The sprint discussion thread

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> > > > > > > > > Sprint is here to stay. Deal with it. It is a FPS staple.
> > > > > > > >
> > > > > > > >
> > > > > > > > Other mechanics that were cut at some point were also prior to being cut, “here to stay”.
> > > > > > > >
> > > > > > > > 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.
> > > > > > >
> > > > > > >
> > > > > > > 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?
> > > > > >
> > > > > >
> > > > > > 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.
> > > > > >
> > > > > > Take a look throughout this thread, many people have posted very good reasons as to why sprint is detrimental to Halo.
> > > > >
> > > > >
> > > > > 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.
> > > >
> > > >
> > > > This should help then. SilentA98 always made good threads.
> > >
> > >
> > > Still not seeing it. Nothing wrong with Sprint.
> >
> >
> > then you are either blind, dumb, or chose not to read it of your own power and talk about it anyway (that would be really dumb). It is one thing to hear a good point but respect your own opinion with ITS own good points respectively. But it is another to scream your opinion and cover your ears screaming at different responses simply because they contradict yours.
>
>
> There is no need for personal attacks.
>
> Listen, sprint changed the game for the better. It changed the encounters, allows you to vary speed around corners to get people to waste grenades. It’s a great add.

I wasn’t making personal attacks in my opinion but reading this a day later it does sting. So I’d like to apologize for being rude. However I think that he didn’t do the lengthy rant or the many point mentioned any justice. It looked to me as if he skimmed it and then regurgitated a common line for the pro-sprint camp.

as for you. Changing encounters is not always good. What if they gave every spartan a long range blink ability? Would it not change the encounters? Your point is invalid because not everybody agrees with the way sprint has changed the game. No disrespect, but please keep on thinking of different and ways to defend sprint and you might gain some traction? Go for it, nobody will stop you. (not salty I legitimately want people to talk objectively about this.)

[deleted]

> 2535413255930582;4422:
> Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…

> 2533274801973487;4278:
> H6 manual: “after long years of training, going through genetic augmentation and wearing a high-tech armor, spartans are able to fire their weapon while running at full speed again (just like they were able to do during the human-covenant war displayed in HCE-H3 before the dev team thought it was necessary to include mechanics just because it was genre standard at that time)”
> → Tada! no sprint required…

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> > > > > this thread isn’t over yet? … well, okay then.
> > > >
> > > >
> > > > Thanks for the bump I guess.
> > >
> > >
> > > Perhaps you want me to add something a little more constructive?
> > > Seeing as I’m not going to read through 220 PAGES of comments, I’ll simply address the OP;
> > >
> > > Removing sprint in Halo 6 would sadly feel like a step in the wrong direction with how 343 has attempted to modernize Halo gameplay to be more relatable to other well esteemed multiplayer shooters and franchises. I think it’s time that we accept the classic games as just that, they are classic. If we try to replicate them by doing away with all the new abilities and weapons then I really feel that people will be disappointed whether they realize it now or not. The game has changed, it’s fast paced because we live in a more faced pace real world. What’s special about the classic Halo games worked 10 years ago because that’s what the technology was. As the world changes we have to change with it. So yes, enjoy the classic Halos and embrace them for everything that they are, but if 343 tries to recreate them with the formulas they’ve developed for modern Halo then it will not go over easy.
> >
> >
> > Why would you make Halo a lot like to other shooters by modernizing? To get the new audiences? The game itself is very newbie unfriendly in many aspects, just simply making game familiar doesn’t make the game good for new people. Also, if Halo becomes very similar to other shooters, there is no reason or incentive to buy and play Halo game. By doing that, Halo loses its identity and uniqueness.
>
>
> I dunno about you, but for it never was the way or the speed we moved with what made Halo unique.
> we live in a really sad world, if the way how we as players move is all what make’s a game outstanding or not.

