The sprint discussion thread

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> > > > > Why would you not want a Spartan to sprint? That’s not realistic. If you don’t want to sprint then don’t sprint. I sprint ALL the time in both the campaign and multiplayer.
> > > > >
> > > > > Cortana: Chief, get out of there now!
> > > > > Master Chief: I’m enjoying the scenery right now. There’s no need to rush.
> > > >
> > > >
> > > > This is a subject on how it effects Halos once unique formula, not about what’s realistic, you realize you’re playing a game about killing aliens and destroying big rings?
> > >
> > >
> > > Yes???
> >
> >
> > Than stop talking about what’s realistic, Halo’s formula isn’t changing to make it more realistic, it’s only changing because popular games like CoD are using these special movement mechanics, 343 seems to be good at following trends instead of trying to be original.
>
>
> Nothing wrong with making the game have a simple mechanic. You don’t want to run, then walk. Simple-as-that.

Actually it’s not as simple as that dude, that’s why this is such a big subject.
Here’s what sprint changes.
Weapon fire-rate
guns like the BR shoot twice as fast to keep up with the speed of spartans, if you don’t sprint around, you’re at a disadvantage.
Weapon SandboxThings like the AR, SMG and Plasma Rifle have the longest range and shortest time to kill in Halo history, and the sniper has 4x the aim assist than it did in Halo 3, to make it easier to shoot sprinting players.
Map size and layout maps in Halo 5 have much longer, and more open areas to compensate for sprint and player speed.

Sprint pretty much effects everything in multiplayer and to Halo’s formula.
Weapons act completely differently, maps are made completely differently, the TTK is lowered by 2x the time, range on weapons like the shotgun are increased by 4x the amount

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> > Sprint destroyed halos compettive multiplayer and that’s a fact that has been proven and revised so many times its become a joke that people still try to argue it .
>
>
> Can you prove it? Like actually prove? Certainly, you’ll need to define the statement you’re trying to prove more carefully, because to me “sprint destroyed Halo’s competitive multiplayer” seems quite ambiguous for a statement you’re trying to prove. What definition of “destroyed” are you using? What counts as part of the "competitive multiplayer

I have proved it many times over, sprint encourges running away which increases time to kill for all weapons, which decreases the need for strafing and gun battles and detears away from teamwork and map control. Not only that but because of sprint there maps were made more open and bland to compensate for the running away factor and not always having your gun at the ready throws off a core balance halo has had in the original trillagy… And not only that there were other abalitys that were put into the game that were suppose to make up for the negative effects of sprint, for instance spartin charge was put into H5 to prevent the popular sprint double melee in H4.

Basically the whole sandbox of this game was altered in a large amount of negative ways to compensate for sprint and it has cost halo the integrety of its game since Halo Reach.

But it if that isn’t proof enough maybe you should go and take a look at the history of the halo franchise and see how highly compettive H2/H3 were when it came to MLG and other tournaments and compare it to how much of a joke compettive halo has become since the introduction of sprint.

I know everyone is entitled to there own opinion but when the facts are in front of you and it’s almost been ten years since the introduction of sprint and it’s still an issue than mabye people should really double think there opinions.

