The sprint discussion thread

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> > I’d say that my take on all this is that Sprint is more of a mechanic that acts for information, not a mechanic that information collects for. Change your paradigm for a second. Instead of looking at it through the idea that spawn prediction and flow go into Sprint, think of it as Sprint going into spawn prediction and flow. What sets Sprint apart from increased movement speed is that it creates a voluntarily asymmetrical movement flow. When the teams patrol a map, increased movement speed would make it so only a change in velocity could intercept the other team. Sprint however can allow you to only need speed to intercept, meaning that a head on clash isn’t necessary for a gunfight to ensue.
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> > In short, the voluntary asymmetry that Sprint creates because not everyone is sprinting at the same time affects rythm and the direction of the team. If everyone got a universal speed buff, velocity change would be the only way to catch a team or player that isn’t camping. However, because everyone sprinting at the same time is near impossible probability wise, the asymmetry of speed and flow that Sprint creates allows for numerous techniques of interception that are otherwise not possible without it. Clamber and Stabilize would allow you take shortcuts to get the asymmetry of distance, but those are nonetheless situational and not as versatile as Sprint
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> I’m not sure how relevant this actually is for how encounters occur. After all, players start and stop often, turn around, and in general don’t run directly forward. This already seems to introduce plenty of what you call asymmetry into flow. It’s not like head-on encounters are the only way players run into each other in classic Halo. There are plenty of times one players encounters another from the side or from behind.
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> > Now on the last remark, making Slide a combo of Thrust and Crouch would mean changing the default setup, unless you happen to have grown two right thumbs. Not to mention that all that would do is get rid of a Thrust, so it’s really more of an inconvenience than anything when we already have a more convenient and effective mechanic for Slide.
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> To be honest, I didn’t even remember that the Halo 5 doesn’t have crouch on the left stick by default, because I don’t use the default control scheme, and the left stick is where crouch has traditionally been. But obviously, doing any changes to the mechanics means rethinking the button layouts.
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> I don’t see how this would get rid of Thrust. After all, when you press the Thruster Pack button alone, you still thrust normally, but when you also press crouch, you slide. In fact, Slide as a separate mechanic is redundant and awkward anyway. The essential functions of both Slide and Thruster Pack could be combined into a mechanic that performs an Evade-style roll when the player is on the ground, and a thrust when the player is in the air.
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> It’s not very progressive to think that the Spartan Abilities implemented exactly as they are in Halo 5 is the best movement system Halo could possibly have.

On the first point, the typical method of movement when I play is border patrol, everyone moves in a specific direction around the map, save for a few power position outliers here and there. Idk, maybe that’s just a thing I see in Platinum and Social. A good chunk of the team moves in one direction, and the methods of interception play out like I stated above. It’s likely a different situation with you, map movement plays a big part in CSR. If the other team is really cheeky, they’ll probably take a more unconventional flank route but that’s a change in velocity, like I stated above. Interception by speed simply won’t happen without Sprint if there is no camping taking place, simply because without Sprint there would be equilibrium of speed.

On the second note, I didn’t say get rid of Thrust. I said a Thrust. Remember that Thrust cools down after use. It’s just an inconvenience to have to burn it on Slide when Sprint does it more efficiently. Doesn’t make much sense to just rework Slide to be Thrust-dependent.

And how is Slide awkward? It’s one of the most effective ways of speedy movement, and gives you the surprise advantage on an unsuspecting enemy in CQC.

Lastly, it’s not that I don’t want Halo to evolve. I just dread regress. I really don’t want to go back to classic movement in any aspect.

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> On the first point, the typical method of movement when I play is border patrol, everyone moves in a specific direction around the map, save for a few power position outliers here and there. Idk, maybe that’s just a thing I see in Platinum and Social. A good chunk of the team moves in one direction, and the methods of interception play out like I stated above. It’s likely a different situation with you, map movement plays a big part in CSR. If the other team is really cheeky, they’ll probably take a more unconventional flank route but that’s a change in velocity, like I stated above. Interception by speed simply won’t happen without Sprint if there is no camping taking place, simply because without Sprint there would be equilibrium of speed.

I don’t really understand what you’re trying to get at here.

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> On the second note, I didn’t say get rid of Thrust. I said a Thrust. Remember that Thrust cools down after use. It’s just an inconvenience to have to burn it on Slide when Sprint does it more efficiently. Doesn’t make much sense to just rework Slide to be Thrust-dependent.
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> And how is Slide awkward? It’s one of the most effective ways of speedy movement, and gives you the surprise advantage on an unsuspecting enemy in CQC.

