The sprint discussion thread

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> > > > > > > > > Wait, so why is a sacrifice necessary for sprint? Why is that better than pressing a button and just increasing your speed in all directions and not putting your gun down?
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> > > > > > > >
> > > > > > > > Unfortunately, if it just gave you a speed boost, you’d be absolutely blazing across the map and any player able to aim like a pro would be practically unstoppable unless you catch them in open terrain. So to balance that, they have to make it so you can’t shoot, melee or throw grenades, which breaks the golden triangle.
> > > > > > > > Personally i’d much rather have sprint removed but have the spartan abilities stay. Because that way you still feel powerful, yet the core halo mechanics are retained.
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> > > > > > >
> > > > > > > The maps are made for sprint speed, so “blazing across” maps wouldn’t cause any problems. It would actually work better toward how the maps were made in terms of size.
> > > > > > >
> > > > > > > I don’t see how a player aiming better is a bad thing. If they’re good at the game, they’ll be matched with others who are also.
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> > > > > >
> > > > > > Well, as 343’s history has dictated, their matching system doesn’t exactly work, and smurfs will always be a problem. It creates an imbalance, if you can just give yourself that speed boost with no drawbacks, why don’t they just always have you moving super fast?
> > > > > > At which point, we’d be going back to classic Halo titles anyway, except with increased speed settings for everyone.
> > > > >
> > > > >
> > > > > Gameplay mechanics aren’t balanced based the ways the matchmaking system can be exploited. If they’re worried about the matchmaking, then they should make it better. It’s not my fault they’re bad at their jobs.
> > > > >
> > > > > How does moving faster whenever you want create an imbalance though? That’s what I’m asking. What about the game breaks or becomes unfair if people can move faster without drawbacks? Why is it worse than moving faster with drawbacks?
> > > >
> > > >
> > > > Well, you can’t fix exploits like smurfing, so that would always be a huge issue with removing sprint drawbacks, much as it’s already a huge issue with Halo 5, and that HAS the punishments.
> > > > Well, it would fix the CURRENT map design, as it would provide a fair fight while in deadzones, but really we shouldn’t be encouraging that, because the current map design is awful. Not just gameplay wise, but visually too for most of them, the layouts are terrible and super wide. But that’s really just it, you’d just have 2 speed settings that the players could control as will, and nobody would want to go slower would they? so you’d always be sprinting, in which case, as I mentioned, there wouldn’t be a point to sprint, you might as well just have the speed settings turned up.
> > > > You could argue that keeping punishments like the removal of shield regen when sprinting would fix this, as people would be cautious when fighting, but again that just nullifies itself too, because if you were being shot at, even without the shield regen you could win most fights just by switching on the speed boost and bunny hoping around the place, popping headshots off at those who aren’t zipping at similar speeds.
> > > > I think it sounds cool, but it sounds a little too similar to how DOOM plays, and the MP for DOOM has tonnes of balancing issues.
> > >
> > >
> > > Smurfing has nothing to do with sprint, so let’s get out of that mindset you somehow ended up in.
> > >
> > > I’m not asking about why we should have two speeds with neither having drawbacks. I asked what’s his face why a sacrifice is necessary and why it’s better than no drawback.
> > >
> > > You think Halo wouldn’t do well to take influence from Doom?
> >
> >
> > I was referring to smurfs taking advantage of the no drawback speed to just annihilate less skilled players. They do enough annihilating even with the drawbacks, that’s what I meant.
> >
> > Honestly, i’m not sure I could come up with a valid excuse. Sprint drawbacks have just always been included with games that have sprint, I guess it is just a balancing thing that I can’t quite put my 5am brain on right now. My main argument, like i’ve said, would just be that there wouldn’t be much point to it, really that’s all i’ve got there. Like when you activate a speed boost in Halo 5, that’s pretty much how I imagine what you’re describing, except it’s toggle-able. I think it’d look pretty goofy too, and could create confusion between actual gameplay and lag, when you randomly see some players speeding up and slowing down without changing their animation. Players with poor connection would likely be quite severely affected.
> >
> > And no I don’t think Halo would do well to take from Doom. Doom’s multiplayer is generally considered to be pretty lackluster all around, and has tonnes of balancing issues with the combat.
> > My only gripe with sprint is that it nullifies vehicular gameplay really though, I don’t particularly have anything against the drawbacks, minus “no shield regen when sprinting”. That annoys me, though it’s better than Halo 4’s “come to a complete stop when being shot” mechanic.
>
>
> Drawbacks have been included in games with sprint because those games are different and usually running wild would make for too chaotic gameplay. Iimagine people running around at top speed in CoD with no drawbacks. You think it’s a “who sees who first” game now? People would be dead before they ever knew what hit them, not to mention the weapons wouldn’t be allowed to limit better accuracy to just ADS. CoDs gunplayvand health system wouldn’t work well with a constant fast speed. But the problem is when people - the fans and devs alike - do things without thinking for themselves. Sprint’s added because they think it has to be and they implement the same drawbacks because they don’t know why they’re there, just that they are.
>
> Note that I’m not necessarily in favor of sprint with no drawbacks, I’m just more in favor of that than sprint with drawbacks.
>
> I think Halo would be fine taking influence from Doom in certain areas. Mostly because it’s been proven effective when Halo CE was heavily influenced by Doom and Quake and that worked out pretty well for everyone.