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> > > > > > Why would you not want a Spartan to sprint? That’s not realistic. If you don’t want to sprint then don’t sprint. I sprint ALL the time in both the campaign and multiplayer.
> > > > > >
> > > > > > Cortana: Chief, get out of there now!
> > > > > > Master Chief: I’m enjoying the scenery right now. There’s no need to rush.
> > > > >
> > > > >
> > > > > This is a subject on how it effects Halos once unique formula, not about what’s realistic, you realize you’re playing a game about killing aliens and destroying big rings?
> > > >
> > > >
> > > > Yes???
> > >
> > >
> > > Than stop talking about what’s realistic, Halo’s formula isn’t changing to make it more realistic, it’s only changing because popular games like CoD are using these special movement mechanics, 343 seems to be good at following trends instead of trying to be original.
> >
> >
> > Nothing wrong with making the game have a simple mechanic. You don’t want to run, then walk. Simple-as-that.
>
>
> Actually it’s not as simple as that dude, that’s why this is such a big subject.
> Here’s what sprint changes.
> Weapon fire-rate
> guns like the BR shoot twice as fast to keep up with the speed of spartans, if you don’t sprint around, you’re at a disadvantage.
> Weapon SandboxThings like the AR, SMG and Plasma Rifle have the longest range and shortest time to kill in Halo history, and the sniper has 4x the aim assist than it did in Halo 3, to make it easier to shoot sprinting players.
> Map size and layout maps in Halo 5 have much longer, and more open areas to compensate for sprint and player speed.
>
> Sprint pretty much effects everything in multiplayer and to Halo’s formula.
> Weapons act completely differently, maps are made completely differently, the TTK is lowered by 2x the time, range on weapons like the shotgun are increased by 4x the amount

Not to mention that because of sprint, base movement speed has been reduced to make sprint feel faster and bullet magnetism increased to compensate for the increased speed so unless you’re sprinting you feel like you’re walking around in cement boots and strafing is now near impossible because of the lower BMS and increased bullet magnetism

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> I have proved it many times over, sprint encourges running away which increases time to kill for all weapons, which decreases the need for strafing and gun battles and detears away from teamwork and map control. Not only that but because of sprint there maps were made more open and bland to compensate for the running away factor and not always having your gun at the ready throws off a core balance halo has had in the original trillagy… And not only that there were other abalitys that were put into the game that were suppose to make up for the negative effects of sprint, for instance spartin charge was put into H5 to prevent the popular sprint double melee in H4.
>
> Basically the whole sandbox of this game was altered in a large amount of negative ways to compensate for sprint and it has cost halo the integrety of its game since Halo Reach.
>
> But it if that isn’t proof enough maybe you should go and take a look at the history of the halo franchise and see how highly compettive H2/H3 were when it came to MLG and other tournaments and compare it to how much of a joke compettive halo has become since the introduction of sprint.
>
> I know everyone is entitled to there own opinion but when the facts are in front of you and it’s almost been ten years since the introduction of sprint and it’s still an issue than mabye people should really double think there opinions.

This does not constitute a proof. Generally, for a proof you’d start with some set of basic definitions that we can all reasonably take as true (either by definition or because they form a logically consistent system, and so on), and then you’d present a train of thought which logically leads to the conclusion you’re looking for. But this here is nothing of that sort.

First of all, “sprint encourges running away” isn’t obviously true. I assume with “encourages” you mean that in a combat situation a player with sprint has a higher probability of choosing to run away than if they didn’t have sprint, correct? I don’t know about you, but personally I can hardly take this as something that’s obviously true. After all, how does sprint encourage running away? Why isn’t the player as likely to run away as before? This is the statement you start your “proof” from, but I can’t really take it as a proper premise at all. So, even if your logic was flawless, you would not have proven anything to me.

That said, I also fail to see the logical step from “sprint encourges running away” to “which increases time to kill for all weapons”. As far as I can tell, the traits of weapons are entirely unaffected by whether players can sprint, so it makes sense to me that the kill times would remain the same. This is, of course, assuming that by “time to kill” you mean the minimum kill time, which is a trait that only depends on the weapon, and not the average kill time, which is a difficult to compute trait that depends the traits of the weapon, movement mechanics, and skill distribution of players, among other things. Anyway, this logical step is something you’d definitely have to make clearer in your proof.

Moving on, the immediately following logical step from “which increases time to kill for all weapons” to “which decreases the need for strafing and gun battles and detears away from teamwork and map control” is equally mysterious. How do slower killing weapons exactly decrease the need for strafing or, for that matter, what do we really mean by “need” in this situation? It’s equally unclear how slower kill times decrease the need for gun battles, or deter teamwork and map control. At any rate, you probably need to define these terms clearly in your final proof.

