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> > > > Sin do you occupy the same universe as the rest of us.
> > > >
> > > > There have been many proposed solutions. H5 is as good as sprint gets. It sucks.
> > > >
> > > > Sprint CANNOT work with Halo, or you’re compromising zoning, engagements, and pacing.
> > > >
> > > > There is no in-between.
I almost let this go. Almost. I linked arguments to you and you said something about ‘data mining’ but seeing as how you’re acting like you ever responded to me with gameplay ideas, I figured out I’d dust off the ole’keyboard for another go around on the train.
Immersion/Lore –
Boys boys boys, someone wants to talk about immersing the player with a singular mechanic. I’ll wrap immersion and lore into one point because they fit under many of the same arguments. Now, yes Spartans can run extraordinarily fast. Except they were always described as being hauntingly accurate while moving at a near sprinting speed. See Halo: Evolutions for a specific example. Now lore wise, sprint makes no sense AT ALL in Halo. Shields tied to the ability to sprint? Laughable. Lore shouldn’t effect gameplay, it’s bad game design. Because in the LORE Linda was able to use a sniper to shoot and kill multiple banshee pilots with one shot a piece while hanging by one arm. Also in lore a Brute shot would overwhelm a Spartans shields in ONE hit and incapacitate or kill them. Yet the Brute shot doesn’t do that in any MP. Immersion is a straw man argument for having sprint in, because many players in the past have felt like Spartans because they were always moving at a rapid pace and remained accurate and lethal.
Predictive Combat –
Gameplay wise, this is extremely important in Halo. Map flow is dependent on this. Having the randomness of sprint involved in the way a map is built causes huge areas of dead space in maps, or ‘no mans land’ because they are too open. Players were sneaky, hard to predict, and always kept others on their toes in H1-3 by taking routes at different speeds, doubling back, and standing at a corner waiting for their teammates to create a distraction before moving around said corner. Sprint reduces the creativity in many routes because they have to be stretched and flattened to accommodate sprint, nullifying the overall creativity a player has. If you need a good example of unpredictable gameplay, watch Patch play Halo CE. Or Pistola in Halo 3.
Sprint Should be in an FPS –
You already admitted defeat in this, but lets take a moment and look at the most successful FPS of all time. CS:GO, it’s never had sprint and remains one of the top FPS of all time. Now, a better more Halo-esque game to refer to would be Unreal Tournament or Quake. Neither of these games have sprint, but have extraordinarily fast BMS, on top of other ways to move faster with weapons and techniques. Those games don’t need sprint because their players are moving so fast they feel like a super powered soldier who is able to zip around a battlefield without ever lowering their weapons.
Majority Rules –
When H4 came out Ghostayame did a poll about Sprint, and no sprint overwhelmingly won. Now, the real point of the matter is this. If 90% of the population disliked sprint or are indifferent, that means 10% likes sprint. What happens if 90% of the 90% leave? The 10% who like sprint are now the majority, and with the people who play either way, anti-sprinters are now outnumbered. Halo fans don’t speak in polls, they speak with their wallets and play time.
Player Choice –
Players have always had the ability to choose how fast they move. Joysticks allow for mitigated movement. A player can crouch walk. A player can not move, which is a viable option in some situations.
Past Precedence –
H3 was a HUGE hit with the MLG community. It had the highest number of competitors and events sold out in seconds, SECONDS. Every Halo game with sprint, save the MLG Dallas H4 Exhibition has struggled to sell half their available passes. Prime example HCS Orange County had 24 teams sign up. That’s the lowest we’ve ever had for an official Halo Open event.