[deleted]
I prefer sprint but maybe no sprint in campaign would be fine, maybe.
> 2535464451695009;11864:
> > 2625759425619671;11857:
> > > 2533274808466688;11856:
> > >
>
>
> 1) Uh, AAs usually weren’t pickups but Loadout options…
>
> 2) Also, what are your opinions of each original trilogy games’ multiplayer?
>
> 3) For campaign, after the first run, people don’t usually replay it because of story, but because it’s fun.
>
>
> 4) I mean, I still come back to Halo 3 because of The Ark, The Covenant, and Crow’s Nest, Tsavo Highway, and The Storm.
>
> 5) I still go back to CE because of Halo, The Silent Cartographer, that night mission, and Assault on the Control Room.
>
> 6) Halo 2’s mostly because of the Earth missions and Cairo Station. Most of those missions are so refreshing and unique because of their very open, but linear, structure and gameplay compared to other FPS titles, including recent Halo games. There’s no fluff, no super important story bits to interrupt gameplay, just sandboxes to let you do your thing. “Here’s the mission and its lead up, now go and do it yourself, soldier” is what the games are practically telling us.
-
Are you absolutely sure that AA’s weren’t pickups anywhere in Halo Reach?
-
Since you asked- my thoughts (briefly) on the original trilogy games’ MP were:
-Halo CE was fantastic but it was missing something.
-Halo 2 was even more fantastic but was also missing something (sprint, which is almost got)
-Halo 3 played very slow and wasn’t very fun for me (but it would have been a lot more fun if it had sprint)
-
True- typically, anyways… Thing is all throughout the campaign of Halo Reach your good buddy’s are just dying all around you (like when Jorge dies for nothing just before the Covenant fleet shows up to wipe Reach out) only for the game to conclude with you as the player dying no matter what. Did that make it an awful game? Nope- it obviously fits with canon… But for me as least it somewhat reduced the re-playability factor of it.
-
I also liked Halo 3’s campaign/story a lot and thought it had the series’ best cutscenes… The only thing I really didn’t like about levels such as The Ark were having to walk so slowly across just large expanses of space (something sprint would have fixed)
-
The “night mission,” was The Truth and Reconciliation and it started out fantastically with that sniper rifle… From a gameplay perspective the level lost its pace/steam IMO during the hallway-after-hallway fight after you clear the Hunters in the first room once you board the ship but it was still a good level overall (replayability wasn’t big for me on this level- I often picked other levels like Assault on the Control Room or Two Betrayals when replaying CE’s campaign)
-
Halo 2’s campaign was my all time overall favorite, from a replayability standpoint… I thought it did a good job making the player feel that there was much at stake and by exposing the player to the Covenant’s perspective (granted there were some serious problems with some of those later Elite missions; such as pathing issues). Halo 2’s campaign wasn’t perfect by any stretch- the whole cliffhanger ending wasn’t even planned and it was originally intended to have much longer (According to what was said in the Halo 2: Anniversary prelaunch cycle). Still despite its various flaws I personally enjoyed this campaign very much.
> 2625759425619671;11866:
> > 2535464451695009;11864:
> > > 2625759425619671;11857:
> > > > 2533274808466688;11856:
> > > >
> >
> >
> > 1) Uh, AAs usually weren’t pickups but Loadout options…
> >
> > 2) Also, what are your opinions of each original trilogy games’ multiplayer?
> >
> > 3) For campaign, after the first run, people don’t usually replay it because of story, but because it’s fun.
> >
> > 4) I mean, I still come back to Halo 3 because of The Ark, The Covenant, and Crow’s Nest, Tsavo Highway, and The Storm.
> >
> > 5) I still go back to CE because of Halo, The Silent Cartographer, that night mission, and Assault on the Control Room.
> >
> > 6) Halo 2’s mostly because of the Earth missions and Cairo Station. Most of those missions are so refreshing and unique because of their very open, but linear, structure and gameplay compared to other FPS titles, including recent Halo games. There’s no fluff, no super important story bits to interrupt gameplay, just sandboxes to let you do your thing. “Here’s the mission and its lead up, now go and do it yourself, soldier” is what the games are practically telling us.
