Sprint haters have been dragging their feet quite literally on this subject for some time. 
They also seem to break Halo down at PHD level like a doctoral thesis is needed to invaildate sprint in Halo.
Sure sprint changes things so that H5 isn’t a mechanical carbon copy of H2/3, but why wouldn’t you want H2/3 cloned when it would automatically sell 50 bagillion copies and maintain ten years at the top of Xbox Live…yet like most opinions…it’s a fantasy created by past results that don’t apply within the structure of today’s gaming market.
Another thing that bugs the bejesus out out of me is that no one keeps HCE in mind when considering this Halo classic core nonsense.
I mean so much classic HCE mechanics were flushed in H2/3 yet sprint is a villian here.
Let’s back it up and be real, Reach and AAs were the original red headed step child and for what, creating another paper-rock-scissors element within the series.
All it proves now is that Bungie was smart, not for leaving Halo, but for dumping this stick in the mudd group of the community behind them.
Just imagine the how this community would react if you swapped Destiny’s yoinkshow of a mp for H5’s?
HCE was the only pure Halo core game and everything else is a mutant inbreed -Yoink- of it… there I said now the truth can set you all free.
What Would HCE Do?
> 2546678360738636;9401:
> > 2533274819567236;9359:
> > > 2546678360738636;9349:
> > > > 2533274795123910;9348:
> > > > > 2546678360738636;9347:
> > > > > > 2533274795123910;9346:
> > > > > > > 2546678360738636;9340:
> > > > > > > > 2533274795123910;9339:
> > > > > > > > > 2546678360738636;9338:
> > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > >
> > > > > > > >
> > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > >
> > > > > > >
> > > > > > > What issues do you have?
> > > > > >
> > > > > >
> > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > My issues are then irrelevant.
> > > > > > So how does it exactly help if I stop sprinting?
> > > > >
> > > > >
> > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > >
> > > >
> > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > I can still pursue a sprinting player as efficiently?
> > > > I can still slide or use Spartan Charge?
> > >
> > >
> > > Oh so now you decide to list your issues? Kthnx
> > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > Jumping is a wonderful thing
> >
> >
> > - Yeah, while someone else can just sprint and get there faster if they so choose.
> > - Players sprint away because they think they’ll die if they don’t do so. They have nothing to lose by continuing to run and only gain from it by staying alive. Even if they’re just sprinting around the map there’s little reason to think they’ll just decide to turn around.
> > - Gotta love those one hit skills that jumping can provide.
> >
> > At best you’re saying that sprint changes nothing. If that’s the case, why is it in the game? What benefit does it have on the gameplay?
>
>
> I just don’t think it makes a huge difference. It all depends on the player. I’ve been playing Halo for nearly 15 years, ever since CE was released. I have more experience playing without Sprint and Armor Abilities so it gives me an edge to be able to play without relying on anything else. It’s in the game because it attracts a new generation of players. It speeds up the gameplay so players don’t get bored. Its the same thing with Call of Duty. Look at gameplay speed of Modern Warfare compared to Blacks Ops 3 and the newest Infinite Warefare: its almost night and day difference.
>
> I think that players have become so reliant on Sprint that the gameplay experience would be ruined for them because the gameplay pace would be so slow. It just depends on the player.
I know you don’t think it makes a huge difference. Some people just play the game and don’t notice and/or care about any potentially negative effects it has on the game, which is fine. But there are people that do notice those effects and that’s why we’re here trying to explain why, in most cases, sprint doesn’t actually do what you think (when applied to Halo, not necessarily other games) and why certain alternatives can achieve the same effect people want, but in a different way.
For example, the pace of the game isn’t actually faster with sprint, it just seems that way because you’re moving faster, but player speed and game speed two different things. I think it’s also fair to say that a shooter is at it’s most intense when you’re engaging another play and in that sense, Halo without sprint would also provided a more consistantly engaging experience. People also don’t quiet know what a Halo game without sprint would be like today, they’re just basing their assumptions off a game from 9 years ago (I go into more detail about that here). Overwatch has taken the gaming world by storm and the only character in that game that can sprint is used less than 7% of the time, so clearly people aren’t that bummed by not being able to sprint, so it’s not as important as you would think.
> 2533274839169051;9403:
> Sprint haters have been dragging their feet quite literally on this subject for some time. 
> They also seem to break Halo down at PHD level like a doctoral thesis is needed to invaildate sprint in Halo.
> Sure sprint changes things so that H5 isn’t a mechanical carbon copy of H2/3, but why wouldn’t you want H2/3 cloned when it would automatically sell 50 bagillion copies and maintain ten years at the top of Xbox Live…yet like most opinions…it’s a fantasy created by past results that don’t apply within the structure of today’s gaming market.
> Another thing that bugs the bejesus out out of me is that no one keeps HCE in mind when considering this Halo classic core nonsense.
> I mean so much classic HCE mechanics were flushed in H2/3 yet sprint is a villian here.
> Let’s back it up and be real, Reach and AAs were the original red headed step child and for what, creating another paper-rock-scissors element within the series.
> All it proves now is that Bungie was smart, not for leaving Halo, but for dumping this stick in the mudd group of the community behind them.
> Just imagine the how this community would react if you swapped Destiny’s yoinkshow of a mp for H5’s?
> HCE was the only pure Halo core game and everything else is a mutant inbreed -Yoink- of it… there I said now the truth can set you all free.
> What Would HCE Do?
