The sprint discussion thread

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> > I feel like at the crux of this issue is two preferences. People who want tradeoffs in movement and those who do not.
> >
> > Seeing as halo was founded on the idea of movement without tradeoffs( strafing/jumping without penalties to accuracy), one of those preferences seems to fit halo and one does not.
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> I personally am not very affected by the trade off.

So, it wouldn’t really matter if it was removed then would it?

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> > > I feel like at the crux of this issue is two preferences. People who want tradeoffs in movement and those who do not.
> > >
> > > Seeing as halo was founded on the idea of movement without tradeoffs( strafing/jumping without penalties to accuracy), one of those preferences seems to fit halo and one does not.
> >
> >
> > I personally am not very affected by the trade off.
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> So, it wouldn’t really matter if it was removed then would it?

No, I’d rather it stay. While I got used to entering gunfights, ready, other people still sprint in. I see it as get used to predicting your battles, don’t sprint, or die more.

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> > > 2535434559461370;10562:
> > > > 2535450703392903;10561:
> > > > I feel like at the crux of this issue is two preferences. People who want tradeoffs in movement and those who do not.
> > > >
> > > > Seeing as halo was founded on the idea of movement without tradeoffs( strafing/jumping without penalties to accuracy), one of those preferences seems to fit halo and one does not.
> > >
> > >
> > > I personally am not very affected by the trade off.
> >
> >
> > So, it wouldn’t really matter if it was removed then would it?
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> No, I’d rather it stay. While I got used to entering gunfights, ready, other people still sprint in. I see it as get used to predicting your battles, don’t sprint, or die more.

It’s not a matter of being ready or not. There are things that you just physically cannot do. You cannot move at the optimum speed and shoot in the other directions. You can’t make jumps while shooting someone.

Most jumps are scaled to sprint jumping. Meaning in order to make the jump you have to look directly at it and give up the ability to shoot. Without sprint you can make that jump while looking in any direction. This opens up all kinds of gameplay options.

With sprint Halo is a very binary game. You are either moving, or shooting. Without sprint, you can do both at all times.

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> > > > 2535434559461370;10562:
> > > > > 2535450703392903;10561:
> > > > > I feel like at the crux of this issue is two preferences. People who want tradeoffs in movement and those who do not.
> > > > >
> > > > > Seeing as halo was founded on the idea of movement without tradeoffs( strafing/jumping without penalties to accuracy), one of those preferences seems to fit halo and one does not.
> > > >
> > > >
> > > > I personally am not very affected by the trade off.
> > >
> > >
> > > So, it wouldn’t really matter if it was removed then would it?
> >
> >
> > No, I’d rather it stay. While I got used to entering gunfights, ready, other people still sprint in. I see it as get used to predicting your battles, don’t sprint, or die more.
>
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> It’s not a matter of being ready or not. There are things that you just physically cannot do. You cannot move at the optimum speed and shoot in the other directions. You can’t make jumps while shooting someone.
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> Most jumps are scaled to sprint jumping. Meaning in order to make the jump you have to look directly at it and give up the ability to shoot. Without sprint you can make that jump while looking in any direction. This opens up all kinds of gameplay options.
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> With sprint Halo is a very binary game. You are either moving, or shooting. Without sprint, you can do both at all times.

But that’s not how it really is. I agree that the jumps should be scaled to normal walk speed jumps but still, sprinting and shooting in the opposite direction isn’t in any game, and it wouldn’t be any different without sprinting. Just stop and shoot if you want to shoot someone behind you. Sprinting while shooting in any direction would make you run into things. Except for the jumps, sprinting is only used for faster, one-directional, movement. You shouldn’t be sprinting while fighting, other than while using an energy sword or gravity hammer.