>
>
> 1) Are you absolutely sure that AA’s weren’t pickups anywhere in Halo Reach?
>
> 2) Since you asked- my thoughts (briefly) on the original trilogy games’ MP were:
>
> -Halo CE was fantastic but it was missing something.
>
> -Halo 2 was even more fantastic but was also missing something (sprint, which is almost got)
>
> -Halo 3 played very slow and wasn’t very fun for me (but it would have been a lot more fun if it had sprint)
Just going to address points 1 and 2
-
That screenshot is from campaign not
multiplayer, we are talking about multiplayer
the only playlist in reach that had AA’s as map pickups was the MLG settings which also by the way had gasps no sprint -
It just really seems like you just want a game with sprint and “movement options” for the player
if that’s the case maybe halo isn’t the game for you
If you’d like I could direct you to a verible plethora of other games that would accomodate your gaming needs
<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.
y does this thread still exist?
> 2533274795123910;11861:
> > 2625759425619671;11859:
> > > 2533274795123910;11858:
> > > > 2625759425619671;11854:
> > > > > 2533274795123910;11852:
> > > > > > 2625759425619671;11850:
> > > > > > > 2533274795123910;11849:
> > > > > > > > 2625759425619671;11829:
> > > > > > > > > 2533274795123910;11828:
> > > > > > > > > > 2625759425619671;11823:
> > > > > > > > > > > 2533274795123910;11821:
> > > > > > > > > > > > 2625759425619671;11816:
> > > > > > > > > > > > > 2533274808669104;11810:
> > > > > > > > > > > > > > 2625759425619671;11809:
> > > > > > > > > > > > > > > 2533274832130936;11808:
> > > > > > > > > > > > > > > So I couldn’t find the video so I just jumped on and did some tests myself
> > > > > > > > > > > > > > > For this test I calculated movement times on heretic in H3 on MCC and in Truth on H5 with and without sprint
> > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > I measure distance/time from flag to flag running through pink 2 and from front door to front door on heretic
> > > > > > > > > > > > > > > and I measured distance/time from flag to flag running through pink 2 and front door to front door on truth
> > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > i did several tests per movement so I will take the shortest time for each test
> > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > HERITIC
> > > > > > > > > > > > > > > -Flag to Flag: 15 seconds
> > > > > > > > > > > > > > > -Front door - Front Door 6 seconds
> > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > TRUTH NO SPRINT
> > > > > > > > > > > > > > > -Flag to Flag: 17 seconds
> > > > > > > > > > > > > > > -Front door to Front door: 8 seconds
> > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > TRUTH WITH SPRINT
> > > > > > > > > > > > > > > -Flag to Flag: 14 seconds
> > > > > > > > > > > > > > > -Front door - Front door 6 seconds
> > > > > > > > > > > > > > >
> > > > > > > > > > > > > > > So it would see that sprinting is slightly faster than the base movement speed in H3 and does allow you to get to your destination slightly quicker
> > > > > > > > > > > > > > > at least according to these tests (please feel free to do your own)
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > Summary:
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > 1: You have an analog stick, choosing your pace is easy and not a trait enabled by sprint.
> > > > > > > > > > >
> > > > > > > > > > > 2: Indeed
> > > > > > > > > > >
> > > > > > > > > > > 3: There are multiple of ways to increase the travel time of a player other than to stretch a map, obstacles.
> > > > > > > > > > >
> > > > > > > > > > > 4: Not everything has to, it’s a design choice.
> > > > > > > > > > >
> > > > > > > > > > > 5: Map design metrics, the time you want someone to cross a section is dependant on the distance and speed. If speed is a constant then you need to adjust the distance.
> > > > > > > > > > > A varying speed between iterations but roughly the same time will mean varying distances, i.e stretching / scaling.
> > > > > > >
> > > > > > >
> > > > > > > .
