The sprint discussion thread

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> > Why take out something that is keeping halo up with all the other games? CoD for example has sprint as a set thing, take that out and you are going back 10+ years. Sprint has been in halo for 5-6 years now when Bungie had it introduced as a Spartan Ability in Reach, everyone loved the mechanic and that it allowed quick traverse across huge maps. Why take out something that makes the game more interesting and also more difficult?
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> Why Halo needs to keep up with its competitors by implementing generic mechanic that was never needed? I don’t understand. As much as Halo turns into another generic shooter, there will be less incentive and reason to buy Halo. Sprint does not make the game any interesting and difficult…

That’s true. Halo not having sprint made it vastly different from other FPS.

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> Why does a game even need sprint? Look at doom 4, hugely successful, no sprint. It just seems like an unnecessary trend to me.

Doom is more fast-paced but I see what you mean.

> 2535433972425836;8721:
> Why does a game even need sprint? Look at doom 4, hugely successful, no sprint. It just seems like an unnecessary trend to me.

I still don’t understand this “doom is successful” thing. Pc wise it’s sold one million copies(as of August). They don’t mention console sales at all on the article I looked at and you see the multiplayer still get heat today. Halo is not a game that can live by one side being popular more than the other. It’s really not much of a comparison between halo and doom. Halo still outsold doom even with its “success”. I won’t disagree on the sprint thing tho, halo doesn’t have to have it. But using doom which to me isn’t a successful game to begin with just seems meh. Overwatch is a much better comparison as it actually is doing fine where as I genuinely don’t see a lot of talk on doom anymore. It was pretty much a one and done deal with its campaign and that was that. It has no longevity to it with a bad multiplayer.

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> > 2535433972425836;8721:
> > Why does a game even need sprint? Look at doom 4, hugely successful, no sprint. It just seems like an unnecessary trend to me.
>
>
> I still don’t understand this “doom is successful” thing. Pc wise it’s sold one million copies(as of August). They don’t mention console sales at all on the article I looked at and you see the multiplayer still get heat today. Halo is not a game that can live by one side being popular more than the other. It’s really not much of a comparison between halo and doom. Halo still outsold doom even with its “success”. I won’t disagree on the sprint thing tho, halo doesn’t have to have it. But using doom which to me isn’t a successful game to begin with just seems meh. Overwatch is a much better comparison as it actually is doing fine where as I genuinely don’t see a lot of talk on doom anymore. It was pretty much a one and done deal with its campaign and that was that. It has no longevity to it with a bad multiplayer.

Doom is an interesting case. On the MP side of things the lack of sprint was celebrated, but other “modern” features and demons were added that went against Dooms gameplay that people don’t think much of it. It sounds like Doom was to them almost what Halo 4 was to us.

Though the SP side of things, it’s nearly universally praised for its fast paced gameplay. That’s the example that should be used because it shows sprint isn’t necessary for fun, fast paced gameplay.

> 2533274801176260;8717:
> - Introducing a mechanic that serves the same purpose as sprint (getting places faster) without meddling with run’n’gun. (Blink, or a charge-up thruster.)

I always feel like I’m shouting to the wind about this (probably not actually), but Evade, out of all the abilities ever introduced, was the most promising one. In addition to serving similar function as sprint, it also functioned as a strafe ability. Moreover, it had interesting physics properties such as retaining momentum for a moment after use (which Thruster Pack has to some extent), as well as the ability to redirect the vertical momentum (in contrast to Thruster Pack where the vertical range of momentum is very limited). It was something worth developing further but, unfortunately, the concept was taken in a completely wrong direction with Thruster Pack, abandoning vertical momentum redirection, shortening the travel distance significantly, and making transitions more abrupt.

Sales pitches aside, Evade largely as it was in Reach as a map pick-up, or a properly tweaked version of it as a base ability would be a sensible replacement for sprint. As a base ability it would naturally cannibalize Thruster Pack (with the map pick-up concept, there would naturally be no special base abilities), simplifying the ability set and the control scheme. As a transit ability, it would naturally inherit the problems of sprint to some extent: escaping would still be easier, maps design would still be afffected, and one could argue that there’d still be some separation between movement and combat as there’s a short moment in which the player cannot shoot. However, compared to sprint, the time which an evading player spends in the animation being unable to shoot is significantly shorter. In fact, evading by itself doesn’t get the player very far, but they also need to jump after evading to optimize the momentum (the skill addition from this additional jump is completely miniscule, and not worth arguing for). The main advantage is that the player spends a minimal amount of time in an animation, despite moving at significantly increased speed. This significantly reduces both the ease of escaping, and the separation between movement and combat.

