The sprint discussion thread

> 2533274887665513;13978:
> > 2535470314519336;13975:
> > > 2533274968894951;13974:
> > > The problem with sprint is that it’s very difficult to get rid of at this point. Sprint has now been a baseline trait for two games, ever since 2012. Microsoft would break the continuity of the franchise by switching back and forth with the mobility system. They see sprint as ‘‘an evolution of the franchise’’ even when they probably know that sprint itself was a bad idea, they wouldn’t admit it by removing it. There is no turning back for Microsoft. As much as I want to see Sprint disappear forever from Halo, it’s not going to happen any time soon.
> >
> > The community gets more divided every halo game released tho, so it wouldn’t do much harm if they were to simply release a game that doesn’t have sprint.
> > Hell we could do more good than bad, we could rejoin the community. Everybody would be hyped.
> > Remember the hype at E3 2014, about the MCC. Weren’t you just thinking “halo is back halo is back halo is back halo is back halo is back”???
> > Imagine that again, where the community would be sooo darn hyped!
>
> Exactly! I am sick of people saying “Halo had to evolve”. Didn’t they notice the ridiculous hype for MCC? People still love classic Halo, it never lost it’s relevance. Plus they always talk about trying to be more competitive in the market, well, there isn’t a single game that offers what classic Halo did these days. Were a classic Halo released, it would fill a huge void and nice in the market that currently isn’t being filled. There would be no competition because there is no game that does what classic Halo does.
> Cod fans will play Cod. Battlefield fans will play Battlefield. Why can’t Halo fans play Halo right now? While these are all FPS games, they are essentially different genres since they offer very different experiences. Neither game is better, they are just different and trying to compete with them is idiotic. And once again, 343 please study this thread!

There’s a reason the new COD is also going back to World War 2. COD’s players liked the series because they liked the realistic, relatable settings. Remember all the hype coming from them (incorrectly) describing COD as the most realistic war game. Adding in the Sci-fi elements and shifting the gameplay to over-the-top action has had a negative effect on its community. The series itself is still huge on xbox, and in the UK there are no less than 5 COD games above Halo 5 in the most played list. 3 of which do not have the new thruster gameplay, and are “classic/old” COD games. Though they aren’t weighed down by broken systems and tied to 4 other games like the MCC is.

It’s worth noting that it was actually a new Dev coming in to the series that made those changes. It’s also worth noting that Battlefield 1, Overwatch, Battlefront, and R6: Siege all have much healthier communities over here. Communities that have sprung up because those games offer an alternative to COD. I think if Halo 2A had a stand alone release (with its own playlist set) and with a promise of more map remakes for free as time goes by (like how Modern Warfare was treated) that people would be surprised how well it would do. The same I think would happen with a stand alone Halo 3A title too. Both would be easy and cheaper options than turning Halo 6 in to a traditional Halo title, and could show the strength of that gameplay. Worse case, classic fans would get a game dedicated to them that isn’t as poorly planned and executed as MCC.

> 2533274887665513;14001:
> > 2533274866652866;13999:
> > I think the spartan abilities are fine expect spartan charge.
>
> Nope. Unless you enjoy massive maps. The spartan abilities inherently turn close quarters areas into a cluster ****. I don’t really want every map to be a super open wide area designed for a movement speed I can’t shoot with. It’s clunky and unnecessary. I just don’t see how anyone can find it fun to have to drop their gun to move at max speed in a game that is trying to reflect Arena FPS design. Even if you could shoot while sprinting and thrusting, it’s just so unnecessary and only complicates the game while not really adding any depth. I can’t stress enough, designing maps for sprint and thrusters is a -Yoink-! A map designer should be able to say that to get from this piece of cover to that piece they will be shot X number of times in a 1v1 situation by the magnum for example. Once again you can’t have any sort of controlled map flow without over-scaling. It’s incredibly hard to design a map well for all the complicated factors that H5s movement system provides. I’m not saying the game must be 100% predictable! I am just saying it shouldn’t be the mess that Halo 5 is. Weapons balancing is also more complex when the movement system is like it is.
>
> If you still like the abilities that is your decision. The points in this thread have been made. In my opinion the abilities are fundamentally broken when paired with Halo’s core formula. I have never seen a good argument for sprint and considering it had to change the rest of the game, I would say it is the mechanic that doesn’t belong. I don’t know one good designer in the Forge community that likes spartan abilities. I know plenty of Forgers that gave up because of them though. I just want a simple, fun balanced game with no -Yoink- but I know we wont get one because players in 2017 expect every game to include every mechanic that is in every other game. Right? (sorry for the sarcasm but I am done with dumbness)

