The sprint discussion thread

walking is boring, especially if the map is a big one :frowning:

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> I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.

First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.

Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?

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> >
> > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
>
>
> First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
>
> Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?

  1. You are correct, I probably meant 4 but thought Reach.

  2. I draw the line because although they are changes of overall movement, its not completely outside the realm of the game. I actually wanted a sprinting mechanic in Halo 3, ODST and Sprint in Reach was probably the armor ability I used the most. I do not have an issue with Sprint because it dose not have as much of am impact versus traversing a wall at a full sprint with access to my weapons, how many people want to do that in Halo? The community is divided already with a Running mechanic alone.

I know you anti-sprinters won’t like this, but I thought I’d post it anyways.

> 2535455681930574;5925:
> I know you anti-sprinters won’t like this, but I thought I’d post it anyways.

For those that don’t want to click the link and watch the 4 minute video, here’s a summary:

  • Remove Spartan Charge
  • Make sure every weapon has a delay that prevents it from instantly firing when pulling the trigger during a sprint
  • Increase motion tracker range and possibly add a secondary area where only sprinting players are visible
  • Increase BMS, but keep Sprint even if its not needed (cited the “classic” 120% BMS)
  • Possible make Sprint limited on smaller Arena-style maps and unlimited on larger BTB/Warzone maps

> 2535455681930574;5925:
> I know you anti-sprinters won’t like this, but I thought I’d post it anyways.

Isn’t that the same guy who made that rant in response to HaloFollower about how veterans are -Yoinks!-?

1:10
[Cheeky] Why get rid of Spartan charge when we can just improve it? We have to accept that SC will likely be in Halo 6.[/Cheeky]1:22
“We need to get rid of instantly being able to fire when exiting sprint and add a delay back.”
No. I can’t even…begin to describe…
The entire point of removing that delay was to make sprint have less of an impact on the game’s combat.
And now you want to add it back and bring back the “caught you with your pants down” nonsense that we oh so despise of sprint?
Does he not get that we DON’T want basic map traversal to be punished? That it’s exactly why we hate sprint?

“Let’s improve the radar.”
Yeah, fine.

“Increase base movement speed.”
While still keeping sprint? Map traversal would be too fast, and sprint would obviously still exist.

“On larger maps when you spawn away from the epicenter of engagement it’s hard to walk there even on-”

  1. That’s kind of the point. Control vehicles and avoid that situation.
  2. -Yoinking!-…Idk…maybe…adjust the spawn system? Come on, you stated the solution in your own complaint.

“Put a limit on sprint in Arena but not in Warzone.”
K whatever I guess.

Well I’ll give Luke credit where its due. He understands that you don’t have to make a 20 minute video just to make a few basic points. Now if only people on our side of the argument could grasp the same concept…

Anyways, You can nerf sprint however much and in whatever ways you want to. At the end of the day it still exists and I’m still not happy about it.

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> > 2535455681930574;5925:
> > I know you anti-sprinters won’t like this, but I thought I’d post it anyways.
>
>
> Isn’t that the same guy who made that rant in response to HaloFollower about how veterans are -Yoinks!-?
>
> 1:10
> [Cheeky] Why get rid of Spartan charge when we can just improve it? We have to accept that SC will likely be in Halo 6.[/Cheeky]1:22
> “We need to get rid of instantly being able to fire when exiting sprint and add a delay back.”
> No. I can’t even…begin to describe…
> The entire point of removing that delay was to make sprint have less of an impact on the game’s combat.
> And now you want to add it back and bring back the “caught you with your pants down” nonsense that we oh so despise of sprint?
>
> “Let’s improve the radar.”
> Yeah, fine.
>
> “Increase base movement speed.”
> While still keeping sprint? Map traversal would be too fast, and sprint would obviously still exist.
>
> “On larger maps when you spawn away from the epicenter of engagement it’s hard to walk there even on-”
> 1. That’s kind of the point. Control vehicles and avoid that situation.
> 2. -Yoinking!-…Idk…maybe…adjust the spawn system? Come on, you stated the solution in your own complaint.
>
> “Put a limit on sprint in Arena but not in Warzone.”
> K whatever I guess.
>
> Well I’ll give Luke credit where its due. He understands that you don’t have to make a 20 minute video just to make a few basic points. Now if only people on our side of the argument could grasp the same concept…
>
> Anyways, You can nerf sprint however much and in whatever ways you want to. At the end of the day it still exists and I’m still not happy about it.