> > > >
> > > >
> > > > I’m not actually suggesting that 125%-150% of BMS is not controllable. I’m suggesting that controlling one BMS from 0-150% of the default BMS for walking in Halo is what’s uncontrollable. That’s why it’s so much better and more consistent for gameplay purposes to walk at a normal pace of 0-100% of BMS using that handy, dandy analog stick… And only pressing that sweet sprint button to go faster when it’s actually needed; depending on the situation.
> > >
> > >
> > > However, sprint is far more dependant on situation than BMS ever will be, due to the restrictions it has.
> > >
> > > There were scenarios, not many but they existed, where you’d opt for sub-optimal speed with only BMS, but they were far less than with sprint present.
> > >
> > > Given the choice in the same game, in the same match.
> > > 125% BMS
> > > 0-100 and then 125% sprint.
> > > Who’d go for the latter?
> >
> >
> > I would… But honestly I would rather have a “dead sprint,” closer to 135-140% as a sprint speed than the 125% “jog,” anyway.
>
>
> You’d be sprinting around the map, weapons down while other players went for 125% BMS and full combat capabilities?
>
> You’d be enganging other players who have better strafing capabilities and who can actually chase you if you try to sprint away, dealing damage and so forth?
>
> Okay, I wouldn’t restrict myself with sprint if I had the option to have sprint speed and none of the downsides. That’s just me though.
>
> Sure, and I think I know why sprint isn’t that high over BMS.
> If that’s not just a general thing and instead aimed at the options: Whatever your Sprint speed is, it is the other’s BMS.
Sure under those conditions you made up then sprint may not be the ideal “choice”… But only if it wasn’t consistent for gameplay (meaning that some players wouldn’t have sprint and some would in the same exact game). I didn’t realize that you were suggesting that some players would be able to pick 0-125% BMS while others would then have to pick 0-100% BMS with 125% being Sprint. What I’m saying is I would rather everyone keeps the consistent pace for walking (like the way it is now for Halo 5) but have sprint be a 35-45% increase in that BMS because a 25% increase feels more like a jog than a dead sprint)
> 2535424788303202;11868:
> y does this thread still exist?
Because it’s clearly still an issue for some people
> 2533274832130936;11870:
> > 2535424788303202;11868:
> > y does this thread still exist?
>
>
> Because it’s clearly still an issue for some people
I think its been discussed more than enough 
> 2533274832130936;11867:
> > 2625759425619671;11866:
> > > 2535464451695009;11864:
> > > > 2625759425619671;11857:
> > > > > 2533274808466688;11856:
> > > > >
> > >
> > >
> > > 1) Uh, AAs usually weren’t pickups but Loadout options…
> > >
> > > 2) Also, what are your opinions of each original trilogy games’ multiplayer?
> > >
> > > 3) For campaign, after the first run, people don’t usually replay it because of story, but because it’s fun.
> > >
> > > 4) I mean, I still come back to Halo 3 because of The Ark, The Covenant, and Crow’s Nest, Tsavo Highway, and The Storm.
> > >
> > > 5) I still go back to CE because of Halo, The Silent Cartographer, that night mission, and Assault on the Control Room.
> > >
> > > 6) Halo 2’s mostly because of the Earth missions and Cairo Station. Most of those missions are so refreshing and unique because of their very open, but linear, structure and gameplay compared to other FPS titles, including recent Halo games. There’s no fluff, no super important story bits to interrupt gameplay, just sandboxes to let you do your thing. “Here’s the mission and its lead up, now go and do it yourself, soldier” is what the games are practically telling us.
> >
> >
> > 1) Are you absolutely sure that AA’s weren’t pickups anywhere in Halo Reach?
> >
> > 2) Since you asked- my thoughts (briefly) on the original trilogy games’ MP were:
> >
> > -Halo CE was fantastic but it was missing something.
> >
> > -Halo 2 was even more fantastic but was also missing something (sprint, which is almost got)
> >
> > -Halo 3 played very slow and wasn’t very fun for me (but it would have been a lot more fun if it had sprint)
>
>
> Just going to address points 1 and 2
>
> 1. That screenshot is from campaign not
> multiplayer, we are talking about multiplayer
> the only playlist in reach that had AA’s as map pickups was the MLG settings which also by the way had gasps no sprint
>
> 2. It just really seems like you just want a game with sprint and “movement options” for the player
> if that’s the case maybe halo isn’t the game for you
> If you’d like I could direct you to a verible plethora of other games that would accomodate your gaming needs
-
I posted proof that AA’s were pick ups in Reach… I didn’t say exactly where in the game that was- my point was that AA’s were experimented with as being pickups in Halo Reach and it wasn’t fun during campaign (nor would this be fun in Halo 6).