OK, im not sure calling people dumb or their statements dumb is necessary. I considered on a lot of points that you made they were good points. So i ask this a lot, if you were to make a halo game right after halo 3 what would you put in take out?

> 2533274866652866;14005:
> > 2533274887665513;14001:
> > > 2533274866652866;13999:
> > > I think the spartan abilities are fine expect spartan charge.
> >
> > Nope. Unless you enjoy massive maps. The spartan abilities inherently turn close quarters areas into a cluster ****. I don’t really want every map to be a super open wide area designed for a movement speed I can’t shoot with. It’s clunky and unnecessary. I just don’t see how anyone can find it fun to have to drop their gun to move at max speed in a game that is trying to reflect Arena FPS design. Even if you could shoot while sprinting and thrusting, it’s just so unnecessary and only complicates the game while not really adding any depth. I can’t stress enough, designing maps for sprint and thrusters is a -Yoink-! A map designer should be able to say that to get from this piece of cover to that piece they will be shot X number of times in a 1v1 situation by the magnum for example. Once again you can’t have any sort of controlled map flow without over-scaling. It’s incredibly hard to design a map well for all the complicated factors that H5s movement system provides. I’m not saying the game must be 100% predictable! I am just saying it shouldn’t be the mess that Halo 5 is. Weapons balancing is also more complex when the movement system is like it is.
> >
> > If you still like the abilities that is your decision. The points in this thread have been made. In my opinion the abilities are fundamentally broken when paired with Halo’s core formula. I have never seen a good argument for sprint and considering it had to change the rest of the game, I would say it is the mechanic that doesn’t belong. I don’t know one good designer in the Forge community that likes spartan abilities. I know plenty of Forgers that gave up because of them though. I just want a simple, fun balanced game with no -Yoink- but I know we wont get one because players in 2017 expect every game to include every mechanic that is in every other game. Right? (sorry for the sarcasm but I am done with dumbness)
>
> OK, im not sure calling people dumb or their statements dumb is necessary. I considered on a lot of points that you made they were good points. So i ask this a lot, if you were to make a halo game right after halo 3 what would you put in take out?

Take out:
Dual wielding for multiplayer only. Keep it for customs, campaign for variety etc etc
That really is about it.

Put in:
Reach ranks for armour progression, but keep H3 skill ranking.
Invasion and other new gametypes
Bigger better forge (done in H5)
Add new power ups (melee overcharge, speed boosts) the same way OS and camo are as is.

Tweak (this is key):
Increase base speed to the same relative speed as in the MLG H3 settings
Have all weapons be hitscan as they were in H2 (this is very subjective, but I personally think H2 had this right, it feels faster and more responsive than 3).
Certain equipment, imo bubble shield and the emp size should be reduced on arena maps. Magnum needs to be like it is in H5.

Other than this, the rest is fine from memory. I will have to play H3 again in MCC to be 100% sure though.