Why are you so reluctant to tell us how sprint benefits the gameplay?
> 2533274819567236;9404:
> > 2546678360738636;9401:
> > > 2533274819567236;9359:
> > > > 2546678360738636;9349:
> > > > > 2533274795123910;9348:
> > > > > > 2546678360738636;9347:
> > > > > > > 2533274795123910;9346:
> > > > > > > > 2546678360738636;9340:
> > > > > > > > > 2533274795123910;9339:
> > > > > > > > > > 2546678360738636;9338:
> > > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > > >
> > > > > > > >
> > > > > > > > What issues do you have?
> > > > > > >
> > > > > > >
> > > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > > My issues are then irrelevant.
> > > > > > > So how does it exactly help if I stop sprinting?
> > > > > >
> > > > > >
> > > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > > >
> > > > >
> > > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > > I can still pursue a sprinting player as efficiently?
> > > > > I can still slide or use Spartan Charge?
> > > >
> > > >
> > > > Oh so now you decide to list your issues? Kthnx
> > > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > > Jumping is a wonderful thing
> > >
> > >
> > > - Yeah, while someone else can just sprint and get there faster if they so choose.
> > > - Players sprint away because they think they’ll die if they don’t do so. They have nothing to lose by continuing to run and only gain from it by staying alive. Even if they’re just sprinting around the map there’s little reason to think they’ll just decide to turn around.
> > > - Gotta love those one hit skills that jumping can provide.
> > >
> > > At best you’re saying that sprint changes nothing. If that’s the case, why is it in the game? What benefit does it have on the gameplay?
> >
> >
> > I just don’t think it makes a huge difference. It all depends on the player. I’ve been playing Halo for nearly 15 years, ever since CE was released. I have more experience playing without Sprint and Armor Abilities so it gives me an edge to be able to play without relying on anything else. It’s in the game because it attracts a new generation of players. It speeds up the gameplay so players don’t get bored. Its the same thing with Call of Duty. Look at gameplay speed of Modern Warfare compared to Blacks Ops 3 and the newest Infinite Warefare: its almost night and day difference.
> >
> > I think that players have become so reliant on Sprint that the gameplay experience would be ruined for them because the gameplay pace would be so slow. It just depends on the player.
>
>
> I know you don’t think it makes a huge difference. Some people just play the game and don’t notice and/or care about any potentially negative effects it has on the game, which is fine. But there are people that do notice those effects and that’s why we’re here trying to explain why, in most cases, sprint doesn’t actually do what you think (when applied to Halo, not necessarily other games) and why certain alternatives can achieve the same effect people want, but in a different way.
>
> For example, the pace of the game isn’t actually faster with sprint, it just seems that way because you’re moving faster, but player speed and game speed two different things. I think it’s also fair to say that a shooter is at it’s most intense when you’re engaging another play and in that sense, Halo without sprint would also provided a more consistantly engaging experience. People also don’t quiet know what a Halo game without sprint would be like today, they’re just basing their assumptions off a game from 9 years ago (I go into more detail about that here). Overwatch has taken the gaming world by storm and the only character in that game that can sprint is used less than 7% of the time, so clearly people aren’t that bummed by not being able to sprint, so it’s not as important as you would think.
I understand what you’re saying. Obviously very passionate about this.
Thanks for not jumping down my throat. It’s nice to have a civil debate/discussion on something like this
> 2546678360738636;9406:
> > 2533274819567236;9404:
> > > 2546678360738636;9401:
> > > > 2533274819567236;9359:
> > > > > 2546678360738636;9349:
> > > > > > 2533274795123910;9348:
> > > > > > > 2546678360738636;9347:
> > > > > > > > 2533274795123910;9346:
> > > > > > > > > 2546678360738636;9340:
> > > > > > > > > > 2533274795123910;9339:
> > > > > > > > > > > 2546678360738636;9338:
> > > > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > What issues do you have?
> > > > > > > >
> > > > > > > >
> > > > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > > > My issues are then irrelevant.
> > > > > > > > So how does it exactly help if I stop sprinting?
> > > > > > >
> > > > > > >
> > > > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > > > >
> > > > > >
> > > > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > > > I can still pursue a sprinting player as efficiently?
> > > > > > I can still slide or use Spartan Charge?
> > > > >
> > > > >
> > > > > Oh so now you decide to list your issues? Kthnx
> > > > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > > > Jumping is a wonderful thing
> > > >
> > > >
> > > > - Yeah, while someone else can just sprint and get there faster if they so choose.
> > > > - Players sprint away because they think they’ll die if they don’t do so. They have nothing to lose by continuing to run and only gain from it by staying alive. Even if they’re just sprinting around the map there’s little reason to think they’ll just decide to turn around.
> > > > - Gotta love those one hit skills that jumping can provide.
> > > >
> > > > At best you’re saying that sprint changes nothing. If that’s the case, why is it in the game? What benefit does it have on the gameplay?
> > >
> > >
> > > I just don’t think it makes a huge difference. It all depends on the player. I’ve been playing Halo for nearly 15 years, ever since CE was released. I have more experience playing without Sprint and Armor Abilities so it gives me an edge to be able to play without relying on anything else. It’s in the game because it attracts a new generation of players. It speeds up the gameplay so players don’t get bored. Its the same thing with Call of Duty. Look at gameplay speed of Modern Warfare compared to Blacks Ops 3 and the newest Infinite Warefare: its almost night and day difference.