-
Oh so if I don’t 100% agree with you regarding one game mechanic you’re going to just let me to “go play something else,”?? Smh, get out of here with that bogus logic.
> 2535424788303202;11871:
> > 2533274832130936;11870:
> > > 2535424788303202;11868:
> > > y does this thread still exist?
> >
> >
> > Because it’s clearly still an issue for some people
>
>
> I think its been discussed more than enough 
Were that the case it wouldn’t still be discussed
> 2535439149692170;11712:
> Halo is not a tactical game. In fact the entire game is built upon the idea of providing a superhuman power trip to the player and this is accomplished by limiting(or outright eliminating) risk/reward gameplay mechanics.
>
> Let’s look at Halo’s core mechanics here.
>
> Rebounding health
> When HCE launched FPS games did not use rebounding health/shields they used health and shield pick ups. Pick ups created a very risk/reward heavy mechanic. You often had to decide whether you where on the defensive looking for health or on the offensive searching for players. With rebounding health Halo big time lessened the risk/reward of health decisions. All you had to do was wait a few seconds and your shields were back.
>
> Two Weapon Limit
> Again, when HCE launched FPS didn’t have two weapon limits. They let you carry all kinds of weapons at once. These weapons were usually incredibly niche. Halo limited you to two and then gave you more utilitarian type weapons. This lessened the risk/reward nature of weapon choices.
>
> Hotkey Nades
> Instead of having to scroll through a list to grenades, switch to them, throw them and then switch back to a weapon you just needed to press one button in Halo. This lessened the risk/reward of using grenades.
>
> Movement
> Unlike most games you don’t bloom and lose accuracy for moving, strafing or jumping. This totally removed the risk/reward of picking between movement and combat.
>
> Shooting
> You don’t bloom when you’re not aiming down sights. You don’t bloom due to ROF. There are no alt functions on weapons. The entirety of shooting is designed around not having risk/reward.
>
> These were the core pillars of Halo gameplay and they all strove to eliminate or lessen the importance of risk/reward gameplay. So…why does it make any sense to throw in one single mechanic that is entirely built around the concept of risk/reward? That mechanic would be actively working in the complete opposite direction of the rest of the mechanics in the game? Can someone explain to me how sprint being “tactical” is a good thing? How it providing risk/reward is a good thing?
>
> PS duel wielding, AAs, bloom, perks, loudouts, fall damge and equipment all providing risk/reward and they were all removed from Halo.
Still waiting on a response pro sprinters.
> 2535439149692170;11874:
> > 2535439149692170;11712:
> > Halo is not a tactical game. In fact the entire game is built upon the idea of providing a superhuman power trip to the player and this is accomplished by limiting(or outright eliminating) risk/reward gameplay mechanics.
> >
> > Let’s look at Halo’s core mechanics here.
> >
> > Rebounding health
> > When HCE launched FPS games did not use rebounding health/shields they used health and shield pick ups. Pick ups created a very risk/reward heavy mechanic. You often had to decide whether you where on the defensive looking for health or on the offensive searching for players. With rebounding health Halo big time lessened the risk/reward of health decisions. All you had to do was wait a few seconds and your shields were back.
> >
> > Two Weapon Limit
> > Again, when HCE launched FPS didn’t have two weapon limits. They let you carry all kinds of weapons at once. These weapons were usually incredibly niche. Halo limited you to two and then gave you more utilitarian type weapons. This lessened the risk/reward nature of weapon choices.
> >
> > Hotkey Nades
> > Instead of having to scroll through a list to grenades, switch to them, throw them and then switch back to a weapon you just needed to press one button in Halo. This lessened the risk/reward of using grenades.