Just about sums it up

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> > > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
> >
> >
> > First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
> >
> > Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?
>
>
> I draw the line because although they are changes of overall movement, its not completely outside the realm of the game. I actually wanted a sprinting mechanic in Halo 3, ODST and Sprint in Reach was probably the armor ability I used the most. I do not have an issue with Sprint because it dose not have as much of am impact versus traversing a wall at a full sprint with access to my weapons, how many people want to do that in Halo? The community is divided already with a Running mechanic alone.

“Completely outside the realm of the game”? What does that mean?

What impacts would wall-running have on gameplay that Sprint doesn’t already do?

I’m trying to get a better understanding on this. As an anti-Sprinter, I dislike that the mechanic fundamentally changes the relationship between movement & combat abilities. Those that say they like Sprint usually cite the “tactical thinking” & “strategy” that they feel it brings to the game and don’t seem bothered by the limits the mechanic puts on players. If that’s the case, isn’t another movement mechanic that adds new tactics to the game welcome?

Honestly, if given the choice between Sprint and wall-running (provided it didn’t decrease weapon accuracy or anything) I’d probably take the latter.

> 2535440283237581;5926:
> > 2535455681930574;5925:
> > I know you anti-sprinters won’t like this, but I thought I’d post it anyways.
>
>
> For those that don’t want to click the link and watch the 4 minute video, here’s a summary:
>
> - Remove Spartan Charge
> - Make sure every weapon has a delay that prevents it from instantly firing when pulling the trigger during a sprint
> - Increase motion tracker range and possibly add a secondary area where only sprinting players are visible
> - Increase BMS, but keep Sprint even if its not needed (cited the “classic” 120% BMS)
> - Possible make Sprint limited on smaller Arena-style maps and unlimited on larger BTB/Warzone maps

I’m glad I didn’t waste my time listening to what amounted to a number of horrible suggestions. Guy sounds like he knows very little as to why sprint is bad in the first place.

> 2535455681930574;5925:
> I know you anti-sprinters won’t like this, but I thought I’d post it anyways.

Didn’t want to watch it, used A6ENT C’s summary.

1, Spartan Charge is direct response to Double meleeing, remove sprint, and you get rid of both issues.
2. Add a delay after sprinting? What?? This is the exact opposite of what needs to happen.
3. Lol. Increase radar.
4. Or just remove sprint. There would be literally no point for this one.
5. How about no sprint across the board, you don’t even need sprint for BTB/borezone, vehicles, man cannons, and teleporters fix that, and create a more creative way to get around.

Forgetting that his points are not what anyone wants, this is the guy who literally snorted Doritos. I don’t know how people take him seriously.

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> > > > > >
> > > >
> > > >
> > > > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
> > >
> > >
> > > First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
> > >
> > > Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?
> >
> >
> > I draw the line because although they are changes of overall movement, its not completely outside the realm of the game. I actually wanted a sprinting mechanic in Halo 3, ODST and Sprint in Reach was probably the armor ability I used the most. I do not have an issue with Sprint because it dose not have as much of am impact versus traversing a wall at a full sprint with access to my weapons, how many people want to do that in Halo? The community is divided already with a Running mechanic alone.
>
>
> “Completely outside the realm of the game”? What does that mean?
>
> What impacts would wall-running have on gameplay that Sprint doesn’t already do?
>
> I’m trying to get a better understanding on this. As an anti-Sprinter, I dislike that the mechanic fundamentally changes the relationship between movement & combat abilities. Those that say they like Sprint usually cite the “tactical thinking” & “strategy” that they feel it brings to the game and don’t seem bothered by the limits the mechanic puts on players. If that’s the case, isn’t another movement mechanic that adds new tactics to the game welcome?
>
> Honestly, if given the choice between Sprint and wall-running (provided it didn’t decrease weapon accuracy or anything) I’d probably take the latter.

I’d be interested in seeing a wall-ricochet mechanic where your gun is still up. I saw a video of UT4 and the player was jumping all over the place, and they had a mechanic where you can jump off of a wall. That seems interesting, and I think it would actually add a new layer of movement skill compared to sprint.