> > >
> > > I think that players have become so reliant on Sprint that the gameplay experience would be ruined for them because the gameplay pace would be so slow. It just depends on the player.
> >
> >
> > I know you don’t think it makes a huge difference. Some people just play the game and don’t notice and/or care about any potentially negative effects it has on the game, which is fine. But there are people that do notice those effects and that’s why we’re here trying to explain why, in most cases, sprint doesn’t actually do what you think (when applied to Halo, not necessarily other games) and why certain alternatives can achieve the same effect people want, but in a different way.
> >
> > For example, the pace of the game isn’t actually faster with sprint, it just seems that way because you’re moving faster, but player speed and game speed two different things. I think it’s also fair to say that a shooter is at it’s most intense when you’re engaging another play and in that sense, Halo without sprint would also provided a more consistantly engaging experience. People also don’t quiet know what a Halo game without sprint would be like today, they’re just basing their assumptions off a game from 9 years ago (I go into more detail about that here). Overwatch has taken the gaming world by storm and the only character in that game that can sprint is used less than 7% of the time, so clearly people aren’t that bummed by not being able to sprint, so it’s not as important as you would think.
>
>
> I understand what you’re saying. Obviously very passionate about this.
Thanks for not jumping down my throat. It’s nice to have a civil debate/discussion on something like this
Sure thing. As long as you don’t dismiss our thoughts and opinions as “nonsense”, “nostalgia”, or “afraid of change”, a civil discussion is doable. If you’re willing to have a discussion, in most cases, so are we.
> 2533274819567236;9407:
> > 2546678360738636;9406:
> > > 2533274819567236;9404:
> > > > 2546678360738636;9401:
> > > > > 2533274819567236;9359:
> > > > > > 2546678360738636;9349:
> > > > > > > 2533274795123910;9348:
> > > > > > > > 2546678360738636;9347:
> > > > > > > > > 2533274795123910;9346:
> > > > > > > > > > 2546678360738636;9340:
> > > > > > > > > > > 2533274795123910;9339:
> > > > > > > > > > > > 2546678360738636;9338:
> > > > > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > What issues do you have?
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > > > > My issues are then irrelevant.
> > > > > > > > > So how does it exactly help if I stop sprinting?
> > > > > > > >
> > > > > > > >
> > > > > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > > > > >
> > > > > > >
> > > > > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > > > > I can still pursue a sprinting player as efficiently?
> > > > > > > I can still slide or use Spartan Charge?
> > > > > >
> > > > > >
> > > > > > Oh so now you decide to list your issues? Kthnx
> > > > > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > > > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > > > > Jumping is a wonderful thing
> > > > >
> > > > >
> > > > > - Yeah, while someone else can just sprint and get there faster if they so choose.
> > > > > - Players sprint away because they think they’ll die if they don’t do so. They have nothing to lose by continuing to run and only gain from it by staying alive. Even if they’re just sprinting around the map there’s little reason to think they’ll just decide to turn around.
> > > > > - Gotta love those one hit skills that jumping can provide.
> > > > >
> > > > > At best you’re saying that sprint changes nothing. If that’s the case, why is it in the game? What benefit does it have on the gameplay?
> > > >
> > > >
> > > > I just don’t think it makes a huge difference. It all depends on the player. I’ve been playing Halo for nearly 15 years, ever since CE was released. I have more experience playing without Sprint and Armor Abilities so it gives me an edge to be able to play without relying on anything else. It’s in the game because it attracts a new generation of players. It speeds up the gameplay so players don’t get bored. Its the same thing with Call of Duty. Look at gameplay speed of Modern Warfare compared to Blacks Ops 3 and the newest Infinite Warefare: its almost night and day difference.
> > > >
> > > > I think that players have become so reliant on Sprint that the gameplay experience would be ruined for them because the gameplay pace would be so slow. It just depends on the player.
> > >
> > >
> > > I know you don’t think it makes a huge difference. Some people just play the game and don’t notice and/or care about any potentially negative effects it has on the game, which is fine. But there are people that do notice those effects and that’s why we’re here trying to explain why, in most cases, sprint doesn’t actually do what you think (when applied to Halo, not necessarily other games) and why certain alternatives can achieve the same effect people want, but in a different way.
> > >
> > > For example, the pace of the game isn’t actually faster with sprint, it just seems that way because you’re moving faster, but player speed and game speed two different things. I think it’s also fair to say that a shooter is at it’s most intense when you’re engaging another play and in that sense, Halo without sprint would also provided a more consistantly engaging experience. People also don’t quiet know what a Halo game without sprint would be like today, they’re just basing their assumptions off a game from 9 years ago (I go into more detail about that here). Overwatch has taken the gaming world by storm and the only character in that game that can sprint is used less than 7% of the time, so clearly people aren’t that bummed by not being able to sprint, so it’s not as important as you would think.
> >
> >
> > I understand what you’re saying. Obviously very passionate about this.
Thanks for not jumping down my throat. It’s nice to have a civil debate/discussion on something like this
>
>
> Sure thing. As long as you don’t dismiss our thoughts and opinions as “nonsense”, “nostalgia”, or “afraid of change”, a civil discussion is doable. If you’re willing to have a discussion, in most cases, so are we.
Never. Everyone has an opinion and thoughts, all of which should be heard and discussed.
> 2533274819567236;9405:
> > 2533274839169051;9403:
> > Sprint haters have been dragging their feet quite literally on this subject for some time. 
