The sprint discussion thread

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> > > > > > > > > No way. I do not particularly like sprint but removing it is certainly for the worst.
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> > > > > > > > Cool reason why.
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> > > > > > >
> > > > > > > One reason would be because it is a sign of outdated gameplay.
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> > > > > >
> > > > > > 2 of the 3 most played FPS games this year do not use sprint.(Overwatch, CS GO)
> > > > > >
> > > > > > Add to that Doom which was a critical campaign darling.
> > > > > >
> > > > > > If anything hopelessly clinging to the COD train is what is the sign of being outdated. This isn’t 2012 anymore.
> > > > >
> > > > >
> > > > > Apart from Overwatch, both DOOM and CSGO only do that partly because they are both older games, with gameplay designed at the beginning of the century. I don’t know about DOOM, but CSGO uses Source 2, which is the sequel engine to the one used in the original CS. While i think it makes sense in CSGO, i don’t think it’ll make it any more competitive for Halo if sprint was to be removed. In CSGO everything can be calculated, such as player health and their relative position and ETA. In Halo everything regens, and due to sprint, player timings are unpredictable, thus making it more competitive but in a different way.
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> > > >
> > > > A way that isn’t in line with what Halo was, yes. I’d be fine with this gameplay in a different title by 343i.
> > >
> > >
> > > Now that i think about it, CSGO does have two speeds, one walking to reduce noise, and the other running normally. Look at it this way, you don’t have to play newer halos if you don’t like them that much, but the question remains if this is progressive or is this unnecessary. I am shifting towards progressive but not to sure. All i know is that it does not hamper gameplay, and makes it easier and more strategic at times.
> >
> >
> > CS:GO had sprint removed due to community outcry. Classic Halo had crouch-walking to reduce noise. How does it not hamper gameplay? How does it make it easier, or more strategic?
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>
> It gives more options for the player on how to act. Theoretically, the player gets one more option of mobility, or flight rather than fight, with an expensive weapon. It also gives the defending player a chance against some weapons like the shotgun, provided there is enough room, and we are not even getting into the campaign and casual gaming. Even if CSGO had sprint, it still doesn’t change that it also has two movement speeds at the moment.

So, having your movement locked to forward with a few degrees of left or right movement gives you more options on how to act? Being unable to fire, throw grenades, or melee gives you more choices? The only real option that sprint provides is to run away. Thrusting gives someone more of a chance against a shotgun than sprint. The campaign is irrelevant because it can be designed to not include sprint. Casual gaming? I never needed sprint in classic BTB. So does classic Halo, in fact it has three: crouch-walking, walking, and running.

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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.

Shields aren’t realistic. Fighting through hordes of enemies, by yourself, isn’t realistic. I sprint when it’s necessary, and sprinting should never be necessary in a Halo 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.
> > > >
> > > >
> > > > 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.

Except the game is designed around sprint, so it isn’t just a simple mechanic, it’s a core mechanic. Equipment was a simple mechanic, what happened to that?

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> > > > > > > As a Halo Veteran, i don’t mind the sprint. Halo has to evolve, ladies and gentlemen.
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> > > > > > So any and all change is automatically good?
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> > > > > Within reason.
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> > > > What reason was there to add sprint to Halo?
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> > >
> > > 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?
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> No, you’re right.

Believe me, I wish that I wasn’t.

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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
> >
> >
> > 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?
>
>
> Maps could be large without sprint.

Yeah, like Blood Gulch, or Valhalla. I really miss Big Team Heavies.

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> 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.

EMMURSION

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> > 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.
>
>
> EMMURSION

Thats a big one… But larger maps are also a benefit. You can have larger, grander maps that can handle more players without having to resort to gimmicky teleporters or vehicles, or the awkward man cannons- these don’t fit into every setting or always make sense.

Bland design isnt sprint’s fault, its 343.

