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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.
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> > > > > > > > > > > > > > > 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.
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> > > > > > > > > > > > > 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.
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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.
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> > > > > > > > > > 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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> > > > > > > > > Did you ever play hce, h2 or h3?
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> > > > > > > > Yes, I’ve played every halo and was annoyed when I was forced to walk into a tense situation.
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> > > > > > > But you realise you could make jumps and traverse the maps while shooting in different directions right?
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> > > > > > So then I didn’t sprint in the fight, only used it to get there. Nobody is forced to sprint and it is entirely the players choice to sprint or not.
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> > > > > No, you have to sprint in order to make numerous jumps. It’s not a choice.
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> > > > So, I haven’t been up to date on the 500 page thread so please don’t beat me. Please clarify this line of thought. Virtually every “normal” jump is doable wiith a standard jump or crouch jump. No clamber, sprint, smart-link or spartan abilities needed. A great deal of the non-normal jumps do not require sprint (if memory serves few do, although more speed does make some easier). Clamber and smart-link (and well timed crouch during it) play a bigger role in those jumps.
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> > > > I’m not arguing for sprint, mind you. I actually dislike it for reasons stated by other posters (the post by Arg on page 529 sums it up TBH, although I wouldn’t have stated it the same why). I’m just curious where you’re coming from.
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> > > What? There are jumps all over ever map that require sprint jumping. That’s not even mentioning cthrust, clamber or stabiliser.
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> > Care to provide examples? Yes, every map has “skill jump” opportunities. I’d hardly consider those normal jumps though. Most of them do not require sprint either. They usually require some combination of clamber, smart-link and crouch, sure. But very few require sprint to pull off. The only gain from sprint in most of these cases is to make life easier.
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> Can you jump from the bases to top mid on truth without sprint or from top mid to windows?
From the bases to top mid no, you cannot. But you can get to top mid in a number of other ways. If memory serves, you can get to the windows without sprint. Regardless, neither of those jumps would have to exist for the map to function. Even getting to the windows in each base and the weapon pad at top mid on Truth can be done with just a crouch jump, believe it or not (you don’t even need clamber). It just isn’t very fluid to do so because you need to use other nearby elevation points to do it (the small raised edge near the windows and the energy shields, respectively). .
It might be surprising how many places you can reach without anything besides a crouch jump on the maps. This is a side effect of clamber making it faceroll easy.
Plaza is a map with a jump requiring sprint. Although I cannot remember if it does if you time your stabilize perfectly and crouch at the apex of it (because crouch during stabilize lets you get higher, for whatever reason).
In any case, many of the doable jumps arguably break map structure/order. Stuff like going out of the map briefly (looking at you Regret) may seem cool and innovative, but maps sure would play differently if you couldn’t do it. I’d argue the addition of our SA’s often push the game toward twitch shooter mode and limit the benefit of accurate prediction and good planning. Instead of being ready to fire in 1-2 directions you have to be ready to fire in virtually any direction because our fancy toys let opponents approach from damn near anywhere on the maps.
A similar case can be made against sprint (and already has been). It adds additional variables into predicting player movement. If you reduce the effect of sprint to “it doesn’t matter because maps are bigger” this statement may seem hard to grasp. But in reality the game isn’t quite so simple. Ultimately, greater difficulty in predicting player movement can limit the benefits of map, spawn and game flow knowledge and awareness. And these concepts are absolutely skill based.