Personally, I think Halo 5’s gameplay with it’s kill times is pretty damn low compared to previous Halo titles anyway, especially during BR combat. I’d rather not find out what that’s like when you can’t see the enemy coming, or react fast enough to hit them. Though that’s just me. The thought of sprint without drawbacks had crossed my mind when thinking about sprint and how it effects the golden triangle, but I just don’t think it’d work very well really. Everyone would have speed boosts, at which point, vehicle play would become completely pointless actually. Come to think of it yeah, vehicles. Sprint already nullifies most of the need to use them, but while sprinting, you don’t fare that well against them or large groups of opponents. Removing drawbacks would make vehicle play tedious, as you’d have to deal with not only the spartans being able to dodge using thruster pack, but also just their general movement speed. No drawbacks would make strafing crazy and infantry players incredibly hard to kill with most vehicles. Scorpion? Wraith? say goodbye to getting kills with those things unless you get the jump on a player.

just for the record “urrgghh” is all I can muster for this topic.

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> > > > > > > > > > Wait, so why is a sacrifice necessary for sprint? Why is that better than pressing a button and just increasing your speed in all directions and not putting your gun down?
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > Unfortunately, if it just gave you a speed boost, you’d be absolutely blazing across the map and any player able to aim like a pro would be practically unstoppable unless you catch them in open terrain. So to balance that, they have to make it so you can’t shoot, melee or throw grenades, which breaks the golden triangle.
> > > > > > > > > Personally i’d much rather have sprint removed but have the spartan abilities stay. Because that way you still feel powerful, yet the core halo mechanics are retained.
> > > > > > > >
> > > > > > > >
> > > > > > > > The maps are made for sprint speed, so “blazing across” maps wouldn’t cause any problems. It would actually work better toward how the maps were made in terms of size.
> > > > > > > >
> > > > > > > > I don’t see how a player aiming better is a bad thing. If they’re good at the game, they’ll be matched with others who are also.
> > > > > > >
> > > > > > >
> > > > > > > Well, as 343’s history has dictated, their matching system doesn’t exactly work, and smurfs will always be a problem. It creates an imbalance, if you can just give yourself that speed boost with no drawbacks, why don’t they just always have you moving super fast?
> > > > > > > At which point, we’d be going back to classic Halo titles anyway, except with increased speed settings for everyone.
> > > > > >
> > > > > >
> > > > > > Gameplay mechanics aren’t balanced based the ways the matchmaking system can be exploited. If they’re worried about the matchmaking, then they should make it better. It’s not my fault they’re bad at their jobs.
> > > > > >
> > > > > > How does moving faster whenever you want create an imbalance though? That’s what I’m asking. What about the game breaks or becomes unfair if people can move faster without drawbacks? Why is it worse than moving faster with drawbacks?
> > > > >
> > > > >
> > > > > Well, you can’t fix exploits like smurfing, so that would always be a huge issue with removing sprint drawbacks, much as it’s already a huge issue with Halo 5, and that HAS the punishments.
> > > > > Well, it would fix the CURRENT map design, as it would provide a fair fight while in deadzones, but really we shouldn’t be encouraging that, because the current map design is awful. Not just gameplay wise, but visually too for most of them, the layouts are terrible and super wide. But that’s really just it, you’d just have 2 speed settings that the players could control as will, and nobody would want to go slower would they? so you’d always be sprinting, in which case, as I mentioned, there wouldn’t be a point to sprint, you might as well just have the speed settings turned up.
> > > > > You could argue that keeping punishments like the removal of shield regen when sprinting would fix this, as people would be cautious when fighting, but again that just nullifies itself too, because if you were being shot at, even without the shield regen you could win most fights just by switching on the speed boost and bunny hoping around the place, popping headshots off at those who aren’t zipping at similar speeds.