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> >
> >
> > EMMURSION
>
>
> Thats a big one… But larger maps are also a benefit. You can have larger, grander maps that can handle more players without having to resort to gimmicky teleporters or vehicles, or the awkward man cannons- these don’t fit into every setting or always make sense.
>
> Bland design isnt sprint’s fault, its 343.

Can be done the same with faster movement speed.
And as I already pointed out earlier in this thread, to you.

> But if we then have smaller interior areas in larger maps meant for infantry gameplay, sprint will still affect these areas because isolated, it’d be a smaller map, and as such be subject to travel times. Or do you think a map designer can assume there will always be a firefight there making players not sprint at all.
>
> Then let’s tackle the map design itself.
> Other methods unavailable, this can mean anything from having no vehicles, far away from teleporters or man cannons or a generall overall lack of them all on the map initially.
>
> If there are vehicle present on the map but you find yourself for some reason without one, maybe the other team stole them, destroyed them, your team used yours up allready and waiting for them all to respawn or you bailed in the middle of no man’s land from a burning vehicle and managed to survive. All these come down to pretty much skill. If your team is without enough vehicles it’s because your opponent has been outplaying you.
>
> If it’s an overall initial lack of vehicles, it’s either because the map was poorly designed, not enough vehicles, or the map designer intend for infantry players to take other routes, man cannons etc.
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> If alternatives for map travel isn’t present because they don’t make sense for the map, then the map designer obviously either lack imagination, not creative enough to come up with fitting alternatives in map traversal assets, have designed a very poor map, map not designed properly for the existing mechanics, or picked an uneccessary theme.
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> Aleviating poor large map design with a player mechanic isn’t a good solution. Poor map design is a localised problem, a player mechanic is game encompassing.
>
> If sprint’s higher speed has to be accommodate for in smaller maps in order to maintain a metric, then yes, sprint does cause an increase in average map size. This is assuming there’s not a shift in any way or form from the amount of maps in a given size category and those map categories remain somewhat the same in size.
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> Even then, if we go with the assumption that sprint has been introduced because maps are increasing in size, what caused the increase in map size in the first place when design metrics in cases has remained the same, and wouldn’t a simple base movement speed increase be enough instead of introducing sprint?

Page 367.

Immersion is not the same for everyone, sprint removes immersion for some players. Building on that, i343 could very well make a more immersive Halo without sprint, for pro-sprinters, than how immersive Halo 5 is for them now.

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> > > 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.
> >
> >
> > EMMURSION
>
>
> Thats a big one… But larger maps are also a benefit. You can have larger, grander maps that can handle more players without having to resort to gimmicky teleporters or vehicles, or the awkward man cannons- these don’t fit into every setting or always make sense.
>
> Bland design isnt sprint’s fault, its 343.

No, it is sprints fault.

I’ve played sprintless customs on BTB maps in this game and it is wonderful.

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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?
>
>
> I was cool with ninjas, they took more skill than holding melee and grappling your opponent when they were out of melee range. The animation for assassinations takes too long, I have them turned off in Halo 5. Halo 4 was trying to be CoD, and–did you even read anything in this thread? I don’t think that you even need to answer that.

Yeah, I did read the thread. A lot of it actually. All I was saying was a game mechanic like sprint doesn’t ruin a game and added the thing in about assassinations because it wasn’t always in Halo. By the way, tell me how Halo was trying to be like Call of Duty. I’m real interested in that one.

Just found out 343’s justification of including sprint. They said they wanted to add immersion to the game and stated sprint brings more immersion.

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> Just found out 343’s justification of including sprint. They said they wanted to add immersion to the game and stated sprint brings more immersion.

Don’t forget that the gamers of today also expect sprint.

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> > > 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.
> >
> >
> > EMMURSION
>
>
> Thats a big one… But larger maps are also a benefit. You can have larger, grander maps that can handle more players without having to resort to gimmicky teleporters or vehicles, or the awkward man cannons- these don’t fit into every setting or always make sense.
>
> Bland design isnt sprint’s fault, its 343.