> >
> > Movement
> > Unlike most games you don’t bloom and lose accuracy for moving, strafing or jumping. This totally removed the risk/reward of picking between movement and combat.
> >
> > Shooting
> > You don’t bloom when you’re not aiming down sights. You don’t bloom due to ROF. There are no alt functions on weapons. The entirety of shooting is designed around not having risk/reward.
> >
> > These were the core pillars of Halo gameplay and they all strove to eliminate or lessen the importance of risk/reward gameplay. So…why does it make any sense to throw in one single mechanic that is entirely built around the concept of risk/reward? That mechanic would be actively working in the complete opposite direction of the rest of the mechanics in the game? Can someone explain to me how sprint being “tactical” is a good thing? How it providing risk/reward is a good thing?
> >
> > PS duel wielding, AAs, bloom, perks, loudouts, fall damge and equipment all providing risk/reward and they were all removed from Halo.
>
>
> Still waiting on a response pro sprinters.
Don’t hold your breath
all you’ll get is
immersion, lore, combat predictability and player expectation As answers, along with segue tangents that have nothing to due with the actual topic
> 2535424788303202;11871:
> > 2533274832130936;11870:
> > > 2535424788303202;11868:
> > > y does this thread still exist?
> >
> >
> > Because it’s clearly still an issue for some people
>
>
> I think its been discussed more than enough 
I agree, sprint should be out by now. What are 343 waiting for?
[deleted]
> 2535464451695009;11877:
> > 2625759425619671;11866:
> > > 2535464451695009;11864:
> > > > 2625759425619671;11857:
> > > > > 2533274808466688;11856:
> > > > >
> > >
> > >
> > > 1) Uh, AAs usually weren’t pickups but Loadout options…
> > >
> > > 2) Also, what are your opinions of each original trilogy games’ multiplayer?
> > >
> > > 3) For campaign, after the first run, people don’t usually replay it because of story, but because it’s fun.
> > >
> > > 4) I mean, I still come back to Halo 3 because of The Ark, The Covenant, and Crow’s Nest, Tsavo Highway, and The Storm.
> > >
> > > 5) I still go back to CE because of Halo, The Silent Cartographer, that night mission, and Assault on the Control Room.
> > >
> > > 6) Halo 2’s mostly because of the Earth missions and Cairo Station. Most of those missions are so refreshing and unique because of their very open, but linear, structure and gameplay compared to other FPS titles, including recent Halo games. There’s no fluff, no super important story bits to interrupt gameplay, just sandboxes to let you do your thing. “Here’s the mission and its lead up, now go and do it yourself, soldier” is what the games are practically telling us.
> >
> >
> > 1) Are you absolutely sure that AA’s weren’t pickups anywhere in Halo Reach?
> >
> > 4) I also liked Halo 3’s campaign/story a lot and thought it had the series’ best cutscenes… The only thing I really didn’t like about levels such as The Ark were having to walk so slowly across just large expanses of space (something sprint would have fixed)
>
>
> 1) I didn’t say there weren’t any… I said there usually weren’t any. Big difference. Even then, I don’t remember Reach multiplayer having any pickups in the normal playlists (I never played Arena or MLG). Also, that box the AAs are in is only in campaign. Don’t twist my words.
>
> 4) There was an abundance of vehicles so how could you be walking through the whole thing? The level was specifically designed for vehicle gameplay, not walking. Even on LASO solo I had a vehicle around. Sure it wasn’t in the best condition, but I still had something to use. Unless you’re absolute trash at gaming (not directed at you), I don’t see why you wouldn’t have vehicles available
-
Fair enough- I didn’t actually say what you said either, I just posted a picture of AA’s as pickups from the campaign of Reach because it was relevant to our discussion. The point of doing that wasn’t to spite you or anything… It was just to demonstrate that we as fans have already gotten a taste of AA’s as pickups in Halo and I don’t think it was very good either. But relax I’m not trying to twist your words- at the very worst it was just a misunderstanding.
-
If you remember there was an achievement on MCC for completing The Ark level on Legendary without getting into a vehicle… It was called: Who Needs Them? and it was buggy because it didn’t want to unlock so skill level didn’t have much to do with it. There was a lot of walking time involved by completing this level over and over and all that would have been so much more bearable with sprint.
