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> > 1) Interesting reads. It’s obvious that you are an outlier when it comes to the pro-sprint argument. Actual thought out and explained points are rare amongst the pro-sprint crowd. I apologize for thinking that you didn’t know what you were talking about, because you clearly do.
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> > 2) On the immersion side of things, I just disagree with you. If anything I find it more frustrating as maps are obviously designed for sprint, and not sprinting puts you at a disadvantage.
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> > 3) Lore wise, Spartans in the past have been able to move at full speed while also being able to shoot. That is how a game with higher FoV would feel, IMO.
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> > 4) While I feel that sprint has no place in Arena and it’s pretty easy to explain why, it’s harder to defend BTB. Sprint feels decent in the wide open expanses. But that is a problem in and of itself. The Forge remakes in BTB matchmaking don’t work well at all. They feel too small, and minimize the importance of vehicles. Making BTB maps bigger to compensate for this in Halo 6 seems counter-intuitive as they it will create similar situations but also make walking across those maps even more of a chore. Warzone already does this to a certain extent.
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> > 5) Those maps are too big, even with sprint. That is the real problem with Sprint, that it requires maps to be bigger, but by making maps bigger you are making sprint less and less useful, but at the same time more and more required.
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> > 6) The solution is proper Vehicle, Man-Cannon, and Teleporter implementation, and well designed maps. It might not be a perfect solution, but the negatives that come with them are a lot less worse than the negatives that come with sprint (the separation of combat and movement, spread out maps, minimization and removal of vehicles).
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> 1) Thanks although aside me and Josh Holmes, I’ve seen a bunch of other solid and rationale points from multiple people (many here in this thread) defending the notion of having sprint in Halo… Believe it or not I don’t always agree with pro sprinters on everything- particularly when it comes to the defense that “sprint helps escape punishment.” I don’t view sprint as helping to escape punishment; especially with the balancing tweaks that 343i applied to Halo 5 in order to mitigate the old “cat and mouse,” games created from sprint on Halo Reach. Either way no harm done - I enjoy debating this issue because I’m hoping to learn more about why some of my fellow fans actually want sprint removed. Participating in this thread has taught me a great deal about how many people feel on the subject of sprint, along with how far some people have been willing to go to viciously speak out against sprint (That’s not to imply that all anti sprinters have conducted themselves in this way either)
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> 2) That’s understandable - a lot of people have disagreed with me (and Josh Holmes) regarding immersion being a benefit of keeping sprint in Halo. I’ve seen people agree with me too, however and I’d point out that people who dislike something like sprint are going to be the more likely ones to take to a creative medium such as Waypoint to express their displeasure about it… There have been a lot of responses here in his thread to support that as a lot of pro sprinters have stated that they don’t even know that sprint is an issue right now in Halo.
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> 3) I’ve also discussed sprint/shoot versus sprint/no shoot which is really what I think you’re arguing for… One BMS couldn’t really be an all-out gallop so if you want to be able to sprint/shoot at the same time here are some points that I’ve made about that when comparing sprint/shoot to modern rifle marksmanship and discussing why sprint/no shoot makes sense for Halo.
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> 4) I could be misunderstanding but it appears (at least by the way that you opening that point) that you’d be at least somewhat open to a split settings compromise on the next Halo, such as what I’ve been calling for in this thread?
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> 5) I was actually really glad to see larger, more breathtaking maps on Halo 5 in Warzone and hole they continue this trend in Halo 6. I believe they can make maps even larger if they just expand the player count and keep sprint in Warzone.
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> 6) I’ve argued multiple reasons why I don’t think that teleporters, man canons, and vehicles present a viable substitute to vehicles. I think I already linked my feelings on vehicles so you probably already read that, however to summarize regarding teleporters and man canons: “Sprint is multi-directional, dynamic, and can be utilized everywhere on a map whereas teleporters and man canons are stationary, static, point-to-point, single directional devices that can only take someone from point a to point b. People also routinely camped at opposite ends of teleporters and man canons which made using them a risk in the first place (You shouldn’t have to risk using a faster means of transportion than the walking pace).”
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> I realize that we’re not likely to wholly agree on these points either but I thank you for being patient and open minded enough to read my points and to respond to them!
3/4.) No, I’d rather not have a split setting, I was just admitting that sprint in BTB makes more sense than sprint in Arena. I’d rather not have it still though, as proper map design and use of other objects (even though you don’t like them) and mechanics can give all the benefits of sprint while also keeping the negatives to a minimum, and having a “guns-up sprint” gives all of the benefit and none of the consequence. People would just sprint around at all times, essentially making it a base movement speed, with the effect of greatly increasing the base movement speed. This would spread out maps, drag out encounter distances, and effect the weapon sandbox. All negatives of Sprint as it exists now.
6.) Playing around Teleporters is part of the depth they offer, and are only another option for the player. Sprint becomes the only option when you take things like that away, removing depth and forcing players instead of giving options. Same with Man-Cannons and Vehicles. The combination of the three creates a dynamic where you have multiple means of travel instead of just one, Sprint. You are right that some of the Vehicle implementation in the past has been flawed, and that getting around larger maps such as Sandtrap are a chore if you don’t have any, but my counter is that Sandtrap is not well designed and doesn’t really offer any depth in that regard. Vehicles are the only way to move around that map. Avalanche on the other hand is a good example of how Teleporters, Man-Cannons, and Vehicles can be balanced in a way that gives players many options, and adds to the depth of the game. And on the point about how you shouldn’t have to risk moving faster, that is literally what Sprint is now. If you get shot while sprinting you are at a massive disadvantage. In Arena (and I realize that we are talking about BTB primarily here) if you get caught sprinting and get hit by a shot or two you are done. It’s the exact same thing, and a primary argument about removing sprint, it separates movement and combat.