Your right about the movement thing only a little bit. You see it is hard to notice something on such a basic level and really identify a game by it’s movement, especially in a game like halo with so many weapons and a great story it isn’t really the thing it is known for, BUT! If there is something I’ve noticed it IS that halo has lost it’s Identity. In the original halos do you think that master chief having little character was intentional? Truly you don’t think that bungee wanted to maybe paint themselves on the blank slate that was master chief do you? Truly you don’t think that Halo 5 had as good a story as Halo 4 do you, WHICH IS THE MAIN THING THAT MADE HALO UNIQUE? Please don’t tell me you think that keeping sprint and thus, forcing the effective weapon range to be longer than ever, getting rid of the mostly omni-directional traveling, and forcing map design to be drastically different from previous halo games had something to do with Halo’s identity crisis currently do you. I’ll indulge you for a second that sprint is a modern mechanic even though it has been around since 2003 or even earlier if you count other videogame fps’ like Deus Ex. I believe that Halo is failing it’s fans in so many departments right now in terms of gameplay (I’ll say I love thrusterpack, ground-pound, and stabilizers because they add vertical combat to the game and add to the game in more ways than it takes from it) like having sprint which has been hated since reach, having a -Yoink- story, and the utter lack of player choice in multiplayer. If you look at the beta and compare it to what we got for the main thing we got more from the beta and we still can’t even customize it like firefight classic. Why can’t we choose what maps and game modes we play like in reach or Halo 4? HALO -Yoinking!- 4! Why can’t we have decent post launch support for the MCC? Which for all intents and purposes WAS the classic playlist for people who didn’t like sprint! Do you see what I mean? I Think sprint is one of the MANY things wrong with halo right now and nobody is talking about it and unless we do things will never change! Not just for sprint! But for everything! I acknowledge H5 for what it has done BUT it should have been this (and more) **AT LAUNCH.**TLDR; Sprint is still bad, but halo has a lot wrong with it besides sprint and nobody is even talking about it.

> 2535413255930582;4422:
> Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…

Why can’t they just move fast all of the time and shoot at the same time.

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> > > > > > it speeds up the overall pace of the game
> > > > >
> > > > >
> > > > > Except it doesn’t. This has been proven countless times, in this thread and otherwise. It’s amazing how kids still don’t understand the difference between "player speed
> > > > > and “game speed”. Just because your spartan can move really fast at the touch of a button, doesn’t mean that the pacing is all of sudden sped up, as well. It’s not. It’s actually the opposite. The pacing of modern Halos (Reach-H5) is actually much slower than that of traditional Halos (CE-H3) due to the slowed down base movement speed, as well as the addition of numerous easy-mode DEFENSIVE mechanics, such as sprint, which make bad players feel good. They draw out engagements and make matches slow and boring. CE and H2 are objectively the two fastest (paced) Halos ever. Fax.
> > > >
> > > >
> > > > 2.It actually does speed up the game speed due to the base options allowing for smart movement such as spartan charge, clamber and ground pound all of which contribute to heightening the speed of the game, so please, at least try to bring a better argument next time as your facts have zero credible evidence and your argument is sloppy, hence I overall no longer respect or recognize the significance of your opinion, therefore causing any future options provided by you on this matter shall be considered invalid or void
> > >
> > >
> > > All movement related mechanics a player has access to are taken into account by map designers when they design the maps.
> > > For instance, the fastest time your going to get places from another, is dependant on what the map designer thinks is a good time for you to get there. In order to get a proper time, the distance needed to be travelled is based on the fastest by default available way a player can move.
> > > So, if you do not have sprint in the game and the base speed was 10 m/s and the map designer says you can go from A to B in 10 seconds, then the distance is 100 metres. Now if you then have a game with sprint and the same scenario, but sprint is 20 m/s but the time remains at 10 seconds, then the distance is 200 metres.
> > > As a result, sprint does no get you places “faster”. You get there in the fastest time possible decided by the map designer.
> > >
> > > Clamber follows the same suit. If a map designer doesn’t want you to get over a wall or reach a certain place. Actions in the map making will be taken in order to prevent you from clambering, such as higher walls, ceilings or wedged edges that can’t be clambered on. As a result, clamber does not allow you to scale walls you shouldn’t be able to jump over, because the map designer just allows you to scale those walls either way.
> > >
> > > Measurements.
> > > Map design Article.
> > >
> > > So, would you now please elaborate how movement mechanics taken into account with map design, i.e you now knowing that map design allows you access to different routes and not the abilities themselves allowing it, speed up the pacing of the gameplay?
> >
> >
> > The mechanic allows for faster paced gameplay due to map scaling, hence if you account for the ratio, average map traversal time and the consideration of how the map sizer are similar to that of those from past halo games you will see that the skill gap as well as the split second concept between jump times and distance scaling you will find that the mechanic gives an overall faster TTK for both teams due to in animation vulnerability, this speeds up the rate in which a opposite team player can be reached and eliminated, hence progressing the gaining of points and the overall speed of the average game time
>
>
> Maps in Halo 5 are actually bigger than maps in the games without games. They are also built for the sprint speed so, if anything, you traverse the maps at a slower pace than previous games since you’re obviously not always sprinting. That being the case, it means players are not always traversing at the proper speed the map was built for which causes encounters to happen less frequently than previous games (whether it be a lot or very little), which obviously results in games progressing slower.