[deleted]
> 2535464451695009;11879:
> > 2625759425619671;11878:
> > > 2535464451695009;11877:
> > > > 2625759425619671;11866:
> > > > > 2535464451695009;11864:
> > > > > > 2625759425619671;11857:
> > > > > > > 2533274808466688;11856:
> > > > > > >
> > > > >
> > > > >
> > > > > 1) Uh, AAs usually weren’t pickups but Loadout options…
> > > > >
> > > > > 2) Also, what are your opinions of each original trilogy games’ multiplayer?
> > > > >
> > > > > 3) For campaign, after the first run, people don’t usually replay it because of story, but because it’s fun.
> > > > >
> > > > > 4) I mean, I still come back to Halo 3 because of The Ark, The Covenant, and Crow’s Nest, Tsavo Highway, and The Storm.
> > > > >
> > > > > 5) I still go back to CE because of Halo, The Silent Cartographer, that night mission, and Assault on the Control Room.
> > > > >
> > > > > 6) Halo 2’s mostly because of the Earth missions and Cairo Station. Most of those missions are so refreshing and unique because of their very open, but linear, structure and gameplay compared to other FPS titles, including recent Halo games. There’s no fluff, no super important story bits to interrupt gameplay, just sandboxes to let you do your thing. “Here’s the mission and its lead up, now go and do it yourself, soldier” is what the games are practically telling us.
> > > >
> > > >
> > > > 1) Are you absolutely sure that AA’s weren’t pickups anywhere in Halo Reach?
> > > >
> > > > 4) I also liked Halo 3’s campaign/story a lot and thought it had the series’ best cutscenes… The only thing I really didn’t like about levels such as The Ark were having to walk so slowly across just large expanses of space (something sprint would have fixed)
> > >
> > >
> > > 1) I didn’t say there weren’t any… I said there usually weren’t any. Big difference. Even then, I don’t remember Reach multiplayer having any pickups in the normal playlists (I never played Arena or MLG). Also, that box the AAs are in is only in campaign. Don’t twist my words.
> > >
> > > 4) There was an abundance of vehicles so how could you be walking through the whole thing? The level was specifically designed for vehicle gameplay, not walking. Even on LASO solo I had a vehicle around. Sure it wasn’t in the best condition, but I still had something to use. Unless you’re absolute trash at gaming (not directed at you), I don’t see why you wouldn’t have vehicles available
> >
> >
> > 1) Fair enough- I didn’t actually say what you said either, I just posted a picture of AA’s as pickups from the campaign of Reach because it was relevant to our discussion. The point of doing that wasn’t to spite you or anything… It was just to demonstrate that we as fans have already gotten a taste of AA’s as pickups in Halo and I don’t think it was very good either. But relax I’m not trying to twist your words- at the very worst it was just a misunderstanding.
> >
> > 4) If you remember there was even an achievement on MCC for completing The Ark on Legendary without getting into a vehicle… It was called: Who Newman them and it was buggy because it didn’t want to unlock so skill level didn’t have much to do with it. There was a lot of walking time involved that would have been so much more bearable with sprint.
>
>
> 1) I was just stating some facts and recollections to add to the discussion, nothing about what you said.
>
> 4) I don’t even have an Xbox One, so I wouldn’t know. The only Halo games (and DLC) I didn’t buy were the the things that came after the Crimson Map Pack from Halo 4, and the limited editions of both Halo 2 and 4.
-
Okay so to remain on topic and constructive I’m interested to know- How do you feel AA pickups worked in Reach? Based upon how well you think they did or did not work in Reach, do you think 343i should consider implementing AA’s as pickups like that in competitive multiplayer for Halo 6? I don’t think they were executed well in Reach, but I’m curious to know your opinion on the matter.