There are more statements in your post, but you get the point: you have not proven anything. What you said is not a proof. It’s just a rhetoric argument that you find convincing, but others might not (to be honest, even though I’m against sprint, after breaking it down like that, it’s really not that convincing), and it does not prove the statement “sprint destroyed halos compettive multiplayer”. Not that I ever expected you to actually prove the statement, not the least because the statement is too vague to be taken as something that can be proven or disproven. It was all just setup to hopefully make you realize the fact that these are not things you can prove.

There are facts in this discussion, though many of the statements you consider as facts are really not facts (e.g., “sprint encourages running away”, believe it or not, is not a fact). There are statements which could be falsified by experiment, such as the aforementioned “sprint encourages running away” (if we are careful about the definition of “encourages”), but which are not facts because no one has actually went out there and tested them. Then there are completely opinionated statements such as “sprint destroyed halos compettive multiplayer” because the word “destroyed” is far too vague and emotionally charged.

I’ve said it before, but I often feel like the people most eager to say things like “it’s a fact”, “there’s proof”, or “people have made logical arguments” are the least likely to contribute anything meaningful to the discussion, piggybacking on the arguments of others, taking them as gospel.

It really helps no one that you think you have the ultimate truth in your hands. Few sentences of rambly and scattered arguments followed by “I know everyone is entitled to there own opinion but when the facts are in front of you” doesn’t help anyone to understand how sprint is detrimental to Halo. If you truly care about educating people on your views, you really need to take time to be critical towards your own arguments. Because what you find convincing will not convince others. Of course, if you’re just interested in in going around laughing at people and telling they’re wrong because they disagree with you, it’s up to you. But you’re doing a huge disservice to the anti-sprint crowd.