Avalanche infinity sidewinder blood gulch and just about every other ce map are equal (bigger when it comes to infinity) to warzone maps.

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> > Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…
>
>
>
>
> > 2533274801973487;4278:
> > H6 manual: “after long years of training, going through genetic augmentation and wearing a high-tech armor, spartans are able to fire their weapon while running at full speed again (just like they were able to do during the human-covenant war displayed in HCE-H3 before the dev team thought it was necessary to include mechanics just because it was genre standard at that time)”
> > → Tada! no sprint required…

^^^

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> Sprint was great for the game because it changed the speed I can get back into battle, sneak up on people. Or when I know people are watching and waiting for me to come around the corner I can vary my speed.
>
> haters gonna hate I guess, but sprint is here to stay.

Considering maps are built for the sprint speed, sprinting isn’t getting you into battle faster as much as not sprinting is just getting you there slower.

It’s the equivalent to the classic games where only slightly pushing on the thumbstick would make you go slower. The maps were built for the players full speed, so going at full speed is normal whereas going half speed is slow. Going at full speed wasn’t getting you to the battle “faster”, it was getting you there at the intended normal amount of time. Same with sprint. Sprint is the normal speed and anything less is slower and as such, you’re not actually getting anywhere faster.

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> > > > > > > > > Sprint is here to stay. Deal with it. It is a FPS staple.
> > > > > > > >
> > > > > > > >
> > > > > > > > Other mechanics that were cut at some point were also prior to being cut, “here to stay”.
> > > > > > > >
> > > > > > > > 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.
> > > > > > >
> > > > > > >
> > > > > > > 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?
> > > > > >
> > > > > >
> > > > > > 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.
> > > > > >
> > > > > > Take a look throughout this thread, many people have posted very good reasons as to why sprint is detrimental to Halo.
> > > > >
> > > > >
> > > > > 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.
> > > >
> > > >
> > > > This should help then. SilentA98 always made good threads.
> > >
> > >
> > > Still not seeing it. Nothing wrong with Sprint.
> >
> >
> > then you are either blind, dumb, or chose not to read it of your own power and talk about it anyway (that would be really dumb). It is one thing to hear a good point but respect your own opinion with ITS own good points respectively. But it is another to scream your opinion and cover your ears screaming at different responses simply because they contradict yours.
>
>
> Listen, sprint changed the game for the better. It changed the encounters, allows you to vary speed around corners to get people to waste grenades. It’s a great add.

None of this makes sense. Just because I added the ability to glide doesn’t mean it’s good, even if it changes encounters.

FYI to everyone confused, when we say maps are bigger, we mean it in that maps are a lot bigger when you aren’t sprinting, as you would be going slower than the map intended, so not sprinting isn’t an option. Try walking through Truth without sprinting.