> > > > > I think it sounds cool, but it sounds a little too similar to how DOOM plays, and the MP for DOOM has tonnes of balancing issues.
> > > >
> > > >
> > > > Smurfing has nothing to do with sprint, so let’s get out of that mindset you somehow ended up in.
> > > >
> > > > I’m not asking about why we should have two speeds with neither having drawbacks. I asked what’s his face why a sacrifice is necessary and why it’s better than no drawback.
> > > >
> > > > You think Halo wouldn’t do well to take influence from Doom?
> > >
> > >
> > > I was referring to smurfs taking advantage of the no drawback speed to just annihilate less skilled players. They do enough annihilating even with the drawbacks, that’s what I meant.
> > >
> > > Honestly, i’m not sure I could come up with a valid excuse. Sprint drawbacks have just always been included with games that have sprint, I guess it is just a balancing thing that I can’t quite put my 5am brain on right now. My main argument, like i’ve said, would just be that there wouldn’t be much point to it, really that’s all i’ve got there. Like when you activate a speed boost in Halo 5, that’s pretty much how I imagine what you’re describing, except it’s toggle-able. I think it’d look pretty goofy too, and could create confusion between actual gameplay and lag, when you randomly see some players speeding up and slowing down without changing their animation. Players with poor connection would likely be quite severely affected.
> > >
> > > And no I don’t think Halo would do well to take from Doom. Doom’s multiplayer is generally considered to be pretty lackluster all around, and has tonnes of balancing issues with the combat.
> > > My only gripe with sprint is that it nullifies vehicular gameplay really though, I don’t particularly have anything against the drawbacks, minus “no shield regen when sprinting”. That annoys me, though it’s better than Halo 4’s “come to a complete stop when being shot” mechanic.
> >
> >
> > Drawbacks have been included in games with sprint because those games are different and usually running wild would make for too chaotic gameplay. Iimagine people running around at top speed in CoD with no drawbacks. You think it’s a “who sees who first” game now? People would be dead before they ever knew what hit them, not to mention the weapons wouldn’t be allowed to limit better accuracy to just ADS. CoDs gunplayvand health system wouldn’t work well with a constant fast speed. But the problem is when people - the fans and devs alike - do things without thinking for themselves. Sprint’s added because they think it has to be and they implement the same drawbacks because they don’t know why they’re there, just that they are.
> >
> > Note that I’m not necessarily in favor of sprint with no drawbacks, I’m just more in favor of that than sprint with drawbacks.
> >
> > I think Halo would be fine taking influence from Doom in certain areas. Mostly because it’s been proven effective when Halo CE was heavily influenced by Doom and Quake and that worked out pretty well for everyone.
>
>
> Personally, I think Halo 5’s gameplay with it’s kill times is pretty damn low compared to previous Halo titles anyway, especially during BR combat. I’d rather not find out what that’s like when you can’t see the enemy coming, or react fast enough to hit them. Though that’s just me. The thought of sprint without drawbacks had crossed my mind when thinking about sprint and how it effects the golden triangle, but I just don’t think it’d work very well really. Everyone would have speed boosts, at which point, vehicle play would become completely pointless actually. Come to think of it yeah, vehicles. Sprint already nullifies most of the need to use them, but while sprinting, you don’t fare that well against them or large groups of opponents. Removing drawbacks would make vehicle play tedious, as you’d have to deal with not only the spartans being able to dodge using thruster pack, but also just their general movement speed. No drawbacks would make strafing crazy and infantry players incredibly hard to kill with most vehicles. Scorpion? Wraith? say goodbye to getting kills with those things unless you get the jump on a player.

Which is why the game would be built to account for those things. Faster kill times for guns and larger blast radius’ for heavy vehicles. But like you said earlier, sprint already effects vehicles. These are all problems that could be fixed with a single fast speed though.