> > They also seem to break Halo down at PHD level like a doctoral thesis is needed to invaildate sprint in Halo.
> > Sure sprint changes things so that H5 isn’t a mechanical carbon copy of H2/3, but why wouldn’t you want H2/3 cloned when it would automatically sell 50 bagillion copies and maintain ten years at the top of Xbox Live…yet like most opinions…it’s a fantasy created by past results that don’t apply within the structure of today’s gaming market.
> > Another thing that bugs the bejesus out out of me is that no one keeps HCE in mind when considering this Halo classic core nonsense.
> > I mean so much classic HCE mechanics were flushed in H2/3 yet sprint is a villian here.
> > Let’s back it up and be real, Reach and AAs were the original red headed step child and for what, creating another paper-rock-scissors element within the series.
> > All it proves now is that Bungie was smart, not for leaving Halo, but for dumping this stick in the mudd group of the community behind them.
> > Just imagine the how this community would react if you swapped Destiny’s yoinkshow of a mp for H5’s?
> > HCE was the only pure Halo core game and everything else is a mutant inbreed -Yoink- of it… there I said now the truth can set you all free.
> > What Would HCE Do?
>
>
> Why are you so reluctant to tell us how sprint benefits the gameplay?
Truth is you are going to brow beat me because I like the all the “terrible” things sprint in Halo 5 creates, while it’s safe to guess you don’t.
What if I told you the very fact that it unsettles so many is justication enough.
What is and isn’t best for Halo isn’t one man’s domain.
When thinking on it for sometime the best things about sprint is that recklessness that breaks that overly controlled seriousness the always at the ready created.
Let’s reverse things here.
Couldn’t you say at the ready is a crutch since it lowers risk in movement?
Longer TTKs are never a good thing.
Skill gap is overrated.
Changing subject.
What happened to health packs, falling damage, and tiny jumps that couldn’t jump over other players?
Why aren’t these Halo yet Sprintless H2/3 Br starts are?
> 2533274839169051;9409:
> > 2533274819567236;9405:
> > > 2533274839169051;9403:
> > > Sprint haters have been dragging their feet quite literally on this subject for some time. 
> > > They also seem to break Halo down at PHD level like a doctoral thesis is needed to invaildate sprint in Halo.
> > > Sure sprint changes things so that H5 isn’t a mechanical carbon copy of H2/3, but why wouldn’t you want H2/3 cloned when it would automatically sell 50 bagillion copies and maintain ten years at the top of Xbox Live…yet like most opinions…it’s a fantasy created by past results that don’t apply within the structure of today’s gaming market.
> > > Another thing that bugs the bejesus out out of me is that no one keeps HCE in mind when considering this Halo classic core nonsense.
> > > I mean so much classic HCE mechanics were flushed in H2/3 yet sprint is a villian here.
> > > Let’s back it up and be real, Reach and AAs were the original red headed step child and for what, creating another paper-rock-scissors element within the series.
> > > All it proves now is that Bungie was smart, not for leaving Halo, but for dumping this stick in the mudd group of the community behind them.
> > > Just imagine the how this community would react if you swapped Destiny’s yoinkshow of a mp for H5’s?
> > > HCE was the only pure Halo core game and everything else is a mutant inbreed -Yoink- of it… there I said now the truth can set you all free.
> > > What Would HCE Do?
> >
> >
> > Why are you so reluctant to tell us how sprint benefits the gameplay?
>
>
> Truth is you are going to brow beat me because I like the all the “terrible” things sprint in Halo 5 creates, while it’s safe to guess you don’t.
> What if I told you the very fact that it unsettles so many is justication enough.
> What is and isn’t best for Halo isn’t one man’s domain.
> When thinking on it for sometime the best things about sprint is that recklessness that breaks that overly controlled seriousness the always at the ready created.
> Let’s reverse things here.
> Couldn’t you say at the ready is a crutch since it lowers risk in movement?
> Longer TTKs are never a good thing.
> Skill gap is overrated.
> Changing subject.
> What happened to health packs, falling damage, and tiny jumps that couldn’t jump over other players?
> Why aren’t these Halo yet Sprintless H2/3 Br starts are?
Ok, so we’re making progress. You kind of explained why you’re reluctant. So now let’s get the answer to why sprint benefits the gameplay. Why do you think sprint benefits the gameplay?
They should have sprint but through armor abilities. Armor abilities are far superior to the spartan abilities. I miss the armor abilities they were the best in Halo:Reach but they were alright with Halo 4. So with Halo 6 they should bring back armor abilities.
> 2533274839169051;9403:
> Sprint haters have been dragging their feet quite literally on this subject for some time. 
> They also seem to break Halo down at PHD level like a doctoral thesis is needed to invaildate sprint in Halo.
>
> Sure sprint changes things so that H5 isn’t a mechanical carbon copy of H2/3, but why wouldn’t you want H2/3 cloned when it would automatically sell 50 bagillion copies and maintain ten years at the top of Xbox Live…yet like most opinions…it’s a fantasy created by past results that don’t apply within the structure of today’s gaming market.
>
> Another thing that bugs the bejesus out out of me is that no one keeps HCE in mind when considering this Halo classic core nonsense.
> I mean so much classic HCE mechanics were flushed in H2/3 yet sprint is a villian here.
>
> Let’s back it up and be real, Reach and AAs were the original red headed step child and for what, creating another paper-rock-scissors element within the series.