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> > > > > > > it speeds up the overall pace of the game
> > > > > >
> > > > > >
> > > > > > Except it doesn’t. This has been proven countless times, in this thread and otherwise. It’s amazing how kids still don’t understand the difference between "player speed
> > > > > > and “game speed”. Just because your spartan can move really fast at the touch of a button, doesn’t mean that the pacing is all of sudden sped up, as well. It’s not. It’s actually the opposite. The pacing of modern Halos (Reach-H5) is actually much slower than that of traditional Halos (CE-H3) due to the slowed down base movement speed, as well as the addition of numerous easy-mode DEFENSIVE mechanics, such as sprint, which make bad players feel good. They draw out engagements and make matches slow and boring. CE and H2 are objectively the two fastest (paced) Halos ever. Fax.
> > > > >
> > > > >
> > > > > 2.It actually does speed up the game speed due to the base options allowing for smart movement such as spartan charge, clamber and ground pound all of which contribute to heightening the speed of the game, so please, at least try to bring a better argument next time as your facts have zero credible evidence and your argument is sloppy, hence I overall no longer respect or recognize the significance of your opinion, therefore causing any future options provided by you on this matter shall be considered invalid or void
> > > >
> > > >
> > > > All movement related mechanics a player has access to are taken into account by map designers when they design the maps.
> > > > For instance, the fastest time your going to get places from another, is dependant on what the map designer thinks is a good time for you to get there. In order to get a proper time, the distance needed to be travelled is based on the fastest by default available way a player can move.
> > > > So, if you do not have sprint in the game and the base speed was 10 m/s and the map designer says you can go from A to B in 10 seconds, then the distance is 100 metres. Now if you then have a game with sprint and the same scenario, but sprint is 20 m/s but the time remains at 10 seconds, then the distance is 200 metres.
> > > > As a result, sprint does no get you places “faster”. You get there in the fastest time possible decided by the map designer.
> > > >
> > > > Clamber follows the same suit. If a map designer doesn’t want you to get over a wall or reach a certain place. Actions in the map making will be taken in order to prevent you from clambering, such as higher walls, ceilings or wedged edges that can’t be clambered on. As a result, clamber does not allow you to scale walls you shouldn’t be able to jump over, because the map designer just allows you to scale those walls either way.
> > > >
> > > > Measurements.
> > > > Map design Article.
> > > >
> > > > So, would you now please elaborate how movement mechanics taken into account with map design, i.e you now knowing that map design allows you access to different routes and not the abilities themselves allowing it, speed up the pacing of the gameplay?
> > >
> > >
> > > The mechanic allows for faster paced gameplay due to map scaling, hence if you account for the ratio, average map traversal time and the consideration of how the map sizer are similar to that of those from past halo games you will see that the skill gap as well as the split second concept between jump times and distance scaling you will find that the mechanic gives an overall faster TTK for both teams due to in animation vulnerability, this speeds up the rate in which a opposite team player can be reached and eliminated, hence progressing the gaining of points and the overall speed of the average game time
> >
> >
> > Maps in Halo 5 are actually bigger than maps in the games without games. They are also built for the sprint speed so, if anything, you traverse the maps at a slower pace than previous games since you’re obviously not always sprinting. That being the case, it means players are not always traversing at the proper speed the map was built for which causes encounters to happen less frequently than previous games (whether it be a lot or very little), which obviously results in games progressing slower.
>
>
> Avalanche infinity sidewinder blood gulch and just about every other ce map are equal (bigger when it comes to infinity) to warzone maps.

For one thing, I was referring to Arena maps. BTB has little relevance to the sprint discussion. Also, I think you’re seriously overestimating the size of past BTB maps.

> 2533274819567236;4428:
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> > Sprint was great for the game because it changed the speed I can get back into battle, sneak up on people. Or when I know people are watching and waiting for me to come around the corner I can vary my speed.
> >
> > haters gonna hate I guess, but sprint is here to stay.
>
>
> Considering maps are built for the sprint speed, sprinting isn’t getting you into battle faster as much as not sprinting is just getting you there slower.
>
> It’s the equivalent to the classic games where only slightly pushing on the thumbstick would make you go slower. The maps were built for the players full speed, so going at full speed is normal whereas going half speed is slow. Going at full speed wasn’t getting you to the battle “faster”, it was getting you there at the intended normal amount of time. Same with sprint. Sprint is the normal speed and anything less is slower and as such, you’re not actually getting anywhere faster.