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> > Yeah I was about to say that… I mean, it’s an interesting read nonetheless and insightful as it somewhat sheds a bit of light onto 343’s decision-making process… But it leaves way for interpretation- especially regarding how “traditional,” it may or may not have been. That article makes no reference to sprint at all; although whatever build they were using may have excluded sprint, we can’t say for sure either way based upon that read (The previous Halo title included sprint before Halo 4)… Also the author paraphrases multiple times which isn’t the best method of accurate reporting on their part; however it’s still a pretty good read as it’s still an entertaining writing style nonetheless.
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> 1) “Very traditional” was the quote used.
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> Since Reach only included sprint as an AA and the original trilogy (and even ODST) didn’t use any sort of sprint or equipment, it’s a safe assumption or educated guess that “very traditional” would be somehwere in the ball park of the original trilogy. Hence, no sprint, no AAs, probably no equipment and maybe not dual wielding.
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> > .
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> 2) Well the issue here is that you have one group that doesn’t want sprint and all associated effects and one group that does, You either please one, or the other. I personally started off wanting sprint in Halo 4 and clamber in Halo 5, but both games have helped prove to me why they aren’t good for the gameplay. These abilities DO change the game. For me sprint not only puts off anti-sprinters but also all casual non-fps players, The extra abilities are extra barriers to learning the gameplay.
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> 3) And like I said, you either include it, make Halo more “modern” and exclude one group, or exclude it and exclude those who enjoy this kind of gameplay. It’s either that or you make both classic and modern Halo games.

  1. Understandable and likely the case. I hadn’t even finished reading that article yet before my initial reply. I was still only just reading through what zr0Fear v2 had actually excerpted out of that article for us to read when I saw some replies floating around about the article and I chimed in a bit earlier than I arguably should have. As such I certainly agree with you that it would be a safe bet to assume that whatever the “very traditional,” beta build for Halo 4 which was being discussed in the article didn’t have sprint. Could it have had sprint? I think it’s safe for anyone who reads that to assume that it’s possible because of Halo Reach having sprint, but since sprint was still relatively new at that time and was only and armor mod it’s highly unlikely. I’m not a betting man but I’d wager to guess the chances of that beta build having sprint would be 10% or less…

  2. Yes I suppose that’s painfully obvious- this is going to be a contested issue… To add to your point, all these different types of Halo fans have or likely will formulate their own staunch opinion- whether they be casual (new or old to the Halo franchise), competitive, monitors, 343i employees, or legitimately pro players (top notch pros such as the ones involved/invited to test beta builds during the next installment of the game).

  3. I agree it’s going to become one of those tough calls for 343i in the near future… It’ll be one of those, “-Yoink!- if you do, -Yoink!- if you don’t” things that Frankie, Bonnie Ross, and Dan Ayoub used to constantly remind fans about during the pre-launch cycle of the MCC when the addition or subtraction of certain elements of those remakes were being hotly contested and 343i scrambled to try and meet various demands across the different spectrums with each of those difficult decisions… I will say that this may actually be a beacon of hope for us as 343i has demonstrated that they do take fan feedback into consideration and they want to legitimately make the best, most enjoyable competitive gaming experience that Halo can be. Do they have a perfect track record executing that plan? No, of course not- one could argue such a thing is virtually impossible to achieve; however given those conditions it’s extraordinary how much time, effort, and resources they consistently put into achieving that all-but-impossible goal of generating a “perfect,” Halo experience for the fans.