> All it proves now is that Bungie was smart, not for leaving Halo, but for dumping this stick in the mudd group of the community behind them.
> Just imagine the how this community would react if you swapped Destiny’s yoinkshow of a mp for H5’s?
>
> HCE was the only pure Halo core game and everything else is a mutant inbreed -Yoink- of it… there I said now the truth can set you all free.
>
> What Would HCE Do?
I put your post in to pieces so that it would be easier to respond, I hope you don’t mind.
So first off, the reason we don’t like sprint is that it makes the game more random, it discourages good positioning and it creates double melee/charge BS and I’m not even mentioning the campaing. If you like those things, that’s fine, but we just think that Halo should be competitive.
I don’t want a carbon copy of H2/H3, I want a carbon copy of CE with Online Mp and Forge. This thread was never about if Halo would sell as well if it didn’t have sprint, but if the gameplay would be more competitive, immersive and Halo like(whatever that means). You didn’t even explain why an H2.5 wouldn’t sell like 10 million copies.
I keep HCE in mind when considering this “Halo classic core nonsense”. Look when H2 launched, I complained about how easy the Br was, as well as the sniper. I complained about dynamic timers and melee lunge and dual wielding and how I couldn’t nade weapons. Not even counting the campaing. The list goes on. Sprint isn’t the only villain, can’t there be many?
I see…
Agreed.
So what would CE do? What does that mean? CE had actually deep and skillful multiplayer, a great story, good music, good art style, good AI, split screen and H5 doesn’t. Had CE been released a bit later, it would have had online MP, theater and Forge. Was that what you were asking?
> 2546678360738636;9400:
> > 2533274970658419;9357:
> > > 2546678360738636;9349:
> > > > 2533274795123910;9348:
> > > > > 2546678360738636;9347:
> > > > > > 2533274795123910;9346:
> > > > > > > 2546678360738636;9340:
> > > > > > > > 2533274795123910;9339:
> > > > > > > > > 2546678360738636;9338:
> > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > >
> > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > >
> > > > > > > >
> > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > >
> > > > > > >
> > > > > > > What issues do you have?
> > > > > >
> > > > > >
> > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > My issues are then irrelevant.
> > > > > >
> > > > > > So how does it exactly help if I stop sprinting?
> > > > >
> > > > >
> > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > >
> > > >
> > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > >
> > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > I can still pursue a sprinting player as efficiently?
> > > > I can still slide or use Spartan Charge?
> > >
> > >
> > > Oh so now you decide to list your issues? Kthnx
> > >
> > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > Jumping is a wonderful thing
> >
> >
> > Reaching a location is a huge deal, especially at a higher level, something you don’t play in as it looks you only play WZ.
> > The first part makes no sense. Chasing is more of an issue with sprint because if someone runs, and it happens a lot, if you choose to clean up you wont be able to shot immediately.
> > Good job dodging the question.
> >
> > Hm, maybe if you don’t like rockets don’t pick it up? Oh, I know, don’t like OS? Don’t use it! That totally fixes the mechanic!
>
>
> It all depends on how a player thinks when it comes to playing a game. Higher level has nothing to do with it. I play a good mix of Arena and WZ, still rarely sprint and it makes no difference for me. Sprinting (to me) is good for nothing but rushing power weapons and chasing. I’m not dodging questions, just pointing things out.
>
> I don’t pick up power weapons very often because either A) Players get angry usually betray or horde them and B) Everyone always aims to pick it up so Ill be the one guy watching from afar picking off players fighting/waiting for the power weapons. Same goes for the OS.
>
> Again, just because its in the game doesn’t mean you have to use it. Halo Reach had loadouts for players to pick but I still rarely used them. Doesn’t change my gameplay experience but I’ve also been playing since CE so I know how to play Halo without all the armor abilities and sprint. My opinion is that 90%+ of the players fight to keep sprint in Halo because they have little to no experience playing Halo without all the abilities.
> Again, just my opinion.
Sprinting is used to stop pushes, block spawns, push, close in, run the flag, get to the SH, stop the flag, etc.
You cannot do these things efficiently at a high level without sprint in Halo 5. The maps are made for sprint.
That doesn’t remove the effects from the game. Choosing not to sprint affects many, many different things in a game.
The reality is, and I don’t want to sound harsh, but high level play is like a completely different game when it comes to how people play. Being aggressive is a huge part of it, and being forced to sprint to move around restricts the player. Choosing not to sprint affects the team.
> 2533274970658419;9413:
> > 2546678360738636;9400:
> > > 2533274970658419;9357:
> > > > 2546678360738636;9349:
> > > > > 2533274795123910;9348:
> > > > > > 2546678360738636;9347:
> > > > > > > 2533274795123910;9346:
> > > > > > > > 2546678360738636;9340:
> > > > > > > > > 2533274795123910;9339:
> > > > > > > > > > 2546678360738636;9338:
> > > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > > >
> > > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > > >
> > > > > > > >
> > > > > > > > What issues do you have?
> > > > > > >
> > > > > > >
> > > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > > My issues are then irrelevant.
> > > > > > >
> > > > > > > So how does it exactly help if I stop sprinting?
> > > > > >
> > > > > >
> > > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > > >
> > > > >
> > > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > >
> > > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > > I can still pursue a sprinting player as efficiently?
> > > > > I can still slide or use Spartan Charge?