Didn’t see this when I made my post, you summed it better than I did.

I always assumed the movement was slower because they were like walking tanks but that goes out the window when the cutscenes roll.

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> > > > > > > > it speeds up the overall pace of the game
> > > > > > >
> > > > > > >
> > > > > > > Except it doesn’t. This has been proven countless times, in this thread and otherwise. It’s amazing how kids still don’t understand the difference between "player speed
> > > > > > > and “game speed”. Just because your spartan can move really fast at the touch of a button, doesn’t mean that the pacing is all of sudden sped up, as well. It’s not. It’s actually the opposite. The pacing of modern Halos (Reach-H5) is actually much slower than that of traditional Halos (CE-H3) due to the slowed down base movement speed, as well as the addition of numerous easy-mode DEFENSIVE mechanics, such as sprint, which make bad players feel good. They draw out engagements and make matches slow and boring. CE and H2 are objectively the two fastest (paced) Halos ever. Fax.
> > > > > >
> > > > > >
> > > > > > 2.It actually does speed up the game speed due to the base options allowing for smart movement such as spartan charge, clamber and ground pound all of which contribute to heightening the speed of the game, so please, at least try to bring a better argument next time as your facts have zero credible evidence and your argument is sloppy, hence I overall no longer respect or recognize the significance of your opinion, therefore causing any future options provided by you on this matter shall be considered invalid or void
> > > > >
> > > > >
> > > > > All movement related mechanics a player has access to are taken into account by map designers when they design the maps.
> > > > > For instance, the fastest time your going to get places from another, is dependant on what the map designer thinks is a good time for you to get there. In order to get a proper time, the distance needed to be travelled is based on the fastest by default available way a player can move.
> > > > > So, if you do not have sprint in the game and the base speed was 10 m/s and the map designer says you can go from A to B in 10 seconds, then the distance is 100 metres. Now if you then have a game with sprint and the same scenario, but sprint is 20 m/s but the time remains at 10 seconds, then the distance is 200 metres.
> > > > > As a result, sprint does no get you places “faster”. You get there in the fastest time possible decided by the map designer.
> > > > >
> > > > > Clamber follows the same suit. If a map designer doesn’t want you to get over a wall or reach a certain place. Actions in the map making will be taken in order to prevent you from clambering, such as higher walls, ceilings or wedged edges that can’t be clambered on. As a result, clamber does not allow you to scale walls you shouldn’t be able to jump over, because the map designer just allows you to scale those walls either way.
> > > > >
> > > > > Measurements.
> > > > > Map design Article.
> > > > >
> > > > > So, would you now please elaborate how movement mechanics taken into account with map design, i.e you now knowing that map design allows you access to different routes and not the abilities themselves allowing it, speed up the pacing of the gameplay?
> > > >
> > > >
> > > > The mechanic allows for faster paced gameplay due to map scaling, hence if you account for the ratio, average map traversal time and the consideration of how the map sizer are similar to that of those from past halo games you will see that the skill gap as well as the split second concept between jump times and distance scaling you will find that the mechanic gives an overall faster TTK for both teams due to in animation vulnerability, this speeds up the rate in which a opposite team player can be reached and eliminated, hence progressing the gaining of points and the overall speed of the average game time
> > >
> > >
> > > Maps in Halo 5 are actually bigger than maps in the games without games. They are also built for the sprint speed so, if anything, you traverse the maps at a slower pace than previous games since you’re obviously not always sprinting. That being the case, it means players are not always traversing at the proper speed the map was built for which causes encounters to happen less frequently than previous games (whether it be a lot or very little), which obviously results in games progressing slower.
> >
> >
> > Avalanche infinity sidewinder blood gulch and just about every other ce map are equal (bigger when it comes to infinity) to warzone maps.
>
>
> For one thing, I was referring to Arena maps. BTB has little relevance to the sprint discussion. Also, I think you’re seriously overestimating the size of past BTB maps.

