccessible at the most key times in the match, the times when they would make the gameplay the most interesting; during combat. And so a great deal of depth is lost there too because sprint, rather than supplementing the players available movement options, effectively restricts it.