-
Aha, silly auto-fill on the phone… I see you actually caught my post in your quote right before I went back and edited the typo “Who Newman,” to the correct title of that achievement: “Who Needs Them?”… Well thanks for responding time so quickly anyhow. I mean in hindsight you make a good point that the original Halo 3 had no reason as to why not use vehicles in that level. My more recent memories were such that a great deal of frustration came out of playing that level on solo legendary over and over without being able to use vehicles because of the stipulations of that mostly broken achievement… I mean who wouldn’t be frustrated after completing the requirements of such a genuinely difficult and time consuming achievement over and over just to hope it’ll eventually unlock? This frustration for me was just exasperated for me because there wasn’t any sprint to help it go by faster. It wasn’t just me either- you can read about the shared frustrations of the community on this one here in the forums.
If I’m not mistaken, this achievement is still one of the very few left on the MCC Chinese version that remain completely unobtainable. I can only imagine the shared frustrations of some the greatest Halo achievement hunters such as: Berserk on XBL and EX Slay3r that spent a great deal of time and money to purchase and set up their Chinese XB1’s just to complete those achievements only to fall short over something like a glitched achievement that involves walking across The Ark level for over 45 minutes at a time on Legendary and to keep on doing that over and over and over just to finally have to accept that it’s broken (as per TrueAchievements).
> 2625759425619671;11880:
> 4) Aha, silly auto-fill on the phone… I see you actually caught my post in your quote right before I went back and edited the typo “Who Newman,” to the correct title of that achievement: “Who Needs Them?”… Well thanks for responding time so quickly anyhow. I mean in hindsight you make a good point that the original Halo 3 had no reason as to why not use vehicles in that level. My more recent memories were such that a great deal of frustration came out of playing that level on solo legendary over and over without being able to use vehicles because of the stipulations of that mostly broken achievement… I mean who wouldn’t be frustrated after completing the requirements of such a genuinely difficult and time consuming achievement over and over just to hope it’ll eventually unlock? This frustration for me was just exasperated for me because there wasn’t any sprint to help it go by faster. It wasn’t just me either- you can read about the shared frustrations of the community on this one here in the forums. If I’m not mistaken, this achievement is still one of the very few left on the MCC Chinese version that remain completely unobtainable.
However, a badly designed achievement is not a reason to defend sprint, but a reason to demand better achievements.
> 2533274825830455;11881:
> > 2625759425619671;11880:
> > 4) Aha, silly auto-fill on the phone… I see you actually caught my post in your quote right before I went back and edited the typo “Who Newman,” to the correct title of that achievement: “Who Needs Them?”… Well thanks for responding time so quickly anyhow. I mean in hindsight you make a good point that the original Halo 3 had no reason as to why not use vehicles in that level. My more recent memories were such that a great deal of frustration came out of playing that level on solo legendary over and over without being able to use vehicles because of the stipulations of that mostly broken achievement… I mean who wouldn’t be frustrated after completing the requirements of such a genuinely difficult and time consuming achievement over and over just to hope it’ll eventually unlock? This frustration for me was just exasperated for me because there wasn’t any sprint to help it go by faster. It wasn’t just me either- you can read about the shared frustrations of the community on this one here in the forums.
> >
> > If I’m not mistaken, this achievement is still one of the very few left on the MCC Chinese version that remain completely unobtainable. I can only imagine the shared frustrations of some the greatest Halo achievement hunters such as: Berserk on XBL and EX Slay3r that spent a great deal of time and money to purchase and set up their Chinese XB1’s just to complete those achievements only to fall short over something like a glitched achievement that involves walking across The Ark level for over 45 minutes at a time on Legendary and to keep on doing that over and over and over just to finally have to accept that it’s broken (as per TrueAchievements).
>
>
> However, a badly designed achievement is not a reason to defend sprint, but a reason to demand better achievements.
I will concede that, for sure because I understand that not everyone would agree with my opinions here…
To clarify- for me I see this as something that sprint could have helped with (but I admit it wouldn’t have fixed the broken achievement itself; rather it just would have made all those walking attempts much faster and more bearable) But also as someone who has unlocked every single Halo achievement to date (And the creator of the Waypoint Halo GamerScore Leaderboard), the source of my real frustrations with that achievement were two-fold including:
a) The level of time and difficulty required to spend trying to unlock the achievement (despite meeting the requirements correctly over and over on each run that took about 45 minutes a piece) and
b) The fact that sprint could have cut down on those walking times significantly… And even if the achievement wasn’t bugged and there was but only one play-through required then sprint still would have helped make an ~45 minute play through significantly shorter.