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> > I have proved it many times over, sprint encourges running away which increases time to kill for all weapons, which decreases the need for strafing and gun battles and detears away from teamwork and map control. Not only that but because of sprint there maps were made more open and bland to compensate for the running away factor and not always having your gun at the ready throws off a core balance halo has had in the original trillagy… And not only that there were other abalitys that were put into the game that were suppose to make up for the negative effects of sprint, for instance spartin charge was put into H5 to prevent the popular sprint double melee in H4.
> >
> > Basically the whole sandbox of this game was altered in a large amount of negative ways to compensate for sprint and it has cost halo the integrety of its game since Halo Reach.
> >
> > But it if that isn’t proof enough maybe you should go and take a look at the history of the halo franchise and see how highly compettive H2/H3 were when it came to MLG and other tournaments and compare it to how much of a joke compettive halo has become since the introduction of sprint.
> >
> > I know everyone is entitled to there own opinion but when the facts are in front of you and it’s almost been ten years since the introduction of sprint and it’s still an issue than mabye people should really double think there opinions.
>
>
> This does not constitute a proof. Generally, for a proof you’d start with some set of basic definitions that we can all reasonably take as true (either by definition or because they form a logically consistent system, and so on), and then you’d present a train of thought which logically leads to the conclusion you’re looking for. But this here is nothing of that sort.
>
> First of all, “sprint encourges running away” isn’t obviously true. I assume with “encourages” you mean that in a combat situation a player with sprint has a higher probability of choosing to run away than if they didn’t have sprint, correct? I don’t know about you, but personally I can hardly take this as something that’s obviously true. After all, how does sprint encourage running away? Why isn’t the player as likely to run away as before? This is the statement you start your “proof” from, but I can’t really take it as a proper premise at all. So, even if your logic was flawless, you would not have proven anything to me.
>
> That said, I also fail to see the logical step from “sprint encourges running away” to “which increases time to kill for all weapons”. As far as I can tell, the traits of weapons are entirely unaffected by whether players can sprint, so it makes sense to me that the kill times would remain the same. This is, of course, assuming that by “time to kill” you mean the minimum kill time, which is a trait that only depends on the weapon, and not the average kill time, which is a difficult to compute trait that depends the traits of the weapon, movement mechanics, and skill distribution of players, among other things. Anyway, this logical step is something you’d definitely have to make clearer in your proof.
>
> Moving on, the immediately following logical step from “which increases time to kill for all weapons” to “which decreases the need for strafing and gun battles and detears away from teamwork and map control” is equally mysterious. How do slower killing weapons exactly decrease the need for strafing or, for that matter, what do we really mean by “need” in this situation? It’s equally unclear how slower kill times decrease the need for gun battles, or deter teamwork and map control. At any rate, you probably need to define these terms clearly in your final proof.
>
> There are more statements in your post, but you get the point: you have not proven anything. What you said is not a proof. It’s just a rhetoric argument that you find convincing, but others might not (to be honest, even though I’m against sprint, after breaking it down like that, it’s really not that convincing), and it does not prove the statement “sprint destroyed halos compettive multiplayer”. Not that I ever expected you to actually prove the statement, not the least because the statement is too vague to be taken as something that can be proven or disproven. It was all just setup to hopefully make you realize the fact that these are not things you can prove.
>
> There are facts in this discussion, though many of the statements you consider as facts are really not facts (e.g., “sprint encourages running away”, believe it or not, is not a fact). There are statements which could be falsified by experiment, such as the aforementioned “sprint encourages running away” (if we are careful about the definition of “encourages”), but which are not facts because no one has actually went out there and tested them. Then there are completely opinionated statements such as “sprint destroyed halos compettive multiplayer” because the word “destroyed” is far too vague and emotionally charged.
>
> I’ve said it before, but I often feel like the people most eager to say things like “it’s a fact”, “there’s proof”, or “people have made logical arguments” are the least likely to contribute anything meaningful to the discussion, piggybacking on the arguments of others, taking them as gospel.
>
> It really helps no one that you think you have the ultimate truth in your hands. Few sentences of rambly and scattered arguments followed by “I know everyone is entitled to there own opinion but when the facts are in front of you” doesn’t help anyone to understand how sprint is detrimental to Halo. If you truly care about educating people on your views, you really need to take time to be critical towards your own arguments. Because what you find convincing will not convince others. Of course, if you’re just interested in in going around laughing at people and telling they’re wrong because they disagree with you, it’s up to you. But you’re doing a huge disservice to the anti-sprint crowd.

The problem is that the pro sprint crowd really doesn’t have a legitimate argument on how sprint makes halo better

Move seen it time and time again where members lay out articulate posts breaking down point by point the cause and effect sprint has on game play and the only responses we ever get are
“halo needed to evolve”
“I like sprint because you move faster”
“I didn’t like how “slow” H3 was”

from on there the argument is over and just devolves into mud slinging
I will concede there are no “facts” in the debate because the truth is sprint is subjective, however there is data that leads in a certain direction, however there are certain game play facts tied to sprint that do adversely effect the game
Such as

Base movement speed has been lowered to make sprint feel faster
Bullet magnetism has been increased to compensate for the higher speed

When you tie these two things together it turns strafing into a nightmare because you move so slow when you don’t sprint and the bullets literally bend towards you

I can’t count the number of times I’ve tried to strafe and it’s looked like I’ve actually strafed out of the way or behind cover and still been killed because of the increased magnetism

Normally I would say there are arguments for and against but like I said, I have yet to see an actual in depth post breaking down the elements of sprint that show its good for the game

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> Why would you not want a Spartan to sprint? That’s not realistic. If you don’t want to sprint then don’t sprint. I sprint ALL the time in both the campaign and multiplayer.
>
> Cortana: Chief, get out of there now!
> Master Chief: I’m enjoying the scenery right now. There’s no need to rush.

Spartans are able to shoot while running, and at speeds higher than sprint speed in the games. The fact that you need to lower your weapon - in the middle of a warzone, no less - for what is essentially a fast jog to Chief and friends is nonsensical.