Go play infinity on ce mcc, the map was literally blood gulch times 10, it was honestly too big, I’m just using it to show how games with no sprint can still have big maps. Look up a video of it if you don’t have the mcc. I am against sprint, I’m just showing that you don’t need sprint to have big maps, something 343 clearly dosent understand as they still give us bad forge maps that arent even big enough to handle scorpions. But that’s probably just them shoving warzone down our throats

> 2535413255930582;4422:
> Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…

It’s also odd that sprint makes augmented Spartans force themselves to put their gun down while running at a faster speed. We can argue this point of immersion all day, but that wouldn’t be fun wouldn’t it?

> 2533274968707582;4435:
> > 2535413255930582;4422:
> > Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…
>
>
> It’s also odd that sprint makes augmented Spartans force themselves to put their gun down while running at a faster speed. We can argue this point of immersion all day, but that wouldn’t be fun wouldn’t it?

Spartans are still on many levels human, so to keep some amount of realism within the mechanics of the game I’m glad they don’t allow you to aim and sprint. I’d love to see how many headshots we could line up at a dead sprint though, might be kinda fun!

> 2533274889558034;4424:
> > 2533274886490718;4415:
> > > 2535456165221911;4414:
> > > > 2533274839860482;4407:
> > > > > 2533274968707582;4406:
> > > > > > 2533274839860482;4405:
> > > > > > this thread isn’t over yet? … well, okay then.
> > > > >
> > > > >
> > > > > Thanks for the bump I guess.
> > > >
> > > >
> > > > Perhaps you want me to add something a little more constructive?
> > > > Seeing as I’m not going to read through 220 PAGES of comments, I’ll simply address the OP;
> > > >
> > > > Removing sprint in Halo 6 would sadly feel like a step in the wrong direction with how 343 has attempted to modernize Halo gameplay to be more relatable to other well esteemed multiplayer shooters and franchises. I think it’s time that we accept the classic games as just that, they are classic. If we try to replicate them by doing away with all the new abilities and weapons then I really feel that people will be disappointed whether they realize it now or not. The game has changed, it’s fast paced because we live in a more faced pace real world. What’s special about the classic Halo games worked 10 years ago because that’s what the technology was. As the world changes we have to change with it. So yes, enjoy the classic Halos and embrace them for everything that they are, but if 343 tries to recreate them with the formulas they’ve developed for modern Halo then it will not go over easy.
> > >
> > >
> > > Why would you make Halo a lot like to other shooters by modernizing? To get the new audiences? The game itself is very newbie unfriendly in many aspects, just simply making game familiar doesn’t make the game good for new people. Also, if Halo becomes very similar to other shooters, there is no reason or incentive to buy and play Halo game. By doing that, Halo loses its identity and uniqueness.
> >
> >
> > I dunno about you, but for it never was the way or the speed we moved with what made Halo unique.
> > we live in a really sad world, if the way how we as players move is all what make’s a game outstanding or not.
>
>
> Your right about the movement thing only a little bit. You see it is hard to notice something on such a basic level and really identify a game by it’s movement, especially in a game like halo with so many weapons and a great story it isn’t really the thing it is known for, BUT! If there is something I’ve noticed it IS that halo has lost it’s Identity. In the original halos do you think that master chief having little character was intentional? Truly you don’t think that bungee wanted to maybe paint themselves on the blank slate that was master chief do you? Truly you don’t think that Halo 5 had as good a story as Halo 4 do you, WHICH IS THE MAIN THING THAT MADE HALO UNIQUE? Please don’t tell me you think that keeping sprint and thus, forcing the effective weapon range to be longer than ever, getting rid of the mostly omni-directional traveling, and forcing map design to be drastically different from previous halo games had something to do with Halo’s identity crisis currently do you. I’ll indulge you for a second that sprint is a modern mechanic even though it has been around since 2003 or even earlier if you count other videogame fps’ like Deus Ex. I believe that Halo is failing it’s fans in so many departments right now in terms of gameplay (I’ll say I love thrusterpack, ground-pound, and stabilizers because they add vertical combat to the game and add to the game in more ways than it takes from it) like having sprint which has been hated since reach, having a -Yoink- story, and the utter lack of player choice in multiplayer. If you look at the beta and compare it to what we got for the main thing we got more from the beta and we still can’t even customize it like firefight classic. Why can’t we choose what maps and game modes we play like in reach or Halo 4? HALO -Yoinking!- 4! Why can’t we have decent post launch support for the MCC? Which for all intents and purposes WAS the classic playlist for people who didn’t like sprint! Do you see what I mean? I Think sprint is one of the MANY things wrong with halo right now and nobody is talking about it and unless we do things will never change! Not just for sprint! But for everything! I acknowledge H5 for what it has done BUT it should have been this (and more) **AT LAUNCH.**TLDR; Sprint is still bad, but halo has a lot wrong with it besides sprint and nobody is even talking about it.