The problem of map design with Evade is an interesting one. In principle, it could allow for tighter map design than sprint (i.e., sharp corners) as an evading player is very much locked on a single trajectory. This means that an evading player can’t use tight corners to escape effectively like a sprinting player could, but they instead have to run through these bottlenecks normally. Mind you, if there’s only one corner and two evades, getting quickly around that corner is actually much easier than with sprint. Or if the player is already close to a corner, they can very quickly evade. The latter is in fact probably the most prominent problem with Evade. Due to the trajectory lock Evade causes, this problem might be alleviated to some extent by clever placement of obstacles in corridors, but there’s no avoiding the fact that a player in the open can quickly get behind cover.

But the reason I have always appreciated Evade to the point that I think it’s worth these sacrifices is that, unlike sprint, it actually introduces new meaningful tactics to gameplay. The momentum conservation by jumping that I said to be far too easy to add any meaningful skill actually has deeper uses. While on flat ground it’s completely trivial, but there are more unique applications of it. Namely, the momentum is not only maintained on the first jump, but also on the second jump. So, if there is, for instance, a very long jump and a small (on the scale of lamp sized) platform on the wall, using momentum conservation to get over this jump requires very precise timing on two occasions, which is made especially difficult by the fast speed given by the momentum conservation. Then there is horizontaol redirection of momentum, which allows the player to use curved map geometry to make very high jumps, or to use variety of slope angles for different combinations of height and distance. Frankly, this isn’t a difficult skill to execute. It doesn’t require significant dexterity, but it does require ingenuity and understanding of the game to make use of, and map geometry can easily be designed in such a way that its effective use also requires a great amount of dexterity.

Finally, there are small details of the implementation of Evade, which require unorthodox design choices. For example, the possibility of having the ability to cancel the animation and retaining the momentum if timed correctly (which would normally happen as a glitch, but can as well be implemented by design) would further create some very interesting jump tactics, because the player could now jump to any direction with incerased momentum.

I believe that the mechanic adds enough depth to movement to be worth all the downsides that it brings. After all, the problem with sprint has never been that it has negative effects on gameplay per se, but that there are no positive effects that couldn’t be accomplished by simple increase of base movement speed, and the ability is therefore a redundant detriment. Evade, on the other hand, is a mechanic with unique tactics incerase depth of movement in a way that no other ability introduced to Halo has accomplished. And I’m obviously not speaking of Evade exactly as implemented in Reach, but a sensible evolution of it (and not the nerfed Thruster Pack either). I think that if there’s ever been a genuine compromise for sprint, this is the best one. After all, it has many of the qualities that pro-sprint people like. It certainly makes the player feel faster, and even though many people especially talk about wanting to sprint, I don’t believe it’s as much about wanting to sprint as it’s about wanting a fun-to-use movement mechanic that adds speed. And while it doesn’t completely eliminate the negative aspects anti-sprint players are complaining about, it does add depth to gameplay, which in my view has been the main problem with sprint.

yeah but you know i little bit sence sprint can do anyone but not halo the spartans with heave armour really strong can not sprint

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> > > I’m not saying you can’t run with your gun up. I’m saying that you can’t run at full speed and be effective with your gun.
> >
> >
> > Of course I can’t, but a Spartan super soldier could. I mean, I don’t have implanted augmentations, for one thing, so yeah.
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> Just because you’re stronger and faster doesn’t mean your body doesn’t move at all to keep an accurate aim while running full speed.

Just because you have shields and armor doesn’t mean that you don’t bleed, except you pretty much don’t bleed in Halo 5.

Just because you’re a squad leader doesn’t mean that you don’t salute your superior officer, yet Locke never salutes Palmer.

Arguing for realism in a video game with hyper-evolved super soldiers is inane. If you got shot when you had no shields, then there’s only so much that your armor could take, and in reality, nobody would be moving at a fast pace after being ripped up by plasma.