It really is that simple. 343 made a huge mistake basing Halo 4 and 5’s gameplay, a sequel to the “Main” trilogy, off of Reach which was a spinoff and a “last hurrah” of Bungies ideas. Bungie did not design Reach with the intention of making a Halo 4 on top of it. In their vidocs they are very clear by saying they put ideas in that “would not work in the original trilogy” into Reach as it was their last Halo game. Furthermore, Battlefield 1 has now set the trend of FPS games going back to their roots. Call of Duty is now officially going back to a WW2 theme, making all their fans rejoice. Yet Halo, is now stuck due to catering to an audience who hated the classic halo and want fancy animations without understanding their actual impacts on Halo’s gameplay. Halo had fast gameplay long before sprint, thrusters etc etc. There is a reason why both the fan made halo games from scratch (installation 01, project contingency-google them) , are opting for the classic formula over the “New” one.

> 2547348539238747;14004:
> > 2533274887665513;13978:
> > > 2535470314519336;13975:
> > > > 2533274968894951;13974:
> > > > The problem with sprint is that it’s very difficult to get rid of at this point. Sprint has now been a baseline trait for two games, ever since 2012. Microsoft would break the continuity of the franchise by switching back and forth with the mobility system. They see sprint as ‘‘an evolution of the franchise’’ even when they probably know that sprint itself was a bad idea, they wouldn’t admit it by removing it. There is no turning back for Microsoft. As much as I want to see Sprint disappear forever from Halo, it’s not going to happen any time soon.
> > >
> > > The community gets more divided every halo game released tho, so it wouldn’t do much harm if they were to simply release a game that doesn’t have sprint.
> > > Hell we could do more good than bad, we could rejoin the community. Everybody would be hyped.
> > > Remember the hype at E3 2014, about the MCC. Weren’t you just thinking “halo is back halo is back halo is back halo is back halo is back”???
> > > Imagine that again, where the community would be sooo darn hyped!
> >
> > Exactly! I am sick of people saying “Halo had to evolve”. Didn’t they notice the ridiculous hype for MCC? People still love classic Halo, it never lost it’s relevance. Plus they always talk about trying to be more competitive in the market, well, there isn’t a single game that offers what classic Halo did these days. Were a classic Halo released, it would fill a huge void and nice in the market that currently isn’t being filled. There would be no competition because there is no game that does what classic Halo does.
> > Cod fans will play Cod. Battlefield fans will play Battlefield. Why can’t Halo fans play Halo right now? While these are all FPS games, they are essentially different genres since they offer very different experiences. Neither game is better, they are just different and trying to compete with them is idiotic. And once again, 343 please study this thread!
>
> There’s a reason the new COD is also going back to World War 2. COD’s players liked the series because they liked the realistic, relatable settings. Remember all the hype coming from them (incorrectly) describing COD as the most realistic war game. Adding in the Sci-fi elements and shifting the gameplay to over-the-top action has had a negative effect on its community. The series itself is still huge on xbox, and in the UK there are no less than 5 COD games above Halo 5 in the most played list. 3 of which do not have the new thruster gameplay, and are “classic/old” COD games. Though they aren’t weighed down by broken systems and tied to 4 other games like the MCC is.
>
> It’s worth noting that it was actually a new Dev coming in to the series that made those changes. It’s also worth noting that Battlefield 1, Overwatch, Battlefront, and R6: Siege all have much healthier communities over here. Communities that have sprung up because those games offer an alternative to COD. I think if Halo 2A had a stand alone release (with its own playlist set) and with a promise of more map remakes for free as time goes by (like how Modern Warfare was treated) that people would be surprised how well it would do. The same I think would happen with a stand alone Halo 3A title too. Both would be easy and cheaper options than turning Halo 6 in to a traditional Halo title, and could show the strength of that gameplay. Worse case, classic fans would get a game dedicated to them that isn’t as poorly planned and executed as MCC.

Looks like you beat me to that point!

To add to this, if the original Halo trilogy was ported over to Steam on the PC (like Halo wars) it will massively boost the Halo community. The biggest FPS on PC right now is CSGO. Battlefield, CoD etc are smaller on PC due to this. As compared to CS, they aren’t unique enough. Classic Halo on the other hand? There is nothing on PC quite like it. Sure, you have similar games, but none have gameplay quite the style of classic Halo. Then, bring the reast of the Halo series to PC, in hype for Halo 6. Halo 6, if it has classic gameplay, will boom on both the XBox one and PC. This is the best way to bring Halo back to the top. And none of it involves “modern mechanics”.