> > > >
> > > >
> > > > Oh so now you decide to list your issues? Kthnx
> > > >
> > > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > > Jumping is a wonderful thing
> > >
> > >
> > > Reaching a location is a huge deal, especially at a higher level, something you don’t play in as it looks you only play WZ.
> > > The first part makes no sense. Chasing is more of an issue with sprint because if someone runs, and it happens a lot, if you choose to clean up you wont be able to shot immediately.
> > > Good job dodging the question.
> > >
> > > Hm, maybe if you don’t like rockets don’t pick it up? Oh, I know, don’t like OS? Don’t use it! That totally fixes the mechanic!
> >
> >
> > It all depends on how a player thinks when it comes to playing a game. Higher level has nothing to do with it. I play a good mix of Arena and WZ, still rarely sprint and it makes no difference for me. Sprinting (to me) is good for nothing but rushing power weapons and chasing. I’m not dodging questions, just pointing things out.
> >
> > I don’t pick up power weapons very often because either A) Players get angry usually betray or horde them and B) Everyone always aims to pick it up so Ill be the one guy watching from afar picking off players fighting/waiting for the power weapons. Same goes for the OS.
> >
> > Again, just because its in the game doesn’t mean you have to use it. Halo Reach had loadouts for players to pick but I still rarely used them. Doesn’t change my gameplay experience but I’ve also been playing since CE so I know how to play Halo without all the armor abilities and sprint. My opinion is that 90%+ of the players fight to keep sprint in Halo because they have little to no experience playing Halo without all the abilities.
> > Again, just my opinion.
>
>
> Sprinting is used to stop pushes, block spawns, push, close in, run the flag, get to the SH, stop the flag, etc.
>
> You cannot do these things efficiently at a high level without sprint in Halo 5. The maps are made for sprint.
>
> That doesn’t remove the effects from the game. Choosing not to sprint affects many, many different things in a game.
>
> The reality is, and I don’t want to sound harsh, but high level play is like a completely different game when it comes to how people play. Being aggressive is a huge part of it, and being forced to sprint to move around restricts the player. Choosing not to sprint affects the team.
Can you imagine how all the “older players” played Halo CE, Halo 2, and Halo 3 when they stopped pushes, blocked spawns, pushed, closed in, juggled the flag (you could never run the flag), got to the SH, stopped the flag, and all that other stuff? Players can very well still do all that as long as they act as team while doing so.
You’re not sounding harsh but players can still be extremely aggressive while playing at a high level/professional level. If the player is a seasoned veteran as in has been around since Halo CE, Halo 2, and/or Halo 3, they can still play pretty darn well without Sprint. If you’re talking about a newer generation player (Halo 4 or Halo 5) then yes, choosing not to sprint would make the player go nuts. More than likely quit within 60 seconds rather than not being able to sprint
Limited sprint is ok. But when I killed someone and 5 sec later respawn and runs up behind my back that so anoying! So spint should be limited as it was in H4.
About TTK is just so anoying when you bump in two enemy and you are down or someone shoot you with the ultra precision AR and you dead in split second.
I have to say till this not sorted H4 and Reach are better no matter what.
> 2546678360738636;9414:
> > 2533274970658419;9413:
> > > 2546678360738636;9400:
> > > > 2533274970658419;9357:
> > > > > 2546678360738636;9349:
> > > > > > 2533274795123910;9348:
> > > > > > > 2546678360738636;9347:
> > > > > > > > 2533274795123910;9346:
> > > > > > > > > 2546678360738636;9340:
> > > > > > > > > > 2533274795123910;9339:
> > > > > > > > > > > 2546678360738636;9338:
> > > > > > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > > > > > >
> > > > > > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > What issues do you have?
> > > > > > > >
> > > > > > > >
> > > > > > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > > > > > My issues are then irrelevant.
> > > > > > > >
> > > > > > > > So how does it exactly help if I stop sprinting?
> > > > > > >
> > > > > > >
> > > > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > > > >
> > > > > >
> > > > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > > >
> > > > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > > > I can still pursue a sprinting player as efficiently?
> > > > > > I can still slide or use Spartan Charge?
> > > > >
> > > > >
> > > > > Oh so now you decide to list your issues? Kthnx
> > > > >
> > > > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > > > Jumping is a wonderful thing
> > > >
> > > >
> > > > Reaching a location is a huge deal, especially at a higher level, something you don’t play in as it looks you only play WZ.
> > > > The first part makes no sense. Chasing is more of an issue with sprint because if someone runs, and it happens a lot, if you choose to clean up you wont be able to shot immediately.
> > > > Good job dodging the question.
> > > >
> > > > Hm, maybe if you don’t like rockets don’t pick it up? Oh, I know, don’t like OS? Don’t use it! That totally fixes the mechanic!
> > >
> > >
> > > It all depends on how a player thinks when it comes to playing a game. Higher level has nothing to do with it. I play a good mix of Arena and WZ, still rarely sprint and it makes no difference for me. Sprinting (to me) is good for nothing but rushing power weapons and chasing. I’m not dodging questions, just pointing things out.
> > >
> > > I don’t pick up power weapons very often because either A) Players get angry usually betray or horde them and B) Everyone always aims to pick it up so Ill be the one guy watching from afar picking off players fighting/waiting for the power weapons. Same goes for the OS.