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> > > 2535433972425836;8721:
> > > Why does a game even need sprint? Look at doom 4, hugely successful, no sprint. It just seems like an unnecessary trend to me.
> >
> >
> > I still don’t understand this “doom is successful” thing. Pc wise it’s sold one million copies(as of August). They don’t mention console sales at all on the article I looked at and you see the multiplayer still get heat today. Halo is not a game that can live by one side being popular more than the other. It’s really not much of a comparison between halo and doom. Halo still outsold doom even with its “success”. I won’t disagree on the sprint thing tho, halo doesn’t have to have it. But using doom which to me isn’t a successful game to begin with just seems meh. Overwatch is a much better comparison as it actually is doing fine where as I genuinely don’t see a lot of talk on doom anymore. It was pretty much a one and done deal with its campaign and that was that. It has no longevity to it with a bad multiplayer.
>
>
> Doom is an interesting case. On the MP side of things the lack of sprint was celebrated, but other “modern” features and demons were added that went against Dooms gameplay that people don’t think much of it. It sounds like Doom was to them almost what Halo 4 was to us.
>
> Though the SP side of things, it’s nearly universally praised for its fast paced gameplay. That’s the example that should be used because it shows sprint isn’t necessary for fun, fast paced gameplay.

I can understand that if that’s what people are getting at with its fast gameplay being successful.

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> > True Halo fans were here before sprint. If someone is truly a fan of Halo, then he or she will still play when sprint is removed, even if he or she liked it. I got Halo 4 and Halo 5, tried them out, and didn’t like (most of) them. A hardcore fan would probably get really into the lore–in which, spartans were able to fire while running. Anyway, as for my definition, yes, I would consider myself a true Halo fan. I don’t know as much as some, but I probably know more about the Halo franchise and its lore than a lot of people who play the games–especially the ones who were lured in by Halo 4. I won’t be buying Halo 6 if it lacks split-screen, but I will be playing through the campaign at least once. I know, shocking, isn’t it? Not wanting to buy a game because I can’t spend hours screwing around with my friends without needing to be connected to the internet? I must not be a true fan of the series, right? I mean, it’s not like Halo 5 is the first Halo title to lack split-screen–for the sake of 60 FPS. I don’t need another console just to play with my sibling, do I? Concerning other posters in this thread, it isn’t like the core Halo fanbase wasn’t wary after the ****storm that was Halo 4. A lot of fans have jumped ship, don’t you think that there’s a reason for that?
> >
> > No, you didn’t, I was explaining part of the reason why there isn’t very much overlap. Warzone Assault was pretty much all I played until–well, until Firefight came out. I mean, I played some Arena to work on commendations, but I started playing Arena a lot more after I had finished unlocking everything (and gotten Firefight Mastery). Anyway, why would Breakout getting a higher amount of RP indicate intentional poor weighting? The best Arena playlist to go for, if you’re going for max RP per hour, is SWAT. 5 minute games will get you the most RP per hour. Warzone Assault is, beyond contest, the most lucrative source of RP. That’s probably because it also demands REQs to win. But yea, this is off-topic, so Im going to stop.
> >
> > Because sprint isn’t a healthy direction for Halo to go in, obviously. That’s why this thread exists.
> >
> > It’s called hyperbole. Halo 5 isn’t Halo, it has taken elements of other modern FPS games and tried to slap it all together in one game. This includes a lower TTK, which is the biggest difference between Halo and twitch shooters. Having similar movement mechanics further diminishes the line between Halo and modern twitch shooters. Could 343i pull it all together and make a Halo title with the new movement system that succeeded where Halo 5 failed? Sure. Would it be Halo? Probably not, because when I think of Halo, I think of outwitting my opponents, which means that they don’t get to escape my carefully calculated trap–unless they quadshot me, which is really hard to do. Halo is at the point of having an identity crisis, and there are two ways that this can end. I want to remain a fan of Halo. I care, that’s why I’ve said all these things in this thread. That’s why people who don’t play Halo 5 are on an internet forum, debating this very topic. Sprint changed everything. (And no, sprint isn’t the only problem.)
> >
> > Evenly? As in the time between them? As in the features that they have? Or, as in something else? Because Halo 2 was much more like CE than Halo 5 was like Reach. Anyway, Halo 2 improved on the gameplay of CE and made it even more solid. I constantly played through 5-10 minute wait-times between matches, standby, and modding. I play Halo 5 regularly, because I’m trying to finish off my commendations, and build up a large stockpile so that I can hop on when Warzone Turbo is around. Otherwise, it’ll be back to other games for the most part. I’ll still get on Halo 5, but it probably won’t even be on a weekly basis. Moving on, that is a very dishonest list: the map design is a huge departure from Halo 3. The weapons are balanced reasonably well for Halo 5’s gameplay, sure, but the balance was pretty decent in Halo 3 as well. Movement options? Try changes to core gameplay, the gameplay feels nothing like it did in Halo 3; CE and Halo 2 are right next to each-other compared to Halo 3 and 5. Equipment was a very interesting direction, it provided more depth to the gameplay, unlike Armor–sorry, Spartan Abilities.
> >
> > Let me list some more differences: Warzone, the REQ system, 500 pieces of armor (that you can’t customize as much as you could in Halo 3), pieces of armor that could only be acquired by completing certain challenges (in Halo 5, all you need is some luck, some time, or some cash), visor colors, loadout weapons with modifications, armor mods, REQ variants, a campaign where you actually play as the Master Chief, Prometheans… like, do I honestly need to go on?
>
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> So only people who were here before sprint came are true fans, and no one else after that can be? No. Anyone can be a true fan whenever they start.
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> If playing breakout got you an more RP, it would be obvious that they are trying to promote it. That’s why many thought they were trying to promote warzone by giving out more RP.
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> I disagree that sprint is unhealthy.
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> Every halo has taken things from other games. Halo Reach-5 aren’t the only ones. Just because they are using some similar movement ideas doesn’t mean it’s not halo.
>
> Wait so equipment adds depth but Spartan abilities don’t? Are you serious, or is your mind clouded with nostalgia? Maybe to you it feels nothing like it, but it feels like halo enough for me to call it halo. Every halo (besides 2/3) has had a different feel than their predecessor. There’s nothing unique about halo 5 not feeling totally like halo 3.
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> I was comparing gameplay, not all the other stuff, because the other stuff doesn’t affect the feel in-game.