Slide doesn’t serve a unique purpose. It’s just another variation of a short horizontal speed boost, of which Thruster Pack is another variation.The problem here is that you’re fixated on thinking that sliding and thrusting have to be separate actions that you must be able to perform after each other. But really, you don’t. These two abilities overlap enough that you’d be able to combine everything relevant about them to a single mechanic.

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> > I don’t see what benefit Sprint brings to Halo that couldn’t simply be solved by increasing the FoV and base movement speed.
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> Sprint brings a bit of a tactical aspect to speed. Sprinting forces you to put down your weapon, so you have to contemplate your needs and whether or not Sprint will accomplish those needs effectively. Increasing walk speed would make the game go faster, but that’s it. Sprint just adds that little bit of thinking and know-how to speeding across the map.

The question should not be “Does it add a new aspect to Halo” but rather “What implications come with a new feature and do I want them in Halo?”
You can crank up the amount of new gameplay aspects indefinitely but that doesn’t mean it’s good for the game.
Lets say H6 introduces a new feature where the player as to succesfully solve a calculation before beeing able to firing a gun, it’s a feature, never seen before in any game and would add an new level to it’s gameplay but would the gameplay you come to expect from Halo benefit from this?
You say sprint allows for more “techniques of interception” but how? All it does is change existing techniques of interception. The only increase of those techniques is possible through intelligent map design but that can be done through stuff like one-way paths, teleporters or man cannons much better then through gimmicky abbilities like sprint, clamber,etc.

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> > On the first point, the typical method of movement when I play is border patrol, everyone moves in a specific direction around the map, save for a few power position outliers here and there. Idk, maybe that’s just a thing I see in Platinum and Social. A good chunk of the team moves in one direction, and the methods of interception play out like I stated above. It’s likely a different situation with you, map movement plays a big part in CSR. If the other team is really cheeky, they’ll probably take a more unconventional flank route but that’s a change in velocity, like I stated above. Interception by speed simply won’t happen without Sprint if there is no camping taking place, simply because without Sprint there would be equilibrium of speed.
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> I don’t really understand what you’re trying to get at here.
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> > On the second note, I didn’t say get rid of Thrust. I said a Thrust. Remember that Thrust cools down after use. It’s just an inconvenience to have to burn it on Slide when Sprint does it more efficiently. Doesn’t make much sense to just rework Slide to be Thrust-dependent.
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> > And how is Slide awkward? It’s one of the most effective ways of speedy movement, and gives you the surprise advantage on an unsuspecting enemy in CQC.
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> Slide doesn’t serve a unique purpose. It’s just another variation of a short horizontal speed boost, of which Thruster Pack is another variation.The problem here is that you’re fixated on thinking that sliding and thrusting have to be separate actions that you must be able to perform after each other. But really, you don’t. These two abilities overlap enough that you’d be able to combine everything relevant about them to a single mechanic.

Two cars a mile apart moving at exactly 90 MPH are going to stay a mile apart if there is no one-sided acceleration. If two cars are 90 degrees apart in a traffic circle, they will stay 90 degrees apart if there is no one-sided acceleration. What I’m trying to tell you is that many maps in H5 flow as a patrol (think Truth), and if there is no forced interception of a team’s patrol, gunfights simply don’t happen. The most common form of interception is a face to face run in, and second most common would be a top mid camper. What Sprint adds to that includes:

  • Timing of interception - Feasible flankingWhen you sprint, the additional speed you’re given gives you the ability to decide when and where a gunfight happens. Remember that teams in the higher levels typically move together on maps like Truth. That means that with the additional speed Sprint gives you, you can force an interception to control map flow and to control a particular position. It’s a bit convoluted, but it has worked in my experience.

It also makes flanking a lot more feasible. If there’s a big 2v3 or 3v3 going on, one teammate can sprint to a sight line to the enemy team’s back, changing the outcome. Without Sprint, even with increased base movement speed the enemy team would move off of the sight line if they won the gunfight, because of that equilibrium of speed. The voluntary increase of speed that Sprint gives allows for an unequal speed, meaning that a Sprinter would be able to get a new sight line on some unsuspecting damaged enemies.

To to take a more general view on things, you’re arguing against Sprint when it has no inherent detriment or imbalance in the game. You’re arguing to remove a mechanic that’s trivial enough and has no reason to be removed.