> > >
> > > Again, just because its in the game doesn’t mean you have to use it. Halo Reach had loadouts for players to pick but I still rarely used them. Doesn’t change my gameplay experience but I’ve also been playing since CE so I know how to play Halo without all the armor abilities and sprint. My opinion is that 90%+ of the players fight to keep sprint in Halo because they have little to no experience playing Halo without all the abilities.
> > > Again, just my opinion.
> >
> >
> > Sprinting is used to stop pushes, block spawns, push, close in, run the flag, get to the SH, stop the flag, etc.
> >
> > You cannot do these things efficiently at a high level without sprint in Halo 5. The maps are made for sprint.
> >
> > That doesn’t remove the effects from the game. Choosing not to sprint affects many, many different things in a game.
> >
> > The reality is, and I don’t want to sound harsh, but high level play is like a completely different game when it comes to how people play. Being aggressive is a huge part of it, and being forced to sprint to move around restricts the player. Choosing not to sprint affects the team.
>
>
> Can you imagine how all the “older players” played Halo CE, Halo 2, and Halo 3 when they stopped pushes, blocked spawns, pushed, closed in, juggled the flag (you could never run the flag), got to the SH, stopped the flag, and all that other stuff? Players can very well still do all that as long as they act as team while doing so.
>
> You’re not sounding harsh but players can still be extremely aggressive while playing at a high level/professional level. If the player is a seasoned veteran as in has been around since Halo CE, Halo 2, and/or Halo 3, they can still play pretty darn well without Sprint. If you’re talking about a newer generation player (Halo 4 or Halo 5) then yes, choosing not to sprint would make the player go nuts. More than likely quit within 60 seconds rather than not being able to sprint
Being a veteran has nothing to do with skill, or the ability to deal with no sprint. I’m saying not sprinting in halo 5 puts you at a disadvantage. Plain and simple. That wasn’t a problem in CE-3 as the maps were built for a single BMW, not sprint speed.
You cannot play at a high level without being forced to sprint in halo 5. Fact. If you do, you hurt the team. I think you misunderstood what I was saying.
I 100% agree on the whole “Removing sprint” idea, but I guess it does become useful at times. Like when people are going for you in arena, then you can get to cover to recharge your shields. Or, for campaign speed runners. That’s all I used for sprinting. I think it’s better to not sprint and make halo great again.
Don’t hate cause it’s just my opinion…
If you don’t like sprint don’t use it
> 2533274844115314;9418:
> If you don’t like sprint don’t use it
Ok, I’ll stop sprinting in style. Now in all seriousness, why should sprint be kept, or offer up a solution to keep both Sprint players and anti-players happy.
> 2533274801176260;9398:
> I disagree. While the line of sight is potentially indefinite, it only goes until the next obstacle, be it a wall, a hill, a bend or whatever. No map has infinite lines of sight, so this is a case that is not realized ingame. It is also directional, with the FoV being reduced to around 80-90. Instead, the interaction distance can be roughly approximated by the radar range (which, I admit, did vary from game to game and I failed to account for it in the calculations). The only thing that changes when taking FoV and LoS into account is that we have a somewhat deformed interaction cross section, which also happens with physical cross sections when approaching relativistic speeds.
On any map, it’s not at all uncommon for two players to engage from opposite sides of the map. If a player sees another player on the other side of the map, they’ll likely start going towards that side of the map. The players can know where their teammates die, which implies the presence of opponents. Players generally know where combat is taking place, be it beceause of where they previously died, or from prior experience. So, there’s not only a significant portion of encounters where the line of sight is the whole map, but there’s also interaction even when players don’t see each other. There is very little randomness to player movement. If they end up in one of the bases of Truth, they don’t spend half a minute bouncing around the walls before they find the exit.
> 2533274801176260;9398:
> Similar approaches are also used to model traffic flow, where the same restrictions and/or extensions concerning LoS and FoV apply, so I don’t see any reason why it should not be applicable here as well. You just have to eliminate all parameters which are too abstract to be used in this scenario - pressure, temperature, and so forth - and focus on those that have actual physical meaning: Speed, volume, distance, time. Which I did. It’s not an be-all, end-all description of player movement, but it’s a valid approximation.
I’ve heard of traffic flow being modeled with partial differential equations, but not with anything resembling kinetic gas theory. Either way, there any step is easily approximated: there are often enough cars on the road to meaningfully speak of density and flow rate, the number of cars is obviously a conserved quantity. These are easily justifiable assumptions that don’t require great leaps of faith.
Your ideal gas approximation of player behavior, on the other hand, doesn’t seem easily justifiable. The ideal gas approximation requires that the average distance between particles must be large compared to the distance at which their interaction is strong. This clearly isn’t the case with players on a map. The fact that there are walls doesn’t save you, not only because every map still has long sight lines and players do interact through walls, but also because when the player is in a small space and doesn’t see an opponent, they will immediately advance out of that space, unlike the ideal gas particle which takes it time to bounce around before it finds a way out.
> 2533274801176260;9398:
> I wasn’t drawing quantitative conclusions, I was drawing qualitative conclusions. v goes up by a factor of 1.7. A goes up by a factor of 2.9. N stays the same (as I’m only looking at 4v4). Ergo, t goes up also by a factor of 1.7. Those 15-20 seconds downtime weren’t calculated, they were measured to see if they’d validate the model assumptions. Which they did.
Either way, the point is that the bolded part doesn’t follow logically from anything but a crude approximation that doesn’t fit the situation at hand.