> Those that say they like Sprint usually cite the “tactical thinking” & “strategy” that they feel it brings to the game and don’t seem bothered by the limits the mechanic puts on players

I won’t torment you with yet another Ce rant, but to me it comes down to a fundamental difference in game design philosophy.

It doesn’t bother them because these people think that strategy can only be created by putting limits on the individual player and forcing the player to either weigh risky options or work with their team to overcome those limits. It is the basic principle that class-based shooters are founded on.

And I obviously think that’s bull -Yoink-. Well, actually I think it’s somewhat true but not the full truth. Strategies can also form as a result of empowering the player instead of limiting them.

They see it in terms of “Sprint presents a risk, which creates multiple options to be weighed, which creates strategy”. Yet they don’t see it in terms of “being able to go here with my guns up will allow me to execute this plan I’ve formed in my head, while having no gun access would prevent the plan from coming to fruition”.

I.e. they see how limiting the player can create strategy, yet they don’t realize how it can also kill strategy.

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> > > > > >
> > > >
> > > >
> > > > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
> > >
> > >
> > > First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
> > >
> > > Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?
> >
> >
> > I draw the line because although they are changes of overall movement, its not completely outside the realm of the game. I actually wanted a sprinting mechanic in Halo 3, ODST and Sprint in Reach was probably the armor ability I used the most. I do not have an issue with Sprint because it dose not have as much of am impact versus traversing a wall at a full sprint with access to my weapons, how many people want to do that in Halo? The community is divided already with a Running mechanic alone.
>
>
> “Completely outside the realm of the game”? What does that mean?
>
> What impacts would wall-running have on gameplay that Sprint doesn’t already do?
>
> I’m trying to get a better understanding on this. As an anti-Sprinter, I dislike that the mechanic fundamentally changes the relationship between movement & combat abilities. Those that say they like Sprint usually cite the “tactical thinking” & “strategy” that they feel it brings to the game and don’t seem bothered by the limits the mechanic puts on players. If that’s the case, isn’t another movement mechanic that adds new tactics to the game welcome?
>
> Honestly, if given the choice between Sprint and wall-running (provided it didn’t decrease weapon accuracy or anything) I’d probably take the latter.

What I mean is: Halo is about Boots on the Ground Combat, whether its against vehicles or other players in area; your boots on the ground. Even with Sprint implemented it still keeps the map design at its core, the same. It may be stretched a little; but they were stretched in mind to compensate for ALL Spartan abilities and where you can keep the majority of classic maps if put in the game, intact. 343I’s overall map design is questionable, but Truth is still as fun as it was when it first came out, its still the same map at its core. All the previous maps can work with the new Spartan abilities for any previous titles, and where we can agree is; the map design in previous games is far better then what we have currently (minus Truth because its a remake and is the best map in Halo 5’s arena IMO). I’d love to see Blood Gultch, Zanzibar in Halo 5 with Spartan abilities because then you would have a more accurate way to judge how all these abilities work vs the newer maps in Halo 4-5.

Yeah the maps have been stretched a little for the new Spartan Abilities but that’s to be expected. It would be common sense to implement those changes. And considering that’s also a problem with anti-sprinters what would happen if you introduced a mechanic like wall running? The entire map design would be turned on its head. 343I at least created a new way to move around the play space, but the way we engage is almost the same. Sure Sprint dose have an impact in that, but its not as drastic as wall running while shooting at the same time.

> “On larger maps when you spawn away from the epicenter of engagement it’s hard to walk there even on-”
> 1. That’s kind of the point. Control vehicles and avoid that situation.
> 2. -Yoinking!-…Idk…maybe…adjust the spawn system? Come on, you stated the solution in your own complaint.

Another thing. Why do all these examples fall back on this argument of not being able to catch up to your team?

-If you’re constantly out of reach of your teammates then either you’re not following them adequately, or they are over-extending.

-If a team is caught over-extending them they should be punished for doing so.

-Furthermore, should people even be able to constantly catch up to their teammates? Imagine you’re playing an objective mode like oddball, and you kill three of the enemy team and you’re pursuing the guy who has the oddball. Would you really want those people to spawn in and instantly be able to back up the guy carrying the oddball? They should be punished for dying, and you should be rewarded for killing them.