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> Moving on, the immediately following logical step from “which increases time to kill for all weapons” to “which decreases the need for strafing and gun battles and detears away from teamwork and map control” is equally mysterious. How do slower killing weapons exactly decrease the need for strafing or, for that matter, what do we really mean by “need” in this situation? It’s equally unclear how slower kill times decrease the need for gun battles, or deter teamwork and map control. At any rate, you probably need to define these terms clearly in your final proof.

Actually, this might be the only part of the statement that may be objectively verifiable, by multiplaying strafe speed with the TTK, yielding the distance you cover, and then comparing whether or not it is enough to take you out of the other players RRR. If you were too slow while strafing that you couldn’t escape the autoaim/bullet magnetism anyways, then the player shooting at you didn’t need to (manually) adjust his aim to finish you off. Personally, I don’t think this is the case, just saying that this can be tested objectively.

I love this video and it essentially says what myself and others have been saying, but maybe with not enough panache

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> The problem is that the pro sprint crowd really doesn’t have a legitimate argument on how sprint makes halo better
>
> Move seen it time and time again where members lay out articulate posts breaking down point by point the cause and effect sprint has on game play and the only responses we ever get are
> “halo needed to evolve”
> “I like sprint because you move faster”
> “I didn’t like how “slow” H3 was”
>
> from on there the argument is over and just devolves into mud slinging
> I will concede there are no “facts” in the debate because the truth is sprint is subjective, however there is data that leads in a certain direction, however there are certain game play facts tied to sprint that do adversely effect the game
> Such as
>
> Base movement speed has been lowered to make sprint feel faster
> Bullet magnetism has been increased to compensate for the higher speed
>
> When you tie these two things together it turns strafing into a nightmare because you move so slow when you don’t sprint and the bullets literally bend towards you
>
> I can’t count the number of times I’ve tried to strafe and it’s looked like I’ve actually strafed out of the way or behind cover and still been killed because of the increased magnetism
>
> Normally I would say there are arguments for and against but like I said, I have yet to see an actual in depth post breaking down the elements of sprint that show its good for the game

I agree, definitely. I don’t find most of the pro sprint arguments very convincing, and as far as I’m concerned, the anti-sprint side is more convincing to me. The problem I have here is unrelated to who has the better arguments. My problem is people going around claiming they have the ultimate truth and ridiculing those who disagree, not to mention the dubious use of words like “proof” in an attempt to make themselves sound more legitimate. On the side I also like to play devil’s advocate, because as few good arguments as there are in favor of sprint, the quality of arguments against sprint isn’t as good you would think. When you go looking around, the number of posts breaking down the negative effects of sprint in satisficatory detail is surprisingly low.

I didn’t really go in great depth on the subjective vs. objective discussion regarding sprint in the post because I was approaching the maximum character limit, and it would’ve cluttered the point too much. It’s entirely subjective whether sprint is “good” or “bad” for gameplay. Then, there is the more objective side to the discussion regarding the effect of sprint on gameplay depth. I think, provided you have good enough definition of “depth” it would be entirely possible to determine wether sprint has negative, positive, or no effect on depth. There are arguments relating to it which I find quite convincing, but usually become less so the more time I actually spend thinking about the line of reasoning. It’s definitely too complicated to ever prove either way.

There is definitely certain important data. For instance, knowing all the evidence, it would be really hard to claim that the developers haven’t consciously seeked to increase map sizes due to the introduction of sprint. But if you want to be entirely honest with yourself, it’s dangerous to take the step from “map sizes have increased due to sprint” to “map sizes need to increase due to sprint” without proper reasoning (I guess the pace argument is quite strong here). Still, even if you can argue that map sizes need to increase, you still have to find a convincing reason how this is detrimental to gameplay. This generally leads to a large discussion on map design philosophy and sightlines where I have personally never truly found a satisfactory conclusion (or at least I’ve promptly forgotten it). Anyway, “map sizes need to incerase due to sprint” is something often stated as a fact that I’d be hesitant to call a fact.