Man-cannons were done really well on Narrows. They also allowed for really unique movements, if you used them right. Beaver Creek was easily one of the best objective maps in a Halo game, and it had teleporters–that added depth to the gameplay.

Sprint is an unnecessary mechanic.

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> > Just found out 343’s justification of including sprint. They said they wanted to add immersion to the game and stated sprint brings more immersion.
>
>
> Don’t forget that the gamers of today also expect sprint.

In their head.

<mark>This post has been edited by a moderator. Please do not post comments that are discriminatory in nature.</mark>

*Original post. Click at your own discretion.

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> > > > > > > > > > No way. I do not particularly like sprint but removing it is certainly for the worst.
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> > > > > > > > >
> > > > > > > > > Cool reason why.
> > > > > > > >
> > > > > > > >
> > > > > > > > One reason would be because it is a sign of outdated gameplay.
> > > > > > >
> > > > > > >
> > > > > > > 2 of the 3 most played FPS games this year do not use sprint.(Overwatch, CS GO)
> > > > > > >
> > > > > > > Add to that Doom which was a critical campaign darling.
> > > > > > >
> > > > > > > If anything hopelessly clinging to the COD train is what is the sign of being outdated. This isn’t 2012 anymore.
> > > > > >
> > > > > >
> > > > > > Apart from Overwatch, both DOOM and CSGO only do that partly because they are both older games, with gameplay designed at the beginning of the century. I don’t know about DOOM, but CSGO uses Source 2, which is the sequel engine to the one used in the original CS. While i think it makes sense in CSGO, i don’t think it’ll make it any more competitive for Halo if sprint was to be removed. In CSGO everything can be calculated, such as player health and their relative position and ETA. In Halo everything regens, and due to sprint, player timings are unpredictable, thus making it more competitive but in a different way.
> > > > >
> > > > >
> > > > > A way that isn’t in line with what Halo was, yes. I’d be fine with this gameplay in a different title by 343i.
> > > >
> > > >
> > > > Now that i think about it, CSGO does have two speeds, one walking to reduce noise, and the other running normally. Look at it this way, you don’t have to play newer halos if you don’t like them that much, but the question remains if this is progressive or is this unnecessary. I am shifting towards progressive but not to sure. All i know is that it does not hamper gameplay, and makes it easier and more strategic at times.
> > >
> > >
> > > CS:GO had sprint removed due to community outcry. Classic Halo had crouch-walking to reduce noise. How does it not hamper gameplay? How does it make it easier, or more strategic?
> >
> >
> > It gives more options for the player on how to act. Theoretically, the player gets one more option of mobility, or flight rather than fight, with an expensive weapon. It also gives the defending player a chance against some weapons like the shotgun, provided there is enough room, and we are not even getting into the campaign and casual gaming. Even if CSGO had sprint, it still doesn’t change that it also has two movement speeds at the moment.
>
>
> So, having your movement locked to forward with a few degrees of left or right movement gives you more options on how to act? Being unable to fire, throw grenades, or melee gives you more choices? The only real option that sprint provides is to run away. Thrusting gives someone more of a chance against a shotgun than sprint. The campaign is irrelevant because it can be designed to not include sprint. Casual gaming? I never needed sprint in classic BTB. So does classic Halo, in fact it has three: crouch-walking, walking, and running.

I am not even sure if you are serious anymore. You know why? Cause then it would just be op. This is compensating for the possibility that a guy can just rush in, and take everyone out, with hem having less chance to hit him, if he does it right. Especially with a shotgun, it is already quite op, but if the guy could fire while running? That is just retarded. All i was saying that the sprint ability is an option in itself, to be used at YOUR discretion, meaning you don’t have to.