Halo has changed hands and even MS isn’t run by the same people as ten years ago. Sprint has nothing to do with lack of custom game options or the lackluster campaign. Both Halo Reach and 4 had sprint and the weapons weren’t designed with pinpoint accuracy, even the H4 BR functions like the H2 BR.

> 2533274875558354;4436:
> > 2533274968707582;4435:
> > > 2535413255930582;4422:
> > > Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…
> >
> >
> > It’s also odd that sprint makes augmented Spartans force themselves to put their gun down while running at a faster speed. We can argue this point of immersion all day, but that wouldn’t be fun wouldn’t it?
>
>
> Spartans are still on many levels human, so to keep some amount of realism within the mechanics of the game I’m glad they don’t allow you to aim and sprint. I’d love to see how many headshots we could line up at a dead sprint though, might be kinda fun!

lore only works as an argument for a mechanic to a certain degrees.

> 2535466914543129;4437:
> > 2533274889558034;4424:
> > > 2533274886490718;4415:
> > > > 2535456165221911;4414:
> > > > > 2533274839860482;4407:
> > > > > > 2533274968707582;4406:
> > > > > > > 2533274839860482;4405:
> > > > > > > this thread isn’t over yet? … well, okay then.
> > > > > >
> > > > > >
> > > > > > Thanks for the bump I guess.
> > > > >
> > > > >
> > > > > Perhaps you want me to add something a little more constructive?
> > > > > Seeing as I’m not going to read through 220 PAGES of comments, I’ll simply address the OP;
> > > > >
> > > > > Removing sprint in Halo 6 would sadly feel like a step in the wrong direction with how 343 has attempted to modernize Halo gameplay to be more relatable to other well esteemed multiplayer shooters and franchises. I think it’s time that we accept the classic games as just that, they are classic. If we try to replicate them by doing away with all the new abilities and weapons then I really feel that people will be disappointed whether they realize it now or not. The game has changed, it’s fast paced because we live in a more faced pace real world. What’s special about the classic Halo games worked 10 years ago because that’s what the technology was. As the world changes we have to change with it. So yes, enjoy the classic Halos and embrace them for everything that they are, but if 343 tries to recreate them with the formulas they’ve developed for modern Halo then it will not go over easy.
> > > >
> > > >
> > > > Why would you make Halo a lot like to other shooters by modernizing? To get the new audiences? The game itself is very newbie unfriendly in many aspects, just simply making game familiar doesn’t make the game good for new people. Also, if Halo becomes very similar to other shooters, there is no reason or incentive to buy and play Halo game. By doing that, Halo loses its identity and uniqueness.
> > >
> > >
> > > I dunno about you, but for it never was the way or the speed we moved with what made Halo unique.
> > > we live in a really sad world, if the way how we as players move is all what make’s a game outstanding or not.
> >
> >
> > Your right about the movement thing only a little bit. You see it is hard to notice something on such a basic level and really identify a game by it’s movement, especially in a game like halo with so many weapons and a great story it isn’t really the thing it is known for, BUT! If there is something I’ve noticed it IS that halo has lost it’s Identity. In the original halos do you think that master chief having little character was intentional? Truly you don’t think that bungee wanted to maybe paint themselves on the blank slate that was master chief do you? Truly you don’t think that Halo 5 had as good a story as Halo 4 do you, WHICH IS THE MAIN THING THAT MADE HALO UNIQUE? Please don’t tell me you think that keeping sprint and thus, forcing the effective weapon range to be longer than ever, getting