True fans would play the entire franchise at least once, and if they really were fans, then they would give a Halo 6 without sprint a chance, at the very least. True fans would still play the game, can you deny this?

Breakout provides the 3rd best rate of RP per hour in Arena: 6,474. This is less than 100 RP per hour below Team Arena: 6,548. Now, Luke’s video is a little dated at this point, but I’ve noticed that the RP for Breakout isn’t that bad if the match ends at about the 5 minute mark. Uh, why wouldn’t 343i want to promote the mode that their microtransaction system is based on?

Why do you disagree that sprint is unhealthy?

When people say that it isn’t Halo, they mean that it doesn’t have the solid core gameplay, level, and map design that classic Halo titles did. Sure, classic Halo took things from other games, but it put those things together in a way that none of them did. Their depth wasn’t overshadowed by their complexity. IMO, Halo 5 was poorly developed.

Complexity doesn’t inherently increase depth. Equipment had to be secured, which mean that it required strategy. You can use every Spartan Ability without having to pick it up somewhere on the map, from the very start of a match. Sprint, alone, changes how the game plays. Poor positioning is excused, because you can just run away and regroup, so there goes that huge chunk of depth.

Halo 3 had a higher TTK, slide-jumps, equipment boosts, and solid level/map design–Halo 5 doesn’t. It feels completely different to me, and I’ve been playing since 2001. I’m willing to bet that I’m not the only person who feels this way. Why do so many pro-sprinters complain about how slow classic Halo feels?