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> > > > > > >
> > > > >
> > > > >
> > > > > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
> > > >
> > > >
> > > > First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
> > > >
> > > > Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?
> >
> >
> > “Completely outside the realm of the game”? What does that mean?
> >
> > What impacts would wall-running have on gameplay that Sprint doesn’t already do?
>
>
> What I mean is: Halo is about Boots on the Ground Combat, whether its against vehicles or other players in area; your boots on the ground. Even with Sprint implemented it still keeps the map design at its core, the same. It may be stretched a little; but they were stretched in mind to compensate for ALL Spartan abilities and where you can keep the majority of classic maps if put in the game, intact. 343I’s overall map design is questionable, but the Truth is still as fun as it was when it first came out, its still the same map at its core. All the previous maps can work with the new Spartan abilities for any previous titles, and where we can agree is; the map design in previous games is far better then what we have currently (minus Truth because its a remake and is the best map in Halo 5’s arena IMO). I’d love to see Blood Gultch, Zanzibar in Halo 5 with Spartan abilities because then you would have a more accurate way to judge how all these abilities work vs the newer maps in Halo 4-5.
>
> Yeah the maps have been stretched a little for the new Spartan Abilities but that’s to be expected. It would be common sense to implement those changes. And considering that’s also a problem with anti-sprinters what would happen if you introduced a mechanic like wall running? The entire map design would be turned on its head. 343I at least created a new way to move around the play space, but the way we engage is almost the same. Sure Sprint dose have an impact in that, but its not as drastic as wall running while shooting at the same time.

“Boots on the ground”… except all the jumping, mancannons, and vehicles. It was also about always having combat options (only disabling them if carrying an objective) and the concept of combat/movement abilities never hindering each other, but Sprint’s already trampled all over that. Seems like a double-standard to claim one as sacred and another as superfluous.

You’re going off on a bit of a tangent in regards to map quality/design, but neglected to actually mention any changes wall-running would have on map design that haven’t already been taken into account for Sprint (much less how those changes could be perceived as negative).

<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 is false

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> > > > > > > >
> > > > > >
> > > > > >
> > > > > > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
> > > > >
> > > > >
> > > > > First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
> > > > >
> > > > > Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?
> > >
> > >
> > > “Completely outside the realm of the game”? What does that mean?
> > >
> > > What impacts would wall-running have on gameplay that Sprint doesn’t already do?
> >
> >
> > What I mean is: Halo is about Boots on the Ground Combat, whether its against vehicles or other players in area; your boots on the ground. Even with Sprint implemented it still keeps the map design at its core, the same. It may be stretched a little; but they were stretched in mind to compensate for ALL Spartan abilities and where you can keep the majority of classic maps if put in the game, intact. 343I’s overall map design is questionable, but the Truth is still as fun as it was when it first came out, its still the same map at its core. All the previous maps can work with the new Spartan abilities for any previous titles, and where we can agree is; the map design in previous games is far better then what we have currently (minus Truth because its a remake and is the best map in Halo 5’s arena IMO). I’d love to see Blood Gultch, Zanzibar in Halo 5 with Spartan abilities because then you would have a more accurate way to judge how all these abilities work vs the newer maps in Halo 4-5.
> >
> > Yeah the maps have been stretched a little for the new Spartan Abilities but that’s to be expected. It would be common sense to implement those changes. And considering that’s also a problem with anti-sprinters what would happen if you introduced a mechanic like wall running? The entire map design would be turned on its head. 343I at least created a new way to move around the play space, but the way we engage is almost the same. Sure Sprint dose have an impact in that, but its not as drastic as wall running while shooting at the same time.
>
>
> “Boots on the ground”… except all the jumping, mancannons, and vehicles. It was also about always having combat options (only disabling them if carrying an objective) and the concept of combat/movement abilities never hindering each other, but Sprint’s already trampled all over that. Seems like a double-standard to claim one as sacred and another as superfluous.
>
> You’re going off on a bit of a tangent in regards to map quality/design, but neglected to actually mention any changes wall-running would have on map design that haven’t already been taken into account for Sprint.

Man cannons, vehicles were built into the game on its onset. The game also had teleporters to instantly get you to one area to the map in an instant. Vehicle combat is also another element which was also built into Halo right from the beginning. But where are you primarily engaging from? Boots on the Ground with your primary weapon. Do I need to spell it out for you?? The level design to accommodate wall running would be far more impactful vs sprint, it would be common sense to completely design your maps around such a mechanic, as I mentioned. You would have to base all maps around that mechanic, name one Halo map that could be used for wall running in its current state? If you want to argue common sense, then you clearly lack it.