Again, ill use battlefield as an example. As soon as battlefield adopted all this nonesense lock on tracker electronic warfare garbage in BF3, the game got stale way too quickly. Why? Because it detracted from the BFBC2 style, of having a team mate fire a tracer onto your vehicle target, which you then lock onto. BF3 was a solo player/youtube montagers dream, and an old school Battlefield fans nightmare. This was worsened in BF4.

Another example, Gears of war. Everyone knows how massive gears 3 was. Everyone also knows how bad judgement was in regard to changes (much like Reach!). What did the coalition do in gears 4? Right, they followed the “classic” gears 3 formula instead of the despised Judgement one. Unlike 343 who have now tried to force the hated additions to work, tearing the community apart as a result. Many of my long time Halo playing friends completely dropped Halo and Xbox after Halo 4, and switched to PC as a result. I’m sure many others did the same.

There literally is no reason to stubbornly stand by the new formula, the classic never failed, the new one has three times straight. How did it fail in Halo 5? It is so obvious, with a WHOLE PLAYLIST dedicated just to TESTING how they can “improve” the formula in Halo 5. Not to mention how they had to redesign the whole game around the changes to begin with…wasting dev time that could of been spent on new game modes and such…

[deleted]

[deleted]

[deleted]

> 2533274887665513;14009:
> > 2533274866652866;14005:
> > > 2533274887665513;14001:
> > > > 2533274866652866;13999:
> > > > I think the spartan abilities are fine expect spartan charge.
> > >
> > > I just want a simple, fun balanced game with no -Yoink- but I know we wont get one because players in 2017 expect every game to include every mechanic that is in every other game. Right? (sorry for the sarcasm but I am done with dumbness)
> >
> > OK, im not sure calling people dumb or their statements dumb is necessary. I considered on a lot of points that you made they were good points. So i ask this a lot, if you were to make a halo game right after halo 3 what would you put in take out?
>
> Oh sorry you read it that way. I was calling the mechanics dumb not you. Bad wording on my part lol.
> I think you would take the core of Halo 3, make certain weapons less random (looking at you BR) and introduce more modes, maps and pickups. I think Reach and Halo 4 introduced some cool abilities, I just didn’t like them used as Loadouts. I think AAs with limited use instead of infinitely recharging after equipping would be awesome as map pickups. Modes like Invasion and Dominion had some cool potential but never got much of a fleshed out map set. Firefight should have continued to add more customization rather than be changed entirely into… Warzone Firefight (YUCK!). Remember the idea for Firefight VS in Reach? You would have playable characters on both the Spartan and Covenant team. This could have been developed further. As well as classic infection, maybe add some crazy flood mode where you play as different forms. More Forge support and things like the custom browser are great! Give mini games some more love. And take the best community maps and turn them into dev maps. These are just a few ideas off the top of my head.
> The point is that I think Halo should have continued to develop and grow while maintaining its core formula rather than just changing the core game every damn title.

For me AAs were always fixable by limiting their use to map pick ups (that drop upon death as any vehicle/weapon does) or by tying their use to the shields (i.e. powered by shields) making their use a trade off or dangerous to use at the wrong time or to attempt to spam during a fight.

Very simple solutions to progress the gameplay without doing what 343i are doing.