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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?
> >
> >
> > I was cool with ninjas, they took more skill than holding melee and grappling your opponent when they were out of melee range. The animation for assassinations takes too long, I have them turned off in Halo 5. Halo 4 was trying to be CoD, and–did you even read anything in this thread? I don’t think that you even need to answer that.
>
>
> Yeah, I did read the thread. A lot of it actually. All I was saying was a game mechanic like sprint doesn’t ruin a game and added the thing in about assassinations because it wasn’t always in Halo. By the way, tell me how Halo was trying to be like Call of Duty. I’m real interested in that one.

When the game is designed around a game mechanic like sprint, and that mechanic doesn’t really add anything to the gameplay, then yes, it has ruined Halo. In a twitch shooter, it makes sense, but with Halo’s TTK, it just bogs down the gameplay. Assassinations were a cool idea, but they also slowed the gameplay down.

CoD has:

Limited sprint
Loadouts
Killstreaks

Halo 4 had:

Limited sprint
Loadouts
Killstreaks

Explain how Halo 4 wasn’t CoD. TTK, weapons, and map design are pretty much the only real differences. And vehicles, I suppose, but yeah, it sure wasn’t a Halo game.

Why don’t we have a set of arena playlists that are based around old halos and similar to them, Call of Duty has normal modes and Hardcore modes, so we can have our Normal sprint modes and then Classic Modes, then people can decide which is better as well as which is most competitive and play which one they like, that makes it so the 50% of the community who doesn’t want sprint can play happily and the 50% who do want it can be happy too, it is a little bit splitting to the player base, but if we are already missing that half of the player base who doesn’t play the game Bc they want sprint removed then it won’t hurt to add it in the first place… Problem solved now we don’t have to argue anymore.

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> > > > > > > > Why not compromise and ask 343i to make modern and classic playlists. I’m sure 343i might consider it.
> > > > > > >
> > > > > > >
> > > > > > > Why would the core Halo fanbase need to ask for such a thing? Does 343i just not care?
> > > > > >
> > > > > >
> > > > > > If you think 343 does not care about the fanbase, then i don’t think you deserve a copy of this game. I don’t think it is possible to please you. Besides, calling yourself “Core Halo fanbase” does not make you it. Currently the opinions are split, and they cannot just go out and remove a core game mechanic just cause some ppl don’t like it. This means more bug fixing, more level redesign all sorts of stuff. Even if it was that bad, i don’t think i would go through that. It is their game like it or not.
> > > > >
> > > > >
> > > > > The fans are doing all the work for them. We’ve made classic settings and we’ve made maps for those settings. That’s all it takes to actually add a playlist.
> > > > >
> > > > > Though people are more realistic looking to Halo 6 for the removal of sprint so that the game can be built properly without it rather than removing it from Halo 5 which was built almost entirely around it.
> > > >
> > > >
> > > > I wouldn’t call them fans, and i wouldn’t call this work either. They programmed these settings, in anticipation of such criticism. But i am against it being removed from future Halos. For one it will reduce strategic ability and skill within multiplayer. It gives more options of action as well as requiring more skill, to say snipe a running guy, if it required any from the start. This is not to mention the campaign, which has always been tedious at times in terms of mobility, for example, Two Betrayals, where to use up the full cache of weapons, like the rocket launcher and sniper rifle, you had to use a working ghost to travel to and from the shot down pelican.