Halo CE lan tournament

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> > > > > > > I can see both sides of this coin and I believe your seeing this shift because since Halo first came out you’ve seen this explosion of FPS games which I feel has completely diluted the genera (Call of Duty…cough…cough…cough). As much as you would not want to admit that this resulted in said mechanics introduced, your wrong. Pretty much every game in some way shape or form is adapting another’s concept or trying to one up each other to compete. As much as Halo has stayed true to itself (and it has done a much better job compared to other franchises) your going to see these trends continue. With every shooter going to this “Freedom of Movement” shift where were everything is about wall running, Zero G or some sort of up tempo Combat, Halo in the current market must adapt. That’s why we saw thrusters added to Halo 5 (Reach did have em but they were USELESS). This is where the FPS trends are going, but until I see 343I add something like “wall-running” into the mix, that’s when ill take up issue with the direction of the game.
> > > > > >
> > > > > >
> > > > > > First off, Reach didn’t introduce thrusters. It introduced Evade and H4 changed it to thrusters so it could be used mid-air and prevent the user from being almost impossible to headshot.
> > > > > >
> > > > > > Secondly, why do you accept the change in direction and focus on movement options (even at the expense of weapons usage) but draw the line at wall-running? What makes wall-running and worse than something like thrusters or Sprint?
> > > >
> > > >
> > > > “Completely outside the realm of the game”? What does that mean?
> > > >
> > > > What impacts would wall-running have on gameplay that Sprint doesn’t already do?
> > >
> > >
> > > What I mean is: Halo is about Boots on the Ground Combat, whether its against vehicles or other players in area; your boots on the ground. Even with Sprint implemented it still keeps the map design at its core, the same. It may be stretched a little; but they were stretched in mind to compensate for ALL Spartan abilities and where you can keep the majority of classic maps if put in the game, intact. 343I’s overall map design is questionable, but the Truth is still as fun as it was when it first came out, its still the same map at its core. All the previous maps can work with the new Spartan abilities for any previous titles, and where we can agree is; the map design in previous games is far better then what we have currently (minus Truth because its a remake and is the best map in Halo 5’s arena IMO). I’d love to see Blood Gultch, Zanzibar in Halo 5 with Spartan abilities because then you would have a more accurate way to judge how all these abilities work vs the newer maps in Halo 4-5.
> > >
> > > Yeah the maps have been stretched a little for the new Spartan Abilities but that’s to be expected. It would be common sense to implement those changes. And considering that’s also a problem with anti-sprinters what would happen if you introduced a mechanic like wall running? The entire map design would be turned on its head. 343I at least created a new way to move around the play space, but the way we engage is almost the same. Sure Sprint dose have an impact in that, but its not as drastic as wall running while shooting at the same time.
> >
> >
> > “Boots on the ground”… except all the jumping, mancannons, and vehicles. It was also about always having combat options (only disabling them if carrying an objective) and the concept of combat/movement abilities never hindering each other, but Sprint’s already trampled all over that. Seems like a double-standard to claim one as sacred and another as superfluous.
> >
> > You’re going off on a bit of a tangent in regards to map quality/design, but neglected to actually mention any changes wall-running would have on map design that haven’t already been taken into account for Sprint.
>
> Man cannons, vehicles were built into the game on its onset. The game also had teleporters to instantly get you to one area to the map in an instant. Vehicle combat is also another element which was also built into Halo right from the beginning. But where are you primarily engaging from? Boots on the Ground with your primary weapon. Do I need to spell it out for you?? The level design to accommodate wall running would be far more impactful vs sprint, it would be common sense to completely design your maps around such a mechanic, as I mentioned. You would have to base all maps around that mechanic, name one Halo map that could be used for wall running in its current state? Wall Running in Halo? It would be so much more impactful to EVERYTHING that is Halo vs Sprinting already in its current form. If you want to argue common sense, then you clearly lack it.