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> To the point. So first you start off arguing that the maps were designed around sprint. Did you know that in 2012 the Mlg tournaments were played without sprint and bloom. In 2012 they also played on Zealot. You can see that the map plays well without sprint. What’s very therapeutic for me is that Boardwalk and The cage were never used on the circuit even when they had sprint. This must be because the maps were bad. It is hard to argue that they were made for sprint, when I can just say that they were made for no sprint, they just failed. But we must remember, that the cage wasn’t the first time we’ve had long bridges. Remember Hang em’ high? Couldn’t the bridges be long on purpose even when desgned for base movemet speed. I won’t touch on Boardwalk. It is possible that it is designed for sprint, but it could also be a really bad map.

When they removed sprint in MLG, didn’t they also raise the base movement speed? Either way, I don’t see the fact that a map plays well without sprint as an argument that it wasn’t designed with sprint in mind. After all, back then Bungie was still balancing for the fact that not everyone has the same abilities. Another thing to consider is of course how much the difference between base speed and sprint is. If my memory serves, this difference in Reach wasn’t as drastic as it was later in Halo 4 and 5 (partially probably because sprint was an armor ability back then, not a base ability).

When it comes to the point you bring up about Boardwalk and The Cage, that they weren’t designed for sprint, but just failed. This seems like a bit of a pointless scapegoat argument because you can say the same about any design decision, but it doesn’t answer the question why that design choice was made. No such significant design choice happens on accident. There are reasons why Boardwalk was made so long, and The Cage so large with narrow paths. But when it comes to Hang 'em High, maybe you have a point, maybe I’m just reading too much into it.

> 2533274943854776;6889:
> It is up to your perspective if truth is bigger than midship. See, I can say that they made midship bigger for H5 so that it would take me as long to run across from pink 2 to carb in H5 as it does in H2, or I can say that they made my walking speed slower and made sprint the same speed as base movement speed used to be. In the other scenario we make the maps bigger so that it would take longer to move from point- A to point- B. In the second scenario we make ourselves slower so that it would take longer to get from point- A to point- B.

Of course it’s up to perspective if you want to take the perspective that there’s no connection between scales in different games. It’s clearly a completely valid perspective because there’s no way to compare the sizes of objects between games without assuming something. With that said, if there are many objects that maintain the same size ratios throughout games, isn’t it the sensible choice to take those objects to be equivalent? Not that I see what point you’re trying to make here.

> 2533274943854776;6889:
> Which one of these happened to H5 is a matter of perspective. But neither of these happened to reach, which can be seen in the number of 1:1 remakes. Ascension, Pit, sanctuaty, narrows, battle canyon and penance. I’m sure there were more, these are just from the top of my head.

So, in essence you are saying that for the most part map scales in Reach didn’t change as much as they did in Halo 4 and 5? Sure, I can accept that. It can be attributed to the fact that sprint didn’t play such a big part in Reach to begin with and the speed increase was less drastic. But you’re not saying that maps in Reach weren’t designed with sprint in mind, are you? It would be a pretty bold claim to make that the three movement based armor abilities weren’t all taken into account at the map design stage.

> 2533274852187545;6890:
> Humans can sprint! It’s ridiculous to remove it, it would be a step back from realism.

Yes you are right! Humans can sprint! But that does not mean that it has to be in halo. Video games are not about realism. They are about the enjoyment you get out of them. And by taking sprint out, it would bring us back to the classic halo we know and love. And not bring us to cod 2.0

I’d prefer to have sprint.

> 2533274825830455;6925:
> > 2533274943854776;6889:
> > To the point. So first you start off arguing that the maps were designed around sprint. Did you know that in 2012 the Mlg tournaments were played without sprint and bloom. In 2012 they also played on Zealot. You can see that the map plays well without sprint. What’s very therapeutic for me is that Boardwalk and The cage were never used on the circuit even when they had sprint. This must be because the maps were bad. It is hard to argue that they were made for sprint, when I can just say that they were made for no sprint, they just failed. But we must remember, that the cage wasn’t the first time we’ve had long bridges. Remember Hang em’ high? Couldn’t the bridges be long on purpose even when desgned for base movemet speed. I won’t touch on Boardwalk. It is possible that it is designed for sprint, but it could also be a really bad map.
>
>
> When they removed sprint in MLG, didn’t they also raise the base movement speed? Either way, I don’t see the fact that a map plays well without sprint as an argument that it wasn’t designed with sprint in mind. After all, back then Bungie was still balancing for the fact that not everyone has the same abilities. Another thing to consider is of course how much the difference between base speed and sprint is. If my memory serves, this difference in Reach wasn’t as drastic as it was later in Halo 4 and 5 (partially probably because sprint was an armor ability back then, not a base ability).