> > >
> > >
> > > That’s fine, you could be wrong if you so choose.
> > >
> > > More options doesn’t necessarily mean more depth, strategy, or skill. A lot of the better players in this game would agree. Sprint does a whole lot to help bad players and that’s all really. Everything sprint allows you to do can be done without it, except with more skill required. Wanna make it harder for someone to snipe you? Getting better at strafing. Using a good strafe is more skill based than pressing a button for an instant reward
> >
> >
> > It’s quite arrogant, i would say, to say that first part, man.
> >
> > Didn’t you just prove that it compensates for less experienced players? I wouldn’t say more skill is required, rather than time in my previous example of Two Betrayals. Besides, the hit boxes in Halo 5 are a joke. Im not saying that that is bad, all i am saying is that they pretty much eliminate practical usefulness of strafe, but that is a discussion for another time. From experience on snipers’ arena games, it doesn’t matter if you miss, as long as it is in front of the guy it’ll still hit. I have actually thought of the possibility that the collision box expands slightly in Halo 5 during sprinting. Also the sniper is literally the autonoob of halo, were it not for shields. You also seem to have confused strategy, tactics and skill as well as in game depth. In tactics, sprinting is an effective short term solution for diversion, relocation, anything. Strategically, i will admit that it is somewhat lacking, as circumstances for it’s use are often unforeseen. On the skill front, it bridges a gap between new players and older more experienced fans. This concept is new and will require both parties to learn it in order to play the game properly. To me, it sounds like a lot of these ppl are just unwilling to learn a new mechanic. It gives both parties time to develop, albeit, that time has passed. In-game depth is what this feature excels at imo. It makes the game faster paced, dynamic, as well as more provocative to defending parties in a game. It also allows people to not be completely doomed by cqc weapons like the shotgun, if they are smart enough and there is enough room to maneuver.
> > But you still haven’t even touched the rest of the game yet. All you did was mention how it depletes skill based multiplayer. In campaign it is undeniably useful, and i think that is why you haven’t mentioned campaign, cause there is no argument there. Same goes for firefight and like modes. In normal war zone, my fingers would be dead after a single game if i was to evade every sniper or long range vehicle by strafing. My point is, you haven’t mentioned the casual aspect of the game, probably cause there is no argument there for you as far as i can see.
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> When maps are scaled to sprint, and nobody is sprinting the entire time, then the gameplay cannot logically be happening at a faster pace. Furthermore, if you cannot fire while sprinting, then you cannot say that sprint is an offensive ability. As for campaign, there hasn’t been a good campaign since Halo CE, and adding sprint sure hasn’t fixed anything there. Campaign can be designed in a way that makes sprint irrelevant. I would have no problem with sprint being in just Warzone and Firefight.