> 2533274887665513;14008:
> > 2533274825830455;14003:
> > I wonder, does this imply that you know forgers who like Spartan Abilities, but think they are bad? Or is it just to deflect anyone hypothetical person who might admit to being a forger, and also happens to like Spartan Abilities? It comes off as slightly pretentious when you phrase it like that. You’re not going to convince anyone who doesn’t already agree with you with that.
>
> I could have perhaps worded it differently but it’s unfortunately the truth from my experience. Put it this way, a critical map designer, and I mean one who really looks closely at how their map will flow and play, will want to have as much control as possible over their design. They want to have a strong influence on travel times around a map and also control over distance from cover to cover.
>
> Risk vs Reward is huge in map design. I might want to say that getting from here to here is very fast and a player wont be able to 5 shot you in that time, or I could have an open area where Rockets spawn and I will want to make that area larger, but not too large that it is a completely irrelevant position when Rockets are not up. Because people can zip in and out with the abilities faster than I would like, I have to make that Rocket spawn area larger and more dangerous than ideal to involve the intended level of risk. This area is now way too large however to be a good position to fight in when not sprinting so it becomes more redundant than I wanted for the most part of the game.
>
> Large open areas are uninteresting to fight in, you need some sort of cover or geometry to play with to make an encounter interesting, but now with the spartan abilities, it can be incredibly frustrating to finish kills in tighter areas due to how easy it is to get away. Preventing shields from recharging with sprint helps but it doesn’t entirely get rid of the issue.
>
> So many Forge maps I play these days feel horrendously over-scaled and it means that most pistol duels take place on open ground with absolutely no map geometry breaking up encounters in interesting ways. On the opposite end of the spectrum are maps that are more reminiscent of classic scale but in this game sadly come off as under-scaled because they become too AR heavy, Rockets, Shotguns and a bunch of other weapons can’t be used because they will be too strong and finishing kills can be painfully hard at times when people can disappear so quickly.
>
> Therefore, to Forge for this game you have to struggle to find a middle ground that barely exists between the two situations I described. Damn near every Forger I know can’t stand scaling for Halo 5’s sandbox and I can’t blame them. The movement system and the resulting weapon balancing becomes incredibly limiting to map design.

And I don’t doubt that the forgers you know find that troublesome. But what this explanation also show is that they don’t like it because they would like to create gameplay in the Halo tradition. And while that tradition has many aspects that can be argued to be preferable from a certain standpoint, I find it troublesome to call a map designer who doesn’t find the unorthodox gameplay uninteresting a “bad” designer. A good designer understands the consequences of giving the player lots of freedom, but they can still find that sort of gameplay interesting.

That’s the problem I have with relating people’s skill to their preferences, and it carries further than just people’s ability to create maps. I’m equally annoyed by people deflecting criticism towards Spartan Abilities with “I don’t think you know how to use them”. Questioning people’s skills due to the opinions they have has never brought anything worthwhile into any debate I’ve ever been part of.