I think they did raise the base movement speed. But I don’t know how much faster sprint was in that game compared to it’s base movement speed.

> 2533274825830455;6925:
> When it comes to the point you bring up about Boardwalk and The Cage, that they weren’t designed for sprint, but just failed. This seems like a bit of a pointless scapegoat argument because you can say the same about any design decision, but it doesn’t answer the question why that design choice was made. No such significant design choice happens on accident. There are reasons why Boardwalk was made so long, and The Cage so large with narrow paths. But when it comes to Hang 'em High, maybe you have a point, maybe I’m just reading too much into it.

“This seems like a bit of a pointless scapegoat argument”, yeah, it really is. I’m just having a hard time understanding reaches map design philosophy. The reason I brought up Hang 'em High, is that on that map, the bridges were not safe and I only crossed them if I had camo. Couldn’t the same be somewhat true for The Cage. For Boardwalk, it really reminds me of narrows, but instead of the man- cannons you just have sprint. But could the Dmr be a reason for it’s elongated shape?

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> > It is up to your perspective if truth is bigger than midship. See, I can say that they made midship bigger for H5 so that it would take me as long to run across from pink 2 to carb in H5 as it does in H2, or I can say that they made my walking speed slower and made sprint the same speed as base movement speed used to be. In the other scenario we make the maps bigger so that it would take longer to move from point- A to point- B. In the second scenario we make ourselves slower so that it would take longer to get from point- A to point- B.
>
>
> Of course it’s up to perspective if you want to take the perspective that there’s no connection between scales in different games. It’s clearly a completely valid perspective because there’s no way to compare the sizes of objects between games without assuming something. With that said, if there are many objects that maintain the same size ratios throughout games, isn’t it the sensible choice to take those objects to be equivalent? Not that I see what point you’re trying to make here.

Look, I can just say that the UNSC wanted smaller spartans and BRs, because they looked cute if you ask why the BRs don’t match up with the map size. The reason I am fighting for this point, is that a lot of people just think that sprint let’s you go faster then in classic halo. I am arguing, that depending on your perspective sprint might be a super limiting feature.

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> > 2533274943854776;6889:
> > Which one of these happened to H5 is a matter of perspective. But neither of these happened to reach, which can be seen in the number of 1:1 remakes. Ascension, Pit, sanctuaty, narrows, battle canyon and penance. I’m sure there were more, these are just from the top of my head.
>
>
> So, in essence you are saying that for the most part map scales in Reach didn’t change as much as they did in Halo 4 and 5? Sure, I can accept that. It can be attributed to the fact that sprint didn’t play such a big part in Reach to begin with and the speed increase was less drastic. But you’re not saying that maps in Reach weren’t designed with sprint in mind, are you? It would be a pretty bold claim to make that the three movement based armor abilities weren’t all taken into account at the map design stage.

Now that I think about it, it does sound kind of stupid that the maps weren’t designed around sprint. It’s just that they put so many 1:1 remakes in a game that has sprint, it felt stupid. So then Reach had many ways sprint could work.

> 2535438811343151;6927:
> I’d prefer to have sprint.

I’d prefer not to have sprint.

> 2533274943854776;6928:
> I think they did raise the base movement speed. But I don’t know how much faster sprint was in that game compared to it’s base movement speed.

This is something I should probably look into. Not for this discussion, but for future reference.

> 2533274943854776;6928:
> “This seems like a bit of a pointless scapegoat argument”, yeah, it really is. I’m just having a hard time understanding reaches map design philosophy. The reason I brought up Hang 'em High, is that on that map, the bridges were not safe and I only crossed them if I had camo. Couldn’t the same be somewhat true for The Cage. For Boardwalk, it really reminds me of narrows, but instead of the man- cannons you just have sprint. But could the Dmr be a reason for it’s elongated shape?

Reach is a mash-up of different abilities that I don’t think Bungie were fully familiar with. Some of the more odd design choices could be between the player having Jetpack, sprint, or neither. If you think about it, balancing those three separately is a nightmare.