> 2533274795123910;11858:
> > 2625759425619671;11854:
> > > 2533274795123910;11852:
> > > > 2625759425619671;11850:
> > > > > 2533274795123910;11849:
> > > > > > 2625759425619671;11829:
> > > > > > > 2533274795123910;11828:
> > > > > > > > 2625759425619671;11823:
> > > > > > > > > 2533274795123910;11821:
> > > > > > > > > > 2625759425619671;11816:
> > > > > > > > > > > 2533274808669104;11810:
> > > > > > > > > > > > 2625759425619671;11809:
> > > > > > > > > > > > > 2533274832130936;11808:
> > > > > > > > > > > > > So I couldn’t find the video so I just jumped on and did some tests myself
> > > > > > > > > > > > > For this test I calculated movement times on heretic in H3 on MCC and in Truth on H5 with and without sprint
> > > > > > > > > > > > >
> > > > > > > > > > > > > I measure distance/time from flag to flag running through pink 2 and from front door to front door on heretic
> > > > > > > > > > > > > and I measured distance/time from flag to flag running through pink 2 and front door to front door on truth
> > > > > > > > > > > > >
> > > > > > > > > > > > > i did several tests per movement so I will take the shortest time for each test
> > > > > > > > > > > > >
> > > > > > > > > > > > > HERITIC
> > > > > > > > > > > > > -Flag to Flag: 15 seconds
> > > > > > > > > > > > > -Front door - Front Door 6 seconds
> > > > > > > > > > > > >
> > > > > > > > > > > > > TRUTH NO SPRINT
> > > > > > > > > > > > > -Flag to Flag: 17 seconds
> > > > > > > > > > > > > -Front door to Front door: 8 seconds
> > > > > > > > > > > > >
> > > > > > > > > > > > > TRUTH WITH SPRINT
> > > > > > > > > > > > > -Flag to Flag: 14 seconds
> > > > > > > > > > > > > -Front door - Front door 6 seconds
> > > > > > > > > > > > >
> > > > > > > > > > > > > So it would see that sprinting is slightly faster than the base movement speed in H3 and does allow you to get to your destination slightly quicker
> > > > > > > > > > > > > at least according to these tests (please feel free to do your own)
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > Summary:
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > 1: You have an analog stick, choosing your pace is easy and not a trait enabled by sprint.
> > > > > > > > >
> > > > > > > > > 2: Indeed
> > > > > > > > >
> > > > > > > > > 3: There are multiple of ways to increase the travel time of a player other than to stretch a map, obstacles.
> > > > > > > > >
> > > > > > > > > 4: Not everything has to, it’s a design choice.
> > > > > > > > >
> > > > > > > > > 5: Map design metrics, the time you want someone to cross a section is dependant on the distance and speed. If speed is a constant then you need to adjust the distance.
> > > > > > > > > A varying speed between iterations but roughly the same time will mean varying distances, i.e stretching / scaling.
> > > > >
> > > > >
> > > > > .
> >
> >
> > I’m not actually suggesting that 125%-150% of BMS is not controllable. I’m suggesting that controlling one BMS from 0-150% of the default BMS for walking in Halo is what’s uncontrollable. That’s why it’s so much better and more consistent for gameplay purposes to walk at a normal pace of 0-100% of BMS using that handy, dandy analog stick… And only pressing that sweet sprint button to go faster when it’s actually needed; depending on the situation.
>
>
> However, sprint is far more dependant on situation than BMS ever will be, due to the restrictions it has.
>
> There were scenarios, not many but they existed, where you’d opt for sub-optimal speed with only BMS, but they were far less than with sprint present.
>
> Given the choice in the same game, in the same match.
> 125% BMS
> 0-100 and then 125% sprint.
> Who’d go for the latter?
125 BMS doesn’t sound bad. We would need to test it though.