> 2533274825830455;14012:
> > 2533274887665513;14008:
> > > 2533274825830455;14003:
> > > I wonder, does this imply that you know forgers who like Spartan Abilities, but think they are bad? Or is it just to deflect anyone hypothetical person who might admit to being a forger, and also happens to like Spartan Abilities? It comes off as slightly pretentious when you phrase it like that. You’re not going to convince anyone who doesn’t already agree with you with that.
> >
> > I could have perhaps worded it differently but it’s unfortunately the truth from my experience. Put it this way, a critical map designer, and I mean one who really looks closely at how their map will flow and play, will want to have as much control as possible over their design. They want to have a strong influence on travel times around a map and also control over distance from cover to cover.
> >
> > Risk vs Reward is huge in map design. I might want to say that getting from here to here is very fast and a player wont be able to 5 shot you in that time, or I could have an open area where Rockets spawn and I will want to make that area larger, but not too large that it is a completely irrelevant position when Rockets are not up. Because people can zip in and out with the abilities faster than I would like, I have to make that Rocket spawn area larger and more dangerous than ideal to involve the intended level of risk. This area is now way too large however to be a good position to fight in when not sprinting so it becomes more redundant than I wanted for the most part of the game.
> >
> > Large open areas are uninteresting to fight in, you need some sort of cover or geometry to play with to make an encounter interesting, but now with the spartan abilities, it can be incredibly frustrating to finish kills in tighter areas due to how easy it is to get away. Preventing shields from recharging with sprint helps but it doesn’t entirely get rid of the issue.
> >
> > So many Forge maps I play these days feel horrendously over-scaled and it means that most pistol duels take place on open ground with absolutely no map geometry breaking up encounters in interesting ways. On the opposite end of the spectrum are maps that are more reminiscent of classic scale but in this game sadly come off as under-scaled because they become too AR heavy, Rockets, Shotguns and a bunch of other weapons can’t be used because they will be too strong and finishing kills can be painfully hard at times when people can disappear so quickly.
> >
> > Therefore, to Forge for this game you have to struggle to find a middle ground that barely exists between the two situations I described. Damn near every Forger I know can’t stand scaling for Halo 5’s sandbox and I can’t blame them. The movement system and the resulting weapon balancing becomes incredibly limiting to map design.
>
> And I don’t doubt that the forgers you know find that troublesome. But what this explanation also show is that they don’t like it because they would like to create gameplay in the Halo tradition. And while that tradition has many aspects that can be argued to be preferable from a certain standpoint, I find it troublesome to call a map designer who doesn’t find the unorthodox gameplay uninteresting a “bad” designer. A good designer understands the consequences of giving the player lots of freedom, but they can still find that sort of gameplay interesting.
>
> That’s the problem I have with relating people’s skill to their preferences, and it carries further than just people’s ability to create maps. I’m equally annoyed by people deflecting criticism towards Spartan Abilities with “I don’t think you know how to use them”. Questioning people’s skills due to the opinions they have has never brought anything worthwhile into any debate I’ve ever been part of.

Slaphead also showed how hard it is to design map with new gameplay even if you like it though (second paragraph). Whether or not you like the new features, in order for gameplay to be balanced/similar to dev maps in terms of “pace” it takes a lot of tweaking, or else we will have Halo Reach-like sprint and other negative effects for the rest of the abilites. Imagine how “OP” thruster pack would be if hallways/lanes were not widened? Dodging grenades and escaping would be far easier than it already is.

Preferences aside, I’m sure both sides of this can agree the classic gameplay is more modular, allowing for more variations on map design. This is very easily evident when you compare classic maps to 343s balanced H5 maps. H5’s maps are not bad, because gameplay works well in them. However, when compared to classic maps, there is arguably less variety due to the contraints placed on map designs with the new gameplay. Map features that were key in classic Halo, simply cannot be done in Halo 5 due to these abilities.

Since they are balancing map design to complement more “traditional” Halo with the abilities (I understand your point) why not just remove them outright, and put that time and effort into completely new content? They are causing more trouble than what they are worth, imo.

[deleted]

> if you were to make a halo game right after halo 3 what would you put in take out?

Right after Halo 3?

The Custom Games Browser.
Updated Forge.
Up the movement speed to 110%, like it is in MLG settings.
Reduce the randomness of the BR.
Get the weapon balancing closer to the level of Halo 5. It’s not perfect, but (imo) still leagues better than Halo 3.
Introduce the weapon variants of Halo 5. Prophet’s Bane, Selene’s Lance, etc. Weapon variants with a new skin and abilities.
Seat switching from Halo 5.
Weapon launching with nades from Halo: CE, with Halo 5’s plasma-nade-only implementation.

And of course, new maps and modes.

> 2533274887665513;14014:
> I’m not saying that someone who likes abilities is outright a bad designer. Once again my wording isn’t always the best. I’ve already accidentally called GED2208 dumb when meaning something completely different!
>
> My point is that a critical designer will know that spartan abilities place constraints on what they can do. Map design responds to movement. A complicated movement system will complicate map design. An experienced designer will recognize this problem. Preference has little to do with it.

Has there ever been a poll done exclusively on Forgehub to evaluate people’s opinions on the Spartan Abilities? I think that would be quite interesting, given how much the majority opinion sways from community to community. Or even a poll that only involves “advanced” forgers. In this case you could qualify ‘advanced’ as forgers that have had a map in Matchmaking.