> 2533274943854776;6928:
> Look, I can just say that the UNSC wanted smaller spartans and BRs, because they looked cute if you ask why the BRs don’t match up with the map size. The reason I am fighting for this point, is that a lot of people just think that sprint let’s you go faster then in classic halo. I am arguing, that depending on your perspective sprint might be a super limiting feature.

I don’t think you even need to invoke any kind of scale arguments. It’s just a classic case of glass half full, glass half empty. Either you think sprint allows you to run faster than usual, or you think it prevents you from firing your weapons while running at full speed.

Since this thread seems to always seems to be at the top for days and days, I guess it won’t hurt to share my thoughts, which may or may not be ill-constructed points. I do believe the removal of sprint will bring Halo back to it’s older, nostalgic roots, but ultimately, sprint is a mechanic that doesn’t really change gameplay all too much. I don’t really mind it if it’s there or not. It’s here to stay for better or for worse, but OP and many of us already know that. Let’s go over how the sprint mechanic works now. While under the effects of sprint, the only semi-annoying aspect of it is that it produces Spartan Charge. It’s a low skill, relatively high reward tactic that has a high chance of helping you net a kill. What if Spartan Charge didn’t exist? We would still have the presence of sprinting “beat-down noobs,” an gameplay aspect that was created with the arrival of Halo: Reach and has been present since. However, the double-melee tactic has been a lower skill tactic that has existed since Halo 2 days, if I’m not mistaken. So with this stretch of an argument, removal or retention of sprint will still preserve a lower skill tactic that has been a staple of Halo for generations now. Probably should not have started with that point, since it is a stretch, but I’ll move on.

Next couple of aspects for Halo 5’s sprint mechanics. You can’t really run away from danger now. If you do, we all know it’s a high risk situation that more often than not will get you killed, due to the shield regeneration reset/blockage caused by sprinting. When shot at and you are not at top speed (The < > symbol on the HUD), you’re sprint will stop. These two mechanics make it similar to how older Halo’s would function in losing gunfight scenarios. If you are way too far from any cover in older Halo’s, and enemies already got the jump on you, there is no chance to run away and escape safely. Similar aspect is also present in Halo 5. With the sprint mechanics the way they are, sprint will not allow you to start sprinting and run away from incoming damage, so again, if cover is nowhere near present and that snazzy new thruster can’t move you to cover, you’re as helpless as you were in older Halo’s.

I’ll address the map size now. There is no denying it. The maps are a little bigger to accommodate for the sprint mechanic. Take out sprint, it’ll be the same map, just smaller perhaps to balance out the map to the designated movement speed. I feel like people make too big a deal with this point. We only need to look at Truth and Midship. Same map structure, just slightly stretched out in Halo 5, yet sprint can’t change the three-lane, core structure that was always present in all iterations of the Classic Midship.

Just some of my thoughts. To me, sprint doesn’t really significantly change Halo’s gameplay all that much. It just slightly changes old tactics and old habits from the older Halo’s. I think it’s all the new abilities that make Halo 5 really different from all the other Halo’s, to the point that it’s almost doesn’t feel like Halo and it’s just sprint that gets all the flak. Theoretically remove the clamber, the charge, the ground pound, and the thrusters, and I honestly believe sprint doesn’t really change Halo’s core gameplay all that much.

Nah, maps are too big to not have sprint for the most part.