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> > > > > > > > > > > > > > > > > Please stop saying that there’s an option to choose whether to sprint or not. Maps are larger to accommodate for sprint thus punishing players not sprinting. Bullet magnetism is increased to accommodate for maps being so large. There can be no unique maps such as Guardian, Shrine or Lockout with sprint and that’s a pretty heavy price to pay for a poor mechanic.
> > > > > > > > > > > > > > > > > Sprint is a bad design choice and doesn’t fit in the Arena Shooter Halo.
> > > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > > The only thing punishing you for sprinting is your self. The maps are not solely designed for sprint and lockout would play really well with the new abilities and guardian is just a lockout reskin. If you just want H3 with new graphics then you can pick it up next fall along with the scorpio.
> > > > > > > > > > > > > > >
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> > > > > > > > > > > > > > > This entire post is actually wrong.
> > > > > > > > > > > > > > > If you think sprint would play fine on Lockout then, at this point in the thread after all this discussion, you’re simply incapable of understanding the basic effects of sprint such as what it does to spawns.
> > > > > > > > > > > > > > > You lack knowledge on the subject and are either incapable or unwilling to gain knowledge of it.
> > > > > > > > > > > > > >
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > Heaven forbid spawns be less predictable in order to give people a chance!
> > > > > > > > > > > > >
> > > > > > > > > > > > >
> > > > > > > > > > > > > Less predictable? No, they would be easier to manipulate. Even if they were “less predictable”, spawning next to a couple enemies isn’t helping someone. You pretty much just further proved my point about how oblivious you are to anything regarding sprint.
> > > > > > > > > > > > > Like most other things in this game, spawns that are more random are not good, particularly for the person respawning.
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > A higher bms would do all the same things to map design and spawns that you are an expert on.
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > So, either you have been reading the thread and you’re continuing to prove my point with that post (because, surprise, you’re wrong again) or you haven’t been reading the thread (which would explain your lack of knowledge) and are arguing this particular part of the discussion that has already been explained countless times.
> > > > > > > > > > > In both cases you are the one in control of whether or not that changes.
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > You keep claiming that sprint stretches the maps and hurts the spawns because you’re going faster but you say that a higher bms should take sprints place but that would do the same thing that you claim sprint does yet I’m somehow wrong?
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > Yes. Have you not been reading this thread at all? This has been explained multiple times. So, do you read any of this or do you just decide to post but not read? Honest question, so I - and others - know how to respond to you in the future.
> > > > > > > >
> > > > > > > >
> > > > > > > > If you don’t want to answer my question that’s fine because you’re contradicting yourself. I have been reading this thread and I could care less about your problems with a mechanic since you’re acting like sprint is the end of the world.
> > > > > > >
> > > > > > >
> > > > > > > Scaling maps to two movement speeds Dosn’t work, scaling them to one does.
> > > > > >
> > > > > >
> > > > > > why not?
> > > > >
> > > > >
> > > > > Moving around while not sprinting puts you at a disadvantage because you are unable to get around the map at a decent pace, meaning you’ll get picked off very easily because the map is too large and you’re going to slow.
> > > >
> > > >
> > > > whats funny is you saying not sprinting makes you vulnerable and others in this thread saying sprinting leaves you vulnerable…
> > > > Sounds like nonsense to me.
> > >
> > >
> > > I said trying to walk around the larger maps (not sprinting) puts you at a disadvantage because you can’t get to cover fast enough. (ie. Bottom of Truth)
> > >
> > > What everyone else means is that when you sprint, you are vulnerable in the sense that you are unable to shoot back and are forced into a single direction.
> >
> >
> > Then dont sprint on small maps? Dont walk on big? How is this a problem? I get that some might not like it, but its not an issue of the game being broken.
> >
> > But to be clear, you did not specifically say large maps. You say “the map is too large” which could be referring to the notion that maps are increased in size to accomodate sprint.
>
>
> I was referring to how maps are scaled with sprint speed in mind, I probably should have been more clear. This was in response to your post asking why scaling to two different speeds doesn’t work.

So are you talking about all maps? or just the big ones? Because if its ALL maps that are larger, then we’re back to having two contradictory statements and pure hilarity.
Either sprinting leaves you vulnerable because you don’t have your gun up (presumably as you go for cover?), or not sprinting leaves you vulnerable because you don’t reach cover fast enough.

Really what this looks like is an issue with players not liking the direction of the halo games and looking for ways to “prove” that their preference is really objective fact, hence the different explanations for why sprint is lame.