I think that although this is a contested issue, constructively debating this issue between us fans willing to partake in the discussion with an open-mind to the others’ side can legiimatedly discuss potential solutions. I don’t personally think that the answer MUST be an all or nothing approach. I’ve suggested one potential temporary (or possibly permanent) solution that Halo 6 could feature at launch (Or possibly during the highly likely beta/s for the game). I think there should be playlists that feature sprint and other playlists that feature the same experience without sprint. 343i could accurately gauge which of those playlists get more attention and even potentially leverage many of the various feedback tools at their disposal to poll users (Such as the Halo Community Feedback (HCF) program). This could be an enormously eye-opening experience; at the very least for 343i to truly gauge and assess whether players will prefer sprint or no sprint in the next Halo installment… And they don’t have to be limited to simply a majority via a population figure- they could figure out what each type of fan prefers (those who identify as casual/new, casual/old, competitive, employee, and even professional and/or monitor status in the community) and even potentially take into account qualitative data about why each of these fans prefer sprint to either stay or be removed. They could even check go about establishing some temporary or even permanent playlists that feature sprint and some without sprint. They should make campaign/firefight have sprint/shoot for instance, to match watch those bugger AIs do in combat… Then take out sprint for competitive playlists (maybe half/half or even all or nothing either way) and do the same for BTB/Social/Warzone types of playlists and experience with flinch/no flinch, sprint/no sprint, and even possible different BMS for no sprint, and/or multiple different speeds of sprint and/or sprint/shoot versus sprint/no shoot… They don’t have to experiment with ALL of those potential mechanics of course, at least not with the general public as that would undoubtably become way too much data to have to analyze over time. The result of all these various types of testing and collecting/analyzing fan feedback could (and arguably should) result in the BEST possible outcome for the next Halo installment… Would it ABSOLUTELY be the perfect Halo game as a result? I doubt it and players shouldn’t really set their expectations quite that high regardless so self-management of those expectations is also critical. But if executed properly, at least all fans could feel that they were listened to and that their feedback was considered. Barring this potential compromise to sort out this issue, do you or anyone else have another idea for a solution??

> 2535434559461370;10562:
> > 2535450703392903;10561:
> > I feel like at the crux of this issue is two preferences. People who want tradeoffs in movement and those who do not.
> >
> > Seeing as halo was founded on the idea of movement without tradeoffs( strafing/jumping without penalties to accuracy), one of those preferences seems to fit halo and one does not.
>
>
> I personally am not very affected by the trade off. After playing others games with the no shoot while sprinting thing, you kinda get used to preparing for the battle before it happens. Personally, not being able to shoot while sprinting has made me better.

To be frank, that is in no small part because you aren’t particularly good at the game and probably aren’t even tangentially aware of the high level meta of a real Halo game or even this game (not stat-flaming, Waypoint mods). This is a frequent theme with this kind of discussion, in my experience. You have a perspective that no doubt seems valid, based on your experience, but you have not played good players, you probably haven’t even watched good players, and to top it off, you haven’t played very much of this game. I would hazard a guess that your first Halo game was Reach. This combination of factors puts you in a position in which you have no useful context for understanding the arguments being made, both with regard to the way the first 3 Halo games played and to the impact of sprint on the gameplay of this one. You’re not affected by this trade-off? No. You just don’t notice.

The notion that you don’t have to prepare for fights before they happen, solely because you don’t have to lower your weapon to move optimally, is just ignorant. What do you think happens in a sprint-less Halo game if you’re in a bad position and/or looking the wrong direction when you encounter an enemy (a much more common occurrence when motion sensor is disabled, mind you)? You’ve put yourself in a bad position, because you weren’t prepared for that engagement. The key differences compared to a “Halo” game with sprint are that movement is more consistent and predictable (so, you can more effectively “prepare” given sufficient experience and map/spawn knowledge), movement in general is more flexible (because you can move and jump optimally while facing any direction), linear aggression (which is to say sprinting, sliding, thrusting forward) is not heavily encouraged, and you can’t just run away easily when you put yourself in a bad position.

Honestly, what I don’t understand is why casual players such as yourself feel qualified to engage in this debate with people who are demonstrably more invested in the series and its mechanics than you are.

