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> 3) I also liked the spawn system in CE… I liked 2’s even better and I agree that memorizing spawns was a difficult craft to master. I still think that sprint helps break up the unfair advantage of such memorization- it’s like counting cards in Vegas…
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> 4) I agree that CE had the fastest MP between 1, 2, and 3 but definitely not when compared to Reach, 4, or 5. Not having sprint was always slower in Halo- maybe strafing was easier to do so if you think that made things faster then that’s your opinion… Strafing was nowhere near as fast as sprint+thrust in Halo 5, just saying. And I challenge anyone to start an equal distance apart on CE with load out weapons on a large map and walk across it to meet up with an enemy player… Then do the same thing on the same re-made map on Reach or 4 or an equivalent distance on a large Halo 5 map and try sprinting to meet up with your opponents…
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> 5) Well if you really care less what your fellow fans want then why even debate with me in the first place? Thankfully you don’t run 343i because they do care about fan feedback as demonstrated by the Halo Community Feedback (HCF) program and multiple open betas before they finish games. Fortunately for the majority, they will actually listen to them and implement changes based upon fan feedback whether you like that concept or not. Hey, Halo games don’t cater to everything I want either but I understand how fan feedback works…
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> 6) Increasing BMS is not the answer for a multitude of reasons I’ve discussed several times before. The result is still one boring speed no matter what you set it to… And you can’t have it set to sprint-like speeds anyway so all the restrictions that come with removing sprint still stand anyway you cut it when you talk about removing it.
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> 7) The main problem with Halo 3 in the competitive community was the movement speed. It took them a long time to fix this and agree upon a new base movement speed as a result which led to a LOT OF TIME where Halo 3 was viewed as not being competitive enough… Eventually yes, the MLG community adapted and figured it out- they had to take matters into their own hands by increasing the base movement speed to make the game more competitive. This was a huge problem and it took a very, very long time for the MLG community to decide and actually universally agree upon 10% faster base movement speed in order to compensate for Halo 3’s default BMS being too slow. That’s what happened and nowadays anti-sprinters are trying to write this off by claiming it was done for FoV or strafing, among other unsubstantiated and invalid claims because they know the truth doesn’t support removing sprint. The truth is that removing sprint would create the base movement speed problem all over again, resulting in another crisis for the pro community just like not having sprint did during the Halo 3 days.
I’m gonna leave parts 1 & 2 alone, because I feel like we mostly agree there.
3)The CE spawn system not only had those forsed spawns, but it also had that RNG element with the random spawns. They weren’t random in the same way that sprint is random, because there were only so many spawn points on the maps, but it took skill to predict map flow. The RNG element of sprint is bad because like I said, we don’t want to flip a coin in a competitive game. Because random=Less skillful gameplay.
4)But the CE maps were super small. Chill Out, Hang 'em, Priz, Derelict and Wizard were all really small. I guess Hang 'em High wasn’t small, but because of those lines of sight, you’d have cross map battles all the time. Look at the game play. Halo has never been as fast.
5)I just don’t understand why we would try to please the fans. Why would you ask for their opinion?
6)Why can’t the BMS be set to sprint-like speeds? What’s wrong with smaller maps or like a bigger FoV? I’m sure you remember Quake…
7)I do agree that H3 was really slow and so did the community back in the day. But adding sprint wouldn’t have made H3 faster. Just like increasing the BMS didn’t. There was no reason to move. It will be a camp-fest if it takes 4 minutes for the rockets to respawn. But look at CE. The sniper spawns every 30 seconds and the power-ups spawn every minute. That’s why CE was the fastest. I also think it’s unfair to say that the H3 BMS was increased because the game was slow when it was just as possible that it was increased to make strafing easier. Let’s not forget that it was 2012 with Reach(the first game with sprint) where they took out sprint for the Mlg playlist and Mlg dropped Halo because the views were so low.
Something that I would like you to address is that sprint encourages double melees(Charges nowadays), it makes it so that you can’t really chase anyone and it makes the game (more)random. It doesn’t even make the game faster. Sprint also hurts the campaing, here’s a quote by Celestis, my hero:
> Now listen, I get where you’re coming from, I really do. But truth be told, I couldn’t disagree more. Campaign is the last place where I want to have sprint interfere with the gameplay. Remember those arguments people make about elongated maps and breaking flow of combat? They apply to campaign even more. Contrary to multiplayer, Campaign does not have anything even remotely comparable to “equal starts”. In fact, most enemies are more powerful than the player by design. Especially when playing on higher difficulties, you already are at a huge disadvantage compared to the enemy AI in terms of numbers, spacial awareness and aiming abilities. The last thing the player needs is an ability that removes his or her offensive capabilities. Yes, you’re faster and technically could escape the enemies easier, but scaling of maps is happening in singleplayer just as well as in multiplayer, so you’re crossing vast but empty spaces without cover, negating all benefits of sprint. Also, enemy AI is always designed with peak player abilities in mind, which is why Elites in Reach were able to run just as fast as the player while still retaining the ability to shoot. I don’t even want to get started about Teleporter-Knights in 4. Another thing that sprint “gave us” was increasingly worse level design. Developers and mapmakers need to account for sprint when they’re building boundaries of the levels. So most if not all maps are now encapsuled by enormous pits, gigantic walls or - if they’re lazy - softkill zones. Now this is already boring as heck, but it also completely diminishes the exploration aspect of Halo, which is ironic, because this seems to be the intention behind larger sized maps and increased player speed. It also creates sever problems with level skips, something that speedrunners and LASO/Mythic players use on a daily basis. Granted, these things are not intended and developers are probably glad that we can no longer get out of bounds that easily, but then again, Halo has had a history with easter eggs being hidden in hard to access parts of the maps, so this is another “core element of traditional Halo” that sprint interferes with, directly or indirectly. I could really go on a rant here, but I think I made my point clear enough. Also, I’m at work and people start staring…
I could see sprint in BTB. I actually really liked Reaches BTB. It could also be a pick-up on an arena map, like the OS, Camo, or Speed boost.
Sorry that this took so long. I’ve been kinda busy lately.