Maps are scaled somewhere in between sprint and normal i would say. It can be an offensive capability, cause most people learned how to stop, take the shot, and move on. It is not that hard at all. This is not the time or place to discuss halo campaigns, so i won’t cause it’ll stir up trouble. But sprint fixed some campaign aspects for me. AI are much smarter in the newer games, so a balance between mobility and defense can be the key in boss fights, like the ones with the warden. But i agree with you on the FF and war zone.

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> > > > > > > > Why not compromise and ask 343i to make modern and classic playlists. I’m sure 343i might consider it.
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> > > > > > >
> > > > > > > Why would the core Halo fanbase need to ask for such a thing? Does 343i just not care?
> > > > > >
> > > > > >
> > > > > > If you think 343 does not care about the fanbase, then i don’t think you deserve a copy of this game. I don’t think it is possible to please you. Besides, calling yourself “Core Halo fanbase” does not make you it. Currently the opinions are split, and they cannot just go out and remove a core game mechanic just cause some ppl don’t like it. This means more bug fixing, more level redesign all sorts of stuff. Even if it was that bad, i don’t think i would go through that. It is their game like it or not.
> > > > >
> > > > >
> > > > > The fans are doing all the work for them. We’ve made classic settings and we’ve made maps for those settings. That’s all it takes to actually add a playlist.
> > > > >
> > > > > Though people are more realistic looking to Halo 6 for the removal of sprint so that the game can be built properly without it rather than removing it from Halo 5 which was built almost entirely around it.
> > > >
> > > >
> > > > I wouldn’t call them fans, and i wouldn’t call this work either. They programmed these settings, in anticipation of such criticism. But i am against it being removed from future Halos. For one it will reduce strategic ability and skill within multiplayer. It gives more options of action as well as requiring more skill, to say snipe a running guy, if it required any from the start. This is not to mention the campaign, which has always been tedious at times in terms of mobility, for example, Two Betrayals, where to use up the full cache of weapons, like the rocket launcher and sniper rifle, you had to use a working ghost to travel to and from the shot down pelican.
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> That first part was arrogant? No, what was arrogant was you thinking you can tell people who is and isn’t a fan and whether or not spending time and effort making settings and maps is work.
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> There’s nothing about sprint that makes it more skilled based and/or strategy than strafing when it comes to dodging shots. Sprinting making things easier for worse players but it doesn’t help good players and at worst can only make it harder for them despite the lack of skill needed to used sprint. That’s the thing, “bridging the gap” only helps worse players because they’re the ones that benefit from it most. The decent players would’ve hit that shot anyway or they would’ve dodged that shot anyway, the only difference is that now it’s easier for the players who wouldn’t be able to do those things. Unless it’s equally beneficial to players of all skill levels, then it’s not a fair change. Strafing and regular map movement take much more thought and practice to use effectively. The skill ceiling is higher for those things. What you’re suggesting would be the same as saying tee-ball should be played in place of baseball because it “bridges the gap” by helping new players. No, because that doesn’t help the experienced players, they do fine without it, it only helps the less skilled players. Thinning the skill gap is not a good thing. Plus, sprint - in addition t a number of the other traversal related mechanics - does increase size of your hit box (by default, I believe, not just when you use the mechanic) and bullet magnetism is increased because it’s harder to shoot people since they’re moving faster, which becomes an even bigger problem when you’re not moving at those speeds. One of the big side effects of sprint is that the devs literally have to make things easier for you to compensate for it’s effects.
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> You’ve still mentioned nothing sprint does that can’t be done with more thought and skill without it. Without sprint more skill and strategy is required to outshoot/ keep from being shot by your opponent, you would still have to think fast and maneuver in smart ways when up against CQC weapons and any sort of relocating or “diversions” can be accomplished by using thruster to get around quicker (or just using general map knowledge and skill jumps).
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> I don’t care about it’s effects in Campaign because the Campaign is PvE. It’s different balancing and it personally doesn’t matter to me what they do with it over there since it’s not balanced for two teams, it’s balanced for one person/team.

I would call that mistaken at most, if true. But at least i don’t, or at least did not intend to insult you, and I’m sorry if i did.

343 have programmed those settings, so that they can be used. Don’t tell me that “The community did all the work” cause you cannot simply modify code on Xbox. It takes slightly more than that.
Im not sure you understand what bridging the gap really means. It is supposed to benefit mostly newer players. But from this it almost sounds like you are annoyed that you have trained to use strafing, when a new player can just sprint.
I will say this for sure, however. It is quite ignorant to base your entire opinion over sprint’s apparent disadvantages in one area, while completely refusing to acknowledge anything in another, in this case, campaign. In the newer games, sprint was added to give the player to form a balance between mobility and defense, since the AI can just rush you while your shields are down. It isn’t as much about balance, though, as it is about traveling back and forth, for example, to use up all of the area’s supplies (Two fin betrayals).
And you completely disregarded casual gaming.
Answer me this; what is the point in learning and devoting your time to one game technique when you can just embed a function which gives the same results and possibly more? It isn’t like those that learned strafing will necessarily be better at this game, than casual players.

I am not going to respond to any of your replies, from now on, cause not only is your argument kinda falling apart, but you just keep on repeating the same thing.

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> > Just found out 343’s justification of including sprint. They said they wanted to add immersion to the game and stated sprint brings more immersion.
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> Don’t forget that the gamers of today also expect sprint.

Both of those reasons are weak. I feel less immersed because I have to think about when to and not to sprint. I want a game with solid, simple gameplay–that’s not what Halo 5 has.

I used to really get into the campaign. Although it wasn’t as good in Halo 2 or Halo 3, there were still some fights that truly felt epic. The only time that I really got that feeling in Halo 5’s campaign was during the last stretch before the final fight on The Breaking. I think that it was mainly due to level design, because sprint meant spreading everything out.