rid of the mostly omni-directional traveling, and forcing map design to be drastically different from previous halo games had something to do with Halo’s identity crisis currently do you. I’ll indulge you for a second that sprint is a modern mechanic even though it has been around since 2003 or even earlier if you count other videogame fps’ like Deus Ex. I believe that Halo is failing it’s fans in so many departments right now in terms of gameplay (I’ll say I love thrusterpack, ground-pound, and stabilizers because they add vertical combat to the game and add to the game in more ways than it takes from it) like having sprint which has been hated since reach, having a -Yoink- story, and the utter lack of player choice in multiplayer. If you look at the beta and compare it to what we got for the main thing we got more from the beta and we still can’t even customize it like firefight classic. Why can’t we choose what maps and game modes we play like in reach or Halo 4? HALO -Yoinking!- 4! Why can’t we have decent post launch support for the MCC? Which for all intents and purposes WAS the classic playlist for people who didn’t like sprint! Do you see what I mean? I Think sprint is one of the MANY things wrong with halo right now and nobody is talking about it and unless we do things will never change! Not just for sprint! But for everything! I acknowledge H5 for what it has done BUT it should have been this (and more) **AT LAUNCH.**TLDR; Sprint is still bad, but halo has a lot wrong with it besides sprint and nobody is even talking about it.
>
>
> Halo has changed hands and even MS isn’t run by the same people as ten years ago. Sprint has nothing to do with lack of custom game options or the lackluster campaign. Both Halo Reach and 4 had sprint and the weapons weren’t designed with pinpoint accuracy, even the H4 BR functions like the H2 BR.

i never said it did, I said that halo is in decline, and it is because of sprint, story rewrites, and a lack of content at launch. What is with the weapon argument? I never left the three aforementioned items and talked about weapons?

> 2533274889558034;4438:
> > 2533274875558354;4436:
> > > 2533274968707582;4435:
> > > > 2535413255930582;4422:
> > > > Sprint feels natural for Spartans. I always thought it a bit odd that the Spartans in previous iterations of Halo could not move more quickly than the unaugmented marines they fought alongside, so when Bungie added Sprint it made sense with the universe. I mean, they’ve always been faster…
> > >
> > >
> > > It’s also odd that sprint makes augmented Spartans force themselves to put their gun down while running at a faster speed. We can argue this point of immersion all day, but that wouldn’t be fun wouldn’t it?
> >
> >
> > Spartans are still on many levels human, so to keep some amount of realism within the mechanics of the game I’m glad they don’t allow you to aim and sprint. I’d love to see how many headshots we could line up at a dead sprint though, might be kinda fun!
>
>
> lore only works as an argument for a mechanic to a certain degrees.

It’s quite funny, we’re at a point where I don’t even have to think about arguments anymore, I just look through my post history to quote a fitting post…
This is what I’d like too add to this Immersion/lore discussion:
“it’s up to the marketing what people see as immersive! If 343 advertised no sprint by saying it’s due to spartans beeing enhanced supersoldiers in armors that support certain actions of your body thus making you able to go full speed while keeping full control over your weapon, most people, even casuals, would dig it but they chose to claim that it’s more immersive having to run just like a normal human beeing…
You see I’m not in favor of no sprint because I think it is immersive but I’m strictly against “Immersion” beeing used as an argument in favor of sprint because it all comes down on how you twist it”