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> > 2535434559461370;10562:
> > > 2535450703392903;10561:
> > > I feel like at the crux of this issue is two preferences. People who want tradeoffs in movement and those who do not.
> > >
> > > Seeing as halo was founded on the idea of movement without tradeoffs( strafing/jumping without penalties to accuracy), one of those preferences seems to fit halo and one does not.
> >
> >
> > I personally am not very affected by the trade off. After playing others games with the no shoot while sprinting thing, you kinda get used to preparing for the battle before it happens. Personally, not being able to shoot while sprinting has made me better.
>
>
> To be frank, that is in no small part because you aren’t particularly good at the game and probably aren’t even tangentially aware of the high level meta of a real Halo game or even this game (not stat-flaming, Waypoint mods). This is a frequent theme with this kind of discussion, in my experience. You have a perspective that no doubt seems valid, based on your experience, but you have not played good players, you probably haven’t even watched good players, and to top it off, you haven’t played very much of this game. I would hazard a guess that your first Halo game was Reach. This combination of factors puts you in a position in which you have no useful context for understanding the arguments being made, both with regard to the way the first 3 Halo games played and to the impact of sprint on the gameplay of this one. You’re not affected by this trade-off? No. You just don’t notice.
>
> The notion that you don’t have to prepare for fights before they happen, solely because you don’t have to lower your weapon to move optimally, is just ignorant. What do you think happens in a sprint-less Halo game if you’re in a bad position and/or looking the wrong direction when you encounter an enemy (a much more common occurrence when motion sensor is disabled, mind you)? You’ve put yourself in a bad position, because you weren’t prepared for that engagement. The key differences compared to a “Halo” game with sprint are that movement is more consistent and predictable (so, you can more effectively “prepare” given sufficient experience and map/spawn knowledge), movement in general is more flexible (because you can move and jump optimally while facing any direction), linear aggression (which is to say sprinting, sliding, thrusting forward) is not heavily encouraged, and you can’t just run away easily when you put yourself in a bad position.
>
> Honestly, what I don’t understand is why casual players such as yourself feel qualified to engage in this debate with people who are demonstrably more invested in the series and its mechanics than you are.

I have played every game for some time now and I understand how those fights work. In Reach, I would go without sprint if I could take anything else to help me in a fight. I agree that things like sliding and boosting should not be in the game, however I still overuse the boost. I think we should only use sprinting for getting somewhere faster. I always hating hearing a gunfight happen but then walk to it and completely miss it. It has, and should have, no use in a fight or traversing the environment in any way. I agree that the jumps should be scaled to walking speed, however I don’t think sprinting should be removed. Using that ability is your choice and can only give you an edge, if you use it right. Play any other game with sprint and you’ll get used to the sprint-walk trade offs.

If there was no sprint it’s like trying assasinateing warden eternal it’s no fun and assasinations would prob be removed so sprinting is key in halo

Holy crap, this thread is still going! This is a stupid argument because sprint will NOT be removed from Halo, nor will it be removed from online/competitive multiplayer. 343 understands that some people don’t want sprint, and that is why there’s an option to remove sprint from certain gamemodes if you truly want a classic halo experience! Ultimately, it adds layers to the game which helps with the gameplay, and even more so, the competitive aspect of Halo.

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> Holy crap, this thread is still going! This is a stupid argument because sprint will NOT be removed from Halo, nor will it be removed from online/competitive multiplayer. 343 understands that some people don’t want sprint, and that is why there’s an option to remove sprint from certain gamemodes if you truly want a classic halo experience! Ultimately, it adds layers to the game which helps with the gameplay, and even more so, the competitive aspect of Halo.

It’s will still go like red vs blue

> 2535451091657464;10571:
> Holy crap, this thread is still going! This is a stupid argument because sprint will NOT be removed from Halo, nor will it be removed from online/competitive multiplayer. 343 understands that some people don’t want sprint, and that is why there’s an option to remove sprint from certain gamemodes if you truly want a classic halo experience! Ultimately, it adds layers to the game which helps with the gameplay, and even more so, the competitive aspect of Halo.

How does it help with the gameplay and how does it help with the comeptitive aspect?

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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.

I personally enjoy sprint. I like how it can speed up games, as well as help people traverse maps faster which opens up the possibility for even larger maps.

> 2535443590392850;10575:
> I personally enjoy sprint. I like how it can speed up games, as well as help people traverse maps faster which opens up the possibility for even larger maps.

Please read some posts before making a dumb response that has already been addressed in detail. Thanks.

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> > 2535443590392850;10575:
> > I personally enjoy sprint. I like how it can speed up games, as well as help people traverse maps faster which opens up the possibility for even larger maps.
>
>
> Please read some posts before making a dumb response that has already been addressed in detail. Thanks.

Please.let people post their opinion without being a jerk. Thanks.

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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.

