> 2533274873172929;5265:
> Sprint isn’t an “easy-to-reach” button in it’s current iteration it requires knowledge of when to use it and when not to, thus creating a potential skill gap for the tool at your disposal. To make this tool of destruction increasing more viable for competitive use and just overall fairness, it was given a balance of positive and negative perks, these of course are the fact that you shouldn’t sprint whilst your health and/or shields are low, otherwise your health and/or shields will not recharge;
I disagree. Your shields are down after you’ve fought with another player. In case you won the fight, the enemy is dead and there’s ususally no one to finish you off so you wait for your shields to recharge. But when you’re losing the fight, you’d be ignorant not to sprint away, since it substitutes certain death by possible death, low shields or not. It quite literally gives you an intantaneous advantage by the push of a button. Neither of both scenarios requires knowledge when to use it, it almost comes down to a reflex: Low shields -> Sprint. (Or with the implementation of desprint: Low Shields -> Thrust -> Sprint.)
> 2533274873172929;5265:
> sprint also allows faster movement speed, thus allowing a greater navigation and presence on the map especially when control is in your team’s court;
Factually wrong. Sprint is exclusively forward-directed, so it lessens navigation possibilities compared to a high base movement speed, which allows for quick movement in all directions.
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> the other potential is sprint allows chain button combinations, which require additional skill and knowledge to manipulate and successfully accomplish, things like:
>
>
>
> - The Spartan Charge (Sprint + Melee)
> - The Spartan Slide (Sprint + Crouch)
> - Bump Thrusting (Sprint + Thrust[depends on jump])
> - Thrust Sliding (Sprint + Thrust + Crouch)
> - Mason Jump (Sprint + Jump + Thrust + Smark-Link + Ground Pound +Thrust + Clamber[if required])
> - Bum Jump (Sprint + Thrust + Crouch + Jump + Smart-Link + Clamber)
> These above commands create quicker more fundamentally edgy games, also the bottom four were actually found and invented by community members.
As has been pointed out, none of these mechanics require sprint per se. They can easily be adapted to work with maximum deflection of the analog stick in a game that substitutes sprint with a high BMS as has been suggested. Just substitute the word “sprint” with “max speed” in all your bullet points above.
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> This is why your “teleportation” alternative would not work, because it would not allow real skill. At it’s core it would be even more chaotic and game breaking ability then sprint could ever be, it would actually be also a very noobish tactic (much like Spartan Charge) as most would attempt to spam the ability to get random placements on the map without actually pushing the power ups or power weapons to gain map control, eliminating a increasing amount of gun fights and reduce said skill. And how would one also manage to predict a successful teleport? Why would one risk a life if they know they could just walk the distance, especially if they have a power weapon or power up?
I know it is a broken suggestion. I’ve intentionally conceived it this way. The point I was trying to make is that giving something a risk-reward-factor does not make it balanced. Sprint being a risk-reward-mechanic and all players having access to it equally does not absolute it in any way.
But now that you have picked “blink” apart, don’t you see that most of your argumentes pertain to sprint as well? Players spam the ability to get out of losing battles, to evade enemies in power positions, to bum-rush other players that can’t back off due to being crippled in movement, etc. It also de-emphasises gunplay, by taking away the abilty to shoot from sprinting players while at the same time bloating maps to the point sprint is required to traverse them in a timely fashion. Also, sprinting players themselves are almost impossible to engage without a oneshot-weapon like the snipe or rocket (unless they are already low on shields from a previous gunfight, which boils down to pure chance, not skill). You can’t follow them at the same speed shooting, but doodad placement on the maps allows them to turn around a corner before you’re able to finish them off due to Halo’s inherent high TTK. Sprint works in other games because low TTK makes sprint-escapes or sprint-rushes nigh impossible. The only way to take down a sprinter in Halo is to accumulate damage over multiple engagements, provided he doesn’t shield-camp in a corner somewhere in the meantime.
I think the only issue with my blink-mechanic that cannot be directly translated to sprint is the RNG-element that I’ve introduced, but again, the suggestion was intentionally conceived as a broken mechanic and the RNG was supposed to be a dead giveaway…