> 2533274865374559;6931:
> Since this thread seems to always seems to be at the top for days and days, I guess it won’t hurt to share my thoughts, which may or may not be ill-constructed points. I do believe the removal of sprint will bring Halo back to it’s older, nostalgic roots, but ultimately, sprint is a mechanic that doesn’t really change gameplay all too much. I don’t really mind it if it’s there or not. It’s here to stay for better or for worse, but OP and many of us already know that. Let’s go over how the sprint mechanic works now. While under the effects of sprint, the only semi-annoying aspect of it is that it produces Spartan Charge. It’s a low skill, relatively high reward tactic that has a high chance of helping you net a kill. What if Spartan Charge didn’t exist? We would still have the presence of sprinting “beat-down noobs,” an gameplay aspect that was created with the arrival of Halo: Reach and has been present since. However, the double-melee tactic has been a lower skill tactic that has existed since Halo 2 days, if I’m not mistaken. So with this stretch of an argument, removal or retention of sprint will still preserve a lower skill tactic that has been a staple of Halo for generations now. Probably should not have started with that point, since it is a stretch, but I’ll move on.
>
> Next couple of aspects for Halo 5’s sprint mechanics. You can’t really run away from danger now. If you do, we all know it’s a high risk situation that more often than not will get you killed, due to the shield regeneration reset/blockage caused by sprinting. When shot at and you are not at top speed (The < > symbol on the HUD), you’re sprint will stop. These two mechanics make it similar to how older Halo’s would function in losing gunfight scenarios. If you are way too far from any cover in older Halo’s, and enemies already got the jump on you, there is no chance to run away and escape safely. Similar aspect is also present in Halo 5. With the sprint mechanics the way they are, sprint will not allow you to start sprinting and run away from incoming damage, so again, if cover is nowhere near present and that snazzy new thruster can’t move you to cover, you’re as helpless as you were in older Halo’s.
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> I’ll address the map size now. There is no denying it. The maps are a little bigger to accommodate for the sprint mechanic. Take out sprint, it’ll be the same map, just smaller perhaps to balance out the map to the designated movement speed. I feel like people make too big a deal with this point. We only need to look at Truth and Midship. Same map structure, just slightly stretched out in Halo 5, yet sprint can’t change the three-lane, core structure that was always present in all iterations of the Classic Midship.
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> Just some of my thoughts. To me, sprint doesn’t really significantly change Halo’s gameplay all that much. It just slightly changes old tactics and old habits from the older Halo’s. I think it’s all the new abilities that make Halo 5 really different from all the other Halo’s, to the point that it’s almost doesn’t feel like Halo and it’s just sprint that gets all the flak. Theoretically remove the clamber, the charge, the ground pound, and the thrusters, and I honestly believe sprint doesn’t really change Halo’s core gameplay all that much.

So first off, it’s very subjective if sprint changes the core of halo. But the first problem with sprint comes in the form escaping bad positions. If your in the open you can’t sprint away when getting shot at right? This doesn’t solve the issue, that when in an 1v1 battle, the enemy gets behind cover he can sprint away a lot of the time, when in classic halo you could have just chased him behind that cover. But it is a really bad thing because why would you wanna be in the better position when you’re not rewarded for it. Sprint discourages good positioning which takes skill.

Secondly the double melee/charge. Yes it was in H2 already, but it took skill to close the distance with your target. If they saw you, they could just back up while shooting you and get the kill, but this isn’t always true with sprint.

Thirdly: the maps. See they have separated movement and combat and designed the maps around movement, but not around combat. Which is why tje movement in this game flows great but combat at times feels odd. Flow prediction also was a huge part of classic halo, but sprint doesn’t compliment it. The effects of this can be seen in Reach where we had 1:1 remakes and the maps were played differently

Ok, this seems to be getting better. Right now, we need a halo 3 anniversary. The people think that halo 5 is the best halo, really need to actually play other halo’s.
I’ve seen countless people lying of when they started playing. I’ll be honest here, I never owned an xbox, but I always played it at my friends house, but this is irrelevant. If 343 does H3A right, people would realize how GOOD halo 3 was and still is. It has NOTHING to do with modern trends, halo never needed to become generic.

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> Ok, this seems to be getting better. Right now, we need a halo 3 anniversary. The people think that halo 5 is the best halo, really need to actually play other halo’s.
> I’ve seen countless people lying of when they started playing. I’ll be honest here, I never owned an xbox, but I always played it at my friends house, but this is irrelevant. If 343 does H3A right, people would realize how GOOD halo 3 was and still is. It has NOTHING to do with modern trends, halo never needed to become generic.

The problem is that I don’t want 343 anywhere near H3A if it exists…
i can only imagine how badly they would butcher it

I like sprint…beats jumping up and down to get places quicker.

I don’t think Halo would be as realistic without sprint. I mean, what’s a SPARTAN if he/she can’t sprint.

This community makes me think of Halo 2. The elites were blinded and one of elites Sesa 'Refumee tried to tell them the truth about Halo and open their eyes.

Everytime I see this thread, I remember that sprint was supposed to be a feature in Halo 2

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> Everytime I see this thread, I remember that sprint was supposed to be a feature in Halo 2

And then removed because and I quote
“ruined the pacing of the sandbox”

And here we are several games later, and it still ruins the pacing of the sandbox

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> Everytime I see this thread, I remember that sprint was supposed to be a feature in Halo 2

Yeah, every time I see this reference, I am glad Halo 2 didn’t have sprint.