6.) You realize that “boring” isn’t an actual logical or proper criticism against a universal base movement speed, nor the upsides to its consistency right? And that the logic of not being able to set it to sprint speeds is wrong, given the BMS of any non-sprint Halo in relation to the maps IS sprint speed. You’re not moving slower at all. It’s a placebo because of the lack of an animation which actually takes away objective restrictions imposed by sprint and its animation, and allows the player to have the freedom to do more actions while fighting.

My friends and I play a certain strain of Halo 5 called “Evolved”. Settings designed specifically around no sprint, no ability gameplay. Bar the effects of clamber on maps (Ugh), the buff in movement speed makes you able to travel around the map just as fast if not a little more so than sprint, as if you were constantly sprinting, meaning the speed is still kept. And the best part? You’re able to keep your weapon up, crouch jump, strafe, etc, without being bound by any ability’s animations all throughout it. In no situation do you put your gun down, unless you die, which, given the powerful nature of the Magnum, can happen pretty easily if you’re unskilled.

People don’t get the ability to just run off like in vanilla Halo 5. They get punished for that and are much better off fighting because they’re able to with the weapon’s overall buff. There is no Spartan Charging, but also no risk of double melee rushing occurring with the lack of sprint. The pace is kept high, and much more consistent, since people are dying without any resistance or ability to run, while also being empowered individually off of spawn and being pushed to fight others more with their utility, meaning the cycle of dying and killing remains next to constant and ever-present. To add to it, the strafe acceleration is brought up to the max of 130%, meaning things like the crutch thrust ability aren’t needed. Your only savior, and thing you can rely on consistently in a fight is your strafe. Can sure tell you a faster paced Halo 5 without the fluff sure isn’t “boring”, just because you can’t put your gun down to run around at the highest speed you can go.

Hmm, if only there were some way to build and test maps with and without sprint. (/sarcasm)

I like that sprint gives the player an added level of mobility, but redesigning maps to be bigger with sprint in mind make it so you have to sprint, I don’t think is ideal feeling. Having giant maps is cool and all, but making it so you players have to run from BFE to get back into the action is kind of irritating. I think the movement mechanics add to the game (sprint, clamber, thrust (but not spartan charge, that’s -YOINK- in my opinion), ground pound) but like I said, redesigning maps so you have to use sprint, not my first choice.

Yes, there are trade-offs: sprint and move around quickly and have a pause before shooting, or don’t sprint and move slower, but be able to shoot right away. Sprint and get away, but shield doesn’t recharge until you stop. It would be interesting to play on scaled down versions of these maps without sprint to see how different they feel.

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> > > I personally enjoy sprint. I like how it can speed up games, as well as help people traverse maps faster which opens up the possibility for even larger maps.
> >
> >
> > Please read some posts before making a dumb response that has already been addressed in detail. Thanks.
>
>
> Please.let people post their opinion without being a jerk. Thanks.

He’s pissed at the poor reasoning for supporting sprint when it was already addressed in depth many times throughout this thread, not necessarily the opinion of liking sprint. Big difference.

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> > 2533274890584596;10576:
> > > 2535443590392850;10575:
> > > I personally enjoy sprint. I like how it can speed up games, as well as help people traverse maps faster which opens up the possibility for even larger maps.
> >
> >
> > Please read some posts before making a dumb response that has already been addressed in detail. Thanks.
>
>
> Please.let people post their opinion without being a jerk. Thanks.

When that “opinion” is a regurgitated, garbage non-argument that has been posted over and over again by other people who DID NOT READ ANY OF THE ARGUMENTS BEFOREHAND, I will not be nice about it. This is a discussion, not a mindless contradiction thread. It’s a waste of everyone’s time. Useless, ignorant posts like that clutter up every single thread on this website. I love people like you who get butt-hurt about how mean people are on internet forums, though. It’s adorable.

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> If there was no sprint it’s like trying assasinateing warden eternal it’s no fun and assasinations would prob be removed so sprinting is key in halo

Remove Warden, then sprint won’t be a key for Halo. Problem solved in pro-sprinter’s logic.