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> > >
> >
> >
> > So only people who were here before sprint came are true fans, and no one else after that can be? No. Anyone can be a true fan whenever they start.
> >
> > If playing breakout got you an more RP, it would be obvious that they are trying to promote it. That’s why many thought they were trying to promote warzone by giving out more RP.
> >
> > I disagree that sprint is unhealthy.
> >
> > Every halo has taken things from other games. Halo Reach-5 aren’t the only ones. Just because they are using some similar movement ideas doesn’t mean it’s not halo.
> >
> > Wait so equipment adds depth but Spartan abilities don’t? Are you serious, or is your mind clouded with nostalgia? Maybe to you it feels nothing like it, but it feels like halo enough for me to call it halo. Every halo (besides 2/3) has had a different feel than their predecessor. There’s nothing unique about halo 5 not feeling totally like halo 3.
> >
> > I was comparing gameplay, not all the other stuff, because the other stuff doesn’t affect the feel in-game.
>
>
> True fans would play the entire franchise at least once, and if they really were fans, then they would give a Halo 6 without sprint a chance, at the very least. True fans would still play the game, can you deny this?
>
> Breakout provides the 3rd best rate of RP per hour in Arena: 6,474. This is less than 100 RP per hour below Team Arena: 6,548. Now, Luke’s video is a little dated at this point, but I’ve noticed that the RP for Breakout isn’t that bad if the match ends at about the 5 minute mark. Uh, why wouldn’t 343i want to promote the mode that their microtransaction system is based on?
>
> Why do you disagree that sprint is unhealthy?
>
> When people say that it isn’t Halo, they mean that it doesn’t have the solid core gameplay, level, and map design that classic Halo titles did. Sure, classic Halo took things from other games, but it put those things together in a way that none of them did. Their depth wasn’t overshadowed by their complexity. IMO, Halo 5 was poorly developed.
>
> Complexity doesn’t inherently increase depth. Equipment had to be secured, which mean that it required strategy. You can use every Spartan Ability without having to pick it up somewhere on the map, from the very start of a match. Sprint, alone, changes how the game plays. Poor positioning is excused, because you can just run away and regroup, so there goes that huge chunk of depth.
>
> Halo 3 had a higher TTK, slide-jumps, equipment boosts, and solid level/map design–Halo 5 doesn’t. It feels completely different to me, and I’ve been playing since 2001. I’m willing to bet that I’m not the only person who feels this way. Why do so many pro-sprinters complain about how slow classic Halo feels?

I going to disagree with your statement of “true fans would still play the game”. To me, fans buying the game on any circumstance and how is their beloved game is like, I would say they are blinded fanboys. True fans would know when to avoid purchasing the game that will lead to fall of their beloved franchise and fight to bring back its glory, like we are doing here. Blindly purchasing anything that has Halo on it is going to kill the Halo franchise just like what is happening with REQ system as the first step to the death. Other than that I agree with you.

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> > - Introducing a mechanic that serves the same purpose as sprint (getting places faster) without meddling with run’n’gun. (Blink, or a charge-up thruster.)
>
>
> I always feel like I’m shouting to the wind about this (probably not actually), but Evade, out of all the abilities ever introduced, was the most promising one.
> [snip]

After reading everything, just to add to your argument, I want to leave this and this here.

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> > > >
> > >
> > >
> > > So only people who were here before sprint came are true fans, and no one else after that can be? No. Anyone can be a true fan whenever they start.
> > >
> > > If playing breakout got you an more RP, it would be obvious that they are trying to promote it. That’s why many thought they were trying to promote warzone by giving out more RP.
> > >
> > > I disagree that sprint is unhealthy.
> > >
> > > Every halo has taken things from other games. Halo Reach-5 aren’t the only ones. Just because they are using some similar movement ideas doesn’t mean it’s not halo.
> > >
> > > Wait so equipment adds depth but Spartan abilities don’t? Are you serious, or is your mind clouded with nostalgia? Maybe to you it feels nothing like it, but it feels like halo enough for me to call it halo. Every halo (besides 2/3) has had a different feel than their predecessor. There’s nothing unique about halo 5 not feeling totally like halo 3.
> > >
> > > I was comparing gameplay, not all the other stuff, because the other stuff doesn’t affect the feel in-game.
> >
> >
> > True fans would play the entire franchise at least once, and if they really were fans, then they would give a Halo 6 without sprint a chance, at the very least. True fans would still play the game, can you deny this?
> >
> > Breakout provides the 3rd best rate of RP per hour in Arena: 6,474. This is less than 100 RP per hour below Team Arena: 6,548. Now, Luke’s video is a little dated at this point, but I’ve noticed that the RP for Breakout isn’t that bad if the match ends at about the 5 minute mark. Uh, why wouldn’t 343i want to promote the mode that their microtransaction system is based on?
> >
> > Why do you disagree that sprint is unhealthy?
> >
> > When people say that it isn’t Halo, they mean that it doesn’t have the solid core gameplay, level, and map design that classic Halo titles did. Sure, classic Halo took things from other games, but it put those things together in a way that none of them did. Their depth wasn’t overshadowed by their complexity. IMO, Halo 5 was poorly developed.
> >
> > Complexity doesn’t inherently increase depth. Equipment had to be secured, which mean that it required strategy. You can use every Spartan Ability without having to pick it up somewhere on the map, from the very start of a match. Sprint, alone, changes how the game plays. Poor positioning is excused, because you can just run away and regroup, so there goes that huge chunk of depth.
> >
> > Halo 3 had a higher TTK, slide-jumps, equipment boosts, and solid level/map design–Halo 5 doesn’t. It feels completely different to me, and I’ve been playing since 2001. I’m willing to bet that I’m not the only person who feels this way. Why do so many pro-sprinters complain about how slow classic Halo feels?
>
>
> I going to disagree with your statement of “true fans would still play the game”. To me, fans buying the game on any circumstance and how is their beloved game is like, I would say they are blinded fanboys. True fans would know when to avoid purchasing the game that will lead to fall of their beloved franchise and fight to bring back its glory, like we are doing here. Blindly purchasing anything that has Halo on it is going to kill the Halo franchise just like what is happening with REQ system as the first step to the death. Other than that I agree with you.