At the end of the day, I just want to see some moderate quality discussion regarding the effects of sprint on gameplay. That’s why I find it disheartening to see posts like the one I quoted.

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> > Moving on, the immediately following logical step from “which increases time to kill for all weapons” to “which decreases the need for strafing and gun battles and detears away from teamwork and map control” is equally mysterious. How do slower killing weapons exactly decrease the need for strafing or, for that matter, what do we really mean by “need” in this situation? It’s equally unclear how slower kill times decrease the need for gun battles, or deter teamwork and map control. At any rate, you probably need to define these terms clearly in your final proof.
>
>
> Actually, this might be the only part of the statement that may be objectively verifiable, by multiplaying strafe speed with the TTK, yielding the distance you cover, and then comparing whether or not it is enough to take you out of the other players RRR. If you were too slow while strafing that you couldn’t escape the autoaim/bullet magnetism anyways, then the player shooting at you didn’t need to (manually) adjust his aim to finish you off. Personally, I don’t think this is the case, just saying that this can be tested objectively.

Definitely, there are lots of statements in this discussion which are experimentally falsifiable. I mean, for example, when it comes to “sprint encourges running away”, it’s at least technically possible to get closer to it by comparing which portion of encounters ends with the other player escaping with and without sprint. (You’d probably need to be really careful with what counts as “encounter”. My instinctive definition was any time a player lands a shot on another within some realistic time period, but then I realized this would lead to results where a huge portion of “encounters” results in a player running away, washing out all differences.) But experimental verification is far from formal proof, which I was alluding to.

spartans feel so fat when doing basic movements

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> > > Having sprint in a Halo game doesn’t ruin Halo. Just because a mechanic got added into the game doesn’t mean it changes what is Halo. Really, sprint is a nice feature to have. Yeah, I don’t use it constantly, but I use it when I feel the need for it. Really, you should be thinking about how 343 is trying to add newer things to Halo to make a great game even better. Yes, sometimes they’re not exactly on point with some features, but that’s why our feedback is important. If you seriously feel like a small mechanic like sprint breaks a games, what about something like assassinations? Or some of the other mechanics that was introduced in Halo: Reach, Halo 4, and Halo 5?
> >
> >
> > Wait! What side do you support? Because you aren’t really trying to argue that sprint has any positive affects on the gameplay, you just say that sprint doesn’t make halo not halo(which is a fair opinion). Yeah it is nice to sprint away from battles, break map flow and double melee/charge but those are unfair deaths to the enemy. Not everything you add to the game makes it better. It might make it worse…
>
>
> I wasn’t giving positive aspects of sprint because there really isn’t big positive aspects to it nor is there big negative ones to it. sprint is sprint. You run faster and have more of a chance of getting away from a player trying to kill you, but at the same time have more of a chance of getting caught and killed. My point though wasn’t things like that. My point was that saying something as trivial as sprint breaking what makes a game franchise makes no sense. Halo is always going to be Halo when it comes to small mechanics like sprint being added into a game. Now with that said, I don’t have a problem with sprint. I use it when I feel I need to. If 343 decides to take it out, it won’t bother me. If they decide to keep it, it won’t bother me.

I understand.

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> > > > > > As a Halo Veteran, i don’t mind the sprint. Halo has to evolve, ladies and gentlemen.
> > > > >
> > > > >
> > > > > So any and all change is automatically good?
> > > >
> > > >
> > > > Within reason.
> > >
> > >
> > > What reason was there to add sprint to Halo?
> >
> >
> > I meant, it can’t be something ridiculous, like loadouts. Lookin’ at you Halo 4. I think sprint is the meta for FPS right now, along with microtransactions. Halo needs to stay fresh. You don’t like sprint, assassinations? Ok. That’s fine. Don’t use it. The Halo Community used to be accepting of these kind of opinions. Lets try and keep it that way.
>
>
> The problem is that maps are designed around sprint, if you don’t sprint, then you’re at a disadvantage. You have to sprint. That’s ridiculous. Halo was fresh, in a modern market of twitch shooters that appealed to the casual audience, it was a damn oasis. I want a FPS that has depth, complexity doesn’t inherently enhance a game’s depth: Halo 5’s gameplay is much more shallow than classic Halo. Can you deny this?