> 2533274839169051;9403:
>
Why does it feel like the only reason you come in here and comment without actually engaging in any discussion is so you can keep occasionally turn up in order to drop subtle insults and whine about the community or ridicule those who disagree with you?
You know very well that bumping this thread only gives it more attention and keeps it alive longer.
I’d for instance would very much like a clarification on the “new blood progressive growth” stuff and an explanation on how the community supposidly “pushed that” away when it’s the developers doing the decision making.
Or how “real CoD” will show the newer generation the real deal and have them playing that, but were Halo to do that it’d be a sin and not a sane thing to do. Unless of course Infinite Warfare is the real deal CoD.
Talking about narrow frame work but makes it seem like the only “new blood progressive growth” available to do is the current one we have now.
> 2533274825830455;9420:
> On any map, it’s not at all uncommon for two players to engage from opposite sides of the map. If a player sees another player on the other side of the map, they’ll likely start going towards that side of the map. The players can know where their teammates die, which implies the presence of opponents. Players generally know where combat is taking place, be it beceause of where they previously died, or from prior experience. So, there’s not only a significant portion of encounters where the line of sight is the whole map, but there’s also interaction even when players don’t see each other. There is very little randomness to player movement. If they end up in one of the bases of Truth, they don’t spend half a minute bouncing around the walls before they find the exit.
That is contradictory. If engangements can happen from opposite sides of the map, then a killed player does not imply the presence of opponents, as he could have easily been cross-mapped.
I completely agree that there are certain “focal points” for players to accumultate at, but once dead, the game respawns you as far away from the skirmish as possible, so I feel that this compensates sufficiently enough for this issue. It might need to be taken into account when you want to use this formula to actually calculate the mean free path, but not if all you’re interested is proportionality.
As for the lines of sight, I feel like you’re severely overestimating this issue. There might be some spots on certain maps where you can cross-map enemies, but they are few and far between to be relevant. For every Haven, there is a Skyline. For every Solace there is a Monolith. Even on maps like Abandon and Landfall, large parts of the map are blocked off from view, and being out in the open is the exception, not the rule. Of course this changes rapidly once you switch to Big Team Battle or those kinds of maps, but that is why I focused my analysis on 4v4 Team Slayer, the “bread and butter” of Halo gametypes.
If absolutely need be, I could repeat the analysis assuming behaviour according to a Leonard Jones Potential, where particles “attract each other at larger distances and repel each other at shorter distances”. But in that case we need a clear definition as to what “temperature” means in this scenario, as the parameters don’t neatly cancel each other out anymore.
EDIT: By the way, I just realized, the effect you’re describing just increases the downtime. If 4-6 players are fighting in a room and the game respawns you on the other side of the map, statistically speaking, you are less likely to run into another enemy. Especially if every player would just beeline for said room, since their paths wouldn’t cross until they arrived. And the larger the map, the more prominent the effect. If anything, my estimate gives a lower limit for the mean free path and the downtime.
> 2533274825830455;9420:
> I’ve heard of traffic flow being modeled with partial differential equations, but not with anything resembling kinetic gas theory. Either way, there any step is easily approximated: there are often enough cars on the road to meaningfully speak of density and flow rate, the number of cars is obviously a conserved quantity. These are easily justifiable assumptions that don’t require great leaps of faith.
> Your ideal gas approximation of player behavior, on the other hand, doesn’t seem easily justifiable. The ideal gas approximation requires that the average distance between particles must be large compared to the distance at which their interaction is strong. This clearly isn’t the case with players on a map. The fact that there are walls doesn’t save you, not only because every map still has long sight lines and players do interact through walls, but also because when the player is in a small space and doesn’t see an opponent, they will immediately advance out of that space, unlike the ideal gas particle which takes it time to bounce around before it finds a way out.
The average distance between players according to my model is somewhere between 40 meters (Halo 3) and 60 meters (Halo 4), depending on which game you’re looking at. The average interaction length, estimated by radar range, lies between 25m (Halo 3) and 40m (Halo 4). It’s inconvenient that this does not amount for one or more orders of magnitute, but I still feel that the assumption is justified as an approximation.
I also don’t see why this approach would be justified in traffic analysis but not here. The large number of cars only reduces the average distance between them, similar to our Halo scenario. Street boundaries and houses serve as Halo’s equivalent of walls and objects, Interaction length is also sufficiently large and similarly, I don’t see cars driving into walls several times when they want to get out of, say, a car park.
> 2533274825830455;9420:
> > 2533274801176260;9398:
> > I wasn’t drawing quantitative conclusions, I was drawing qualitative conclusions. v goes up by a factor of 1.7. A goes up by a factor of 2.9. N stays the same (as I’m only looking at 4v4). Ergo, t goes up also by a factor of 1.7. Those 15-20 seconds downtime weren’t calculated, they were measured to see if they’d validate the model assumptions. Which they did.
>
>
> Either way, the point is that the bolded part doesn’t follow logically from anything but a crude approximation that doesn’t fit the situation at hand.
I’m sorry, but we’ll just have to disagree there. I see no fault with my model, especially since I observed the exact increase in MFP/downtime that I expected from the assumptions I put into it. Could it be coincidence? Certainly. Will I have to re-validate the model in future games? Definitely. But so far, both theory and observation point towards the same consequence: That - within Halo(!) - the disproportionately scaling in levels due to the inclusion of sprint has led to an increase in downtime and thereby slowed down the overall game.