Playing isn’t the same as buying. =) I won’t be buying Halo 6 until I’ve played it a bit first.

I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:

If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?

Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?

I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.

So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

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> > > > >
> >
> >
> > So lets make a #WORKINGDEFINITION for game-depth. I say that game depth is basically just counters and style-options. Which means that the spartan abilities add depth. But pay attention, because this is where it gets fun.
> >
> > There are two kinds of depth. There is the basic depth and then there is actual depth. Everything you add to the game increases the basic depth. But basic depth and skill are not married consepts. The way actual depth works is that the game must take skill in order for anyone to care about the depth. So look at Halo: CE. EVERYTHING in that game takes skill. Grenade jumps, nading power-ups, nading weapons, the pistol, the sniper, teleport defending, double melees, giving a random, trapping people to spawn-trap their team-mates, timing weapons, flow prediction, movement based damage, spawn prediction, the niche weapons, negating fall damage. It was all hard and that’s just off the top of my head, in reality I could write a book on why CE is si skillful. Then there is H5. What in this game takes skill? Pistol, Br, Dmr, sniper, Smg, shotgun and Ar are all easy. Spawn prediction? The melee system is easy and all the stuff they put in to the game like GP, startan charge, sprint, thruster and slide take no skill. This game is easy so who cares that you got that kill with the GP, it takes no skill. That is actual depth. Does H3 have this? Some equipment does and some doesn’t.
>
>
> I don’t know what you’re talking about, but halo 5 takes a lot of skill (except for Spartan charge). This is the second hardest pistol to land your shots next to the ce pistol. When was the last time you played halo 5? If you go back, make sure you see that it’s not as easy as you say.

I’ve actually uninstalled H5. Not because It’s a bad game. It’s not. I just found my self playing MCC and BF4 instead of H5 and it was taking so much space. But what about this game is hard? I think H5 is a great casual experience, but not a good competitive game. CE was a good competitive game. And I do think that the pistol in this game is way too easy when compared to any Halo out-side of H4. Right. H2, H3 the pistol was so bad that it should not have been in the game.(There was no reason to pick it up). And now it’s got unlimited range when crouched and longer red reticule range. The sandbox in general makes a great casual experience but not a great competitive experience.

> 2533274812650916;8734:
> I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:
>
> If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?
>
> Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?
>
> I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.
>
> So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

They should show a cutscene where Locke is walking with someone like Palmer. And then Locke is like: “I think that maybe putting your gun down on a battlefield isn’t the best idea.” Then the mission starts and you are free of sprint.