No, you’re right.

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> > > Why would you not want a Spartan to sprint? That’s not realistic. If you don’t want to sprint then don’t sprint. I sprint ALL the time in both the campaign and multiplayer.
> > >
> > > Cortana: Chief, get out of there now!
> > > Master Chief: I’m enjoying the scenery right now. There’s no need to rush.
> >
> >
> > Have you played the new doom?
> >
> > Or older games like quake?
>
>
> Um…I own them both. O.o

Both of those games move at a much faster clip than any halo game and neither have sprint. You don’t need sprint to have a fast game.

This topic has been here so many times, I prefer sprint, and that’s because of the big maps, if there were smaller maps, sprint could be removed

> 2535432653392402;7835:
> This topic has been here so many times, I prefer sprint, and that’s because of the big maps, if there were smaller maps, sprint could be removed

Perfect, because the only reason maps are so big is because sprint is in the game. No sprint = smaller maps.

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> > 2535432653392402;7835:
> > This topic has been here so many times, I prefer sprint, and that’s because of the big maps, if there were smaller maps, sprint could be removed
>
>
> Perfect, because the only reason maps are so big is because sprint is in the game. No sprint = smaller maps.

Exactly, Warzone maps are a little too big like on Arc etc. if they scaled it down a little, sprint can be removed

> 2535442377964386;7831:
> spartans feel so fat when doing basic movements

Yep. Sprint makes the shooting part of a first person shooter feel like crap.

I’d even place the blame for the terrible aiming mechanics in H5 at the feet of sprint. 343 added this stupid jump in aim acceleration to account for players moving at a rapid speed. They essentially tried to create an aiming system that accounted for the seperate “shooting mode” and “movement mode” of thier game.

> 2535432653392402;7835:
> This topic has been here so many times, I prefer sprint, and that’s because of the big maps, if there were smaller maps, sprint could be removed

This is a perfect example

thats great, I know you like sprint but saying this does not give any actual indication as to why sprint is good for halo

why not just make the maps smaller, stop bloating out the maps with wasted space so sprint can be removed
why not just slightly scale down the maps and boost base movement speed a little so the player moves faster without having to lower their weapon to sprint?

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> > This topic has been here so many times, I prefer sprint, and that’s because of the big maps, if there were smaller maps, sprint could be removed
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> This is a perfect example
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> thats great, I know you like sprint but saying this does not give any actual indication as to why sprint is good for halo
>
> why not just make the maps smaller, stop bloating out the maps with wasted space so sprint can be removed
> why not just slightly scale down the maps and boost base movement speed a little so the player moves faster without having to lower their weapon to sprint?

Maps could be large without sprint.

Sprint affects SOOOO much more than movement speed.

  • Quicker movement speed means maps have to be stretched out in order to compensate on the TTK’s…This results in poor map quality in my opinion.
  • This results in fairly bland map design and maps in general being much larger. I’ve yet to see maps that compare to Construct, The Pit and Guardian.
  • If you test it out, WALKING the length of a relatively small “pre-sprint” map equates to the same time to SPRINT the length of its equivalent. You do not cross a map any quicker than the Halo’s without sprint.
  • Sprint means that TTK’s have had to be reduced slightly in order to kill players crossing open areas (in addition to slightly increased AA).
  • It actually slows down gameplay as you’re not sprinting all of the time…it can become a game of “who sees who first” depending if someone is sprinting blind.

If someone has specific details such as the above, arguing for how sprint BENEFITS gameplay, please feel free to get into a civilised discussion.