> 2535414876585185;3:
> but thats the thing we are still keeping sprint, its there its still an option and if you wanted to play with it you could play warzone or custom games. thing is halos 1-3 were fine without sprint in the campaign and the arena aspect. What does sprint bring to those gamemodes that improve on the experience and dont just take away from it?

Sprint allows faster movement and makes the games more fast paced. It also allows for slide and cool combos in Halo 5. The ability to sprint has also expanded jumps and movement around maps.

> 2533275050532363;14017:
> > 2535414876585185;3:
> > but thats the thing we are still keeping sprint, its there its still an option and if you wanted to play with it you could play warzone or custom games. thing is halos 1-3 were fine without sprint in the campaign and the arena aspect. What does sprint bring to those gamemodes that improve on the experience and dont just take away from it?
>
> Sprint allows faster movement and makes the games more fast paced. It also allows for slide and cool combos in Halo 5. The ability to sprint has also expanded jumps and movement around maps.

Sprint only allows faster movement speed when it exist, otherwise an increased base movement speed is the same thing.
Define “fast paced”, because some argue it does the opposite.

Slide and Spartan Charge could have been implemented without being tied to sprint.
Increased base movement speed would also have expanded jumps.
How has it “expanded movement around maps”?

> 2533275050532363;14017:
> > 2535414876585185;3:
> > but thats the thing we are still keeping sprint, its there its still an option and if you wanted to play with it you could play warzone or custom games. thing is halos 1-3 were fine without sprint in the campaign and the arena aspect. What does sprint bring to those gamemodes that improve on the experience and dont just take away from it?
>
> Sprint allows faster movement and makes the games more fast paced. It also allows for slide and cool combos in Halo 5. The ability to sprint has also expanded jumps and movement around maps.

“makes games more fast paced” That really depends on how you want to define the pace of the game. Halo is an FPS so I define the pace by the average time between engagements and the average length of those engagements and by that definition Halo 5 is actually slower than the classic Halos. Halo isn’t a cross country simulator so how fast my spartan can move while not being able to shoot, the one thing that defines a shooter, is quite irrelevant to me. Imagine how the classic Halos played in your head. Now imagine if in those Halos you could only fire your weapon while crouch walking. Sounds terribly slow right? Well you may not realize it but that is the equivalent of not being able to shoot while sprinting in Halo 5.

> 2533275050532363;14017:
> > 2535414876585185;3:
> > but thats the thing we are still keeping sprint, its there its still an option and if you wanted to play with it you could play warzone or custom games. thing is halos 1-3 were fine without sprint in the campaign and the arena aspect. What does sprint bring to those gamemodes that improve on the experience and dont just take away from it?
>
> Sprint allows faster movement and makes the games more fast paced. It also allows for slide and cool combos in Halo 5. The ability to sprint has also expanded jumps and movement around maps.

You don’t need Sprint to have faster movement. All it does is puts your gun down while swinging your arms more. If you want to go faster, just make the movement speed faster.

The fact that the Speed Boost power up exists in Halo 5 contradicts that idea entirely. If I equip one, I can “walk” as fast as you can Sprint. Give me 3, and I blow you out of the water.

The game can make you move as fast as it wants. Look at DOOM’s Campaign and see how fast you go through rooms, all without a Sprint mechanic.

> 2533275050532363;14017:
> Sprint allows faster movement and makes the games more fast paced.

Can you demonstrate that this is true? We’ve had people make the exact opposite claim (that sprint makes gameplay slower), and your claim doesn’t seem to be on any firmer ground than theirs.

[deleted]

> 2533274887665513;14022:
> Is there anyone here with a month off work and absolutely no interests outside of reading these forums? If so, it would be great to consolidate all the pros and cons of sprint from the last 700 pages into one post so that everyone is clear on the argument when they go to post.

That would have to be the OP or a mod that is capable of editing the very first post which is the most likely to be seen.