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> > > > >
> > > >
> > > >
> > > > So only people who were here before sprint came are true fans, and no one else after that can be? No. Anyone can be a true fan whenever they start.
> > > >
> > > > If playing breakout got you an more RP, it would be obvious that they are trying to promote it. That’s why many thought they were trying to promote warzone by giving out more RP.
> > > >
> > > > I disagree that sprint is unhealthy.
> > > >
> > > > Every halo has taken things from other games. Halo Reach-5 aren’t the only ones. Just because they are using some similar movement ideas doesn’t mean it’s not halo.
> > > >
> > > > Wait so equipment adds depth but Spartan abilities don’t? Are you serious, or is your mind clouded with nostalgia? Maybe to you it feels nothing like it, but it feels like halo enough for me to call it halo. Every halo (besides 2/3) has had a different feel than their predecessor. There’s nothing unique about halo 5 not feeling totally like halo 3.
> > > >
> > > > I was comparing gameplay, not all the other stuff, because the other stuff doesn’t affect the feel in-game.
> > >
> > >
> > > True fans would play the entire franchise at least once, and if they really were fans, then they would give a Halo 6 without sprint a chance, at the very least. True fans would still play the game, can you deny this?
> > >
> > > Breakout provides the 3rd best rate of RP per hour in Arena: 6,474. This is less than 100 RP per hour below Team Arena: 6,548. Now, Luke’s video is a little dated at this point, but I’ve noticed that the RP for Breakout isn’t that bad if the match ends at about the 5 minute mark. Uh, why wouldn’t 343i want to promote the mode that their microtransaction system is based on?
> > >
> > > Why do you disagree that sprint is unhealthy?
> > >
> > > When people say that it isn’t Halo, they mean that it doesn’t have the solid core gameplay, level, and map design that classic Halo titles did. Sure, classic Halo took things from other games, but it put those things together in a way that none of them did. Their depth wasn’t overshadowed by their complexity. IMO, Halo 5 was poorly developed.
> > >
> > > Complexity doesn’t inherently increase depth. Equipment had to be secured, which mean that it required strategy. You can use every Spartan Ability without having to pick it up somewhere on the map, from the very start of a match. Sprint, alone, changes how the game plays. Poor positioning is excused, because you can just run away and regroup, so there goes that huge chunk of depth.
> > >
> > > Halo 3 had a higher TTK, slide-jumps, equipment boosts, and solid level/map design–Halo 5 doesn’t. It feels completely different to me, and I’ve been playing since 2001. I’m willing to bet that I’m not the only person who feels this way. Why do so many pro-sprinters complain about how slow classic Halo feels?
> >
> >
> > I going to disagree with your statement of “true fans would still play the game”. To me, fans buying the game on any circumstance and how is their beloved game is like, I would say they are blinded fanboys. True fans would know when to avoid purchasing the game that will lead to fall of their beloved franchise and fight to bring back its glory, like we are doing here. Blindly purchasing anything that has Halo on it is going to kill the Halo franchise just like what is happening with REQ system as the first step to the death. Other than that I agree with you.
>
>
> Playing isn’t the same as buying. =) I won’t be buying Halo 6 until I’ve played it a bit first.

You buy the game in order to play it, unless you are talking about beta.

> 2533274812650916;8734:
> I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:
>
> If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?
>
> Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?
>
> I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.
>
> So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

It’s simple, they could justify like “People wanted Halo without sprint and we decided to exclude it in our next halo game.”

> 2533274812650916;8734:
> I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:
>
> If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?
>
> Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?
>
> I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.
>
> So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

Hm, that’s an interesting question. To put it rather flat, they could mention in a vidoc or at a convention panel that they found the removal of sprint to make for smoother and more fluid gameplay and pacing and/or that it was simpler and more efficient to design the game around no-sprint. Obviously they should put it in a more eloquent/professional manner than I did.

> 2533274812650916;8734:
> I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:
>
> If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?
>
> Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?
>
> I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.
>
> So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

By explaining what it does for the gameplay. Determine the the gameplay, then build the lore around it. Probably wouldn’t be hard. After all, 343 has changed and/or broken the lore to their liking already just to justify half their changes. They can do it again.

There would be a beta for the game anyway so the most 343 would have to say is, “Just try it out for yourself”. That’s what people will base their opinion on, not a lore explanation.

> 2533274812650916;8734:
> I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:
>
> If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?
>
> Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?
>
> I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.
>
> So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

Why is it backwards? To me, not being able to shoot while sprinting is backwards.
If you’re talking about a justification from an in-universe, lore-perspective, the explanation is fairly simple: Chief gets either a new armor or a softpatch, that allows him to do what he has always been doing - run and gun. Because so far, only the GEN-2 armor has this limitation.
If neccessary, they can explain that the new suit literally armor-locks the arms into place while running, so he has perpetual steady aim
As has been mentioned before, 343 has always been good with rationalizations, both story-wise and development-wise.