Now on the Slide point, there is a crucial difference between Thrust and Slide that should leave them as separate mechanics. Slide has no defined cool down, while Thrust does. And mind you, in game that’s one lengthy cool down. Giving Thrust primary control of speed boosting is not only sloppy, but it creates massive in game inhibitions and risk. If you wanted to get across the map in say, BTB, using Thrust is incredibly risky. Wasps, Snipers, marksmen all put you at massive risk. You also can’t shoot back, because if you’re trying to get across the map chances are you’re not exactly armed to deal with a Sniper Rifle. Sprint and Slide on the other hand are much easier to chain in repeated rhythm, so you could get across with less risk. It gives those with lesser arms a better fighting chance on those big map playlists.

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> On the first point, the typical method of movement when I play is border patrol, everyone moves in a specific direction around the map, save for a few power position outliers here and there. Idk, maybe that’s just a thing I see in Platinum and Social. A good chunk of the team moves in one direction, and the methods of interception play out like I stated above. It’s likely a different situation with you, map movement plays a big part in CSR. If the other team is really cheeky, they’ll probably take a more unconventional flank route but that’s a change in velocity, like I stated above. Interception by speed simply won’t happen without Sprint if there is no camping taking place, simply because without Sprint there would be equilibrium of speed.

I’m with Tsassi, I don’t really get this part. We already know map movement is a big part in how the game plays, and while movement isn’t haphazard, it’s not like it’s stuck in one direction all the time (and this is without really getting into why Sprint hurts map movement so much).

I mean, once you get into a battle, all of that goes out the window as you might need to retreat or go into a different direction.

Even with the removal of Sprint of an increased Base movement Speed, it’s not like it’s the only way to go faster, we’ve had other methods to increase speed for a short time to get from one section of the map to another. Most of them were just removed in Halo 5.

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> And how is Slide awkward? It’s one of the most effective ways of speedy movement, and gives you the surprise advantage on an unsuspecting enemy in CQC.

The only time this happens is when people use the Slide-Thrust-Jump trick, which incorporates more than one Spartan ability to do because it can’t do it on its own. Otherwise, you would go about the same distance as Thrust does.

And even with that combo, you’re using Thrust with it, which still forces you to be under the Thrust’s cooldown and be Thrust dependent.

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> Lastly, it’s not that I don’t want Halo to evolve. I just dread regress. I really don’t want to go back to classic movement in any aspect.

Halo 5 in itself is a regress. We regressed from the changes in Halo 4 to get to where we are now. Equal starts alone was a big aspect in Halo’s gameplay and 343i made a big deal to go back to that. Instant spawning and kill cams, trying not to give you so much information to influence your next movement.

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> > > I don’t see what benefit Sprint brings to Halo that couldn’t simply be solved by increasing the FoV and base movement speed.
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> > Sprint brings a bit of a tactical aspect to speed. Sprinting forces you to put down your weapon, so you have to contemplate your needs and whether or not Sprint will accomplish those needs effectively. Increasing walk speed would make the game go faster, but that’s it. Sprint just adds that little bit of thinking and know-how to speeding across the map.
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> The question should not be “Does it add a new aspect to Halo” but rather “What implications come with a new feature and do I want them in Halo?”
> You can crank up the amount of new gameplay aspects indefinitely but that doesn’t mean it’s good for the game.
> Lets say H6 introduces a new feature where the player as to succesfully solve a calculation before beeing able to firing a gun, it’s a feature, never seen before in any game and would add an new level to it’s gameplay but would the gameplay you come to expect from Halo benefit from this?
> You say sprint allows for more “techniques of interception” but how? All it does is change existing techniques of interception. The only increase of those techniques is possible through intelligent map design but that can be done through stuff like one-way paths, teleporters or man cannons much better then through gimmicky abbilities like sprint, clamber,etc.

Are you seriously comparing an augmented supersoldier being able to actually run to doing a math equation before firing a gun? Doing calculations is VISR’s job anyway. At least sprinting and being actually able to climb makes sense, otherwise every Spartan who was ever in an infantry battle would be dead! All the Covenant would have to do is fortify a vantage point on some mountain and play Pickett’s Charge with the Spartans as they attempt to jump on the ridges!

On the other note, man cannons and teleporters would put you at the mercy of campers and the game’s physics. You relinquish a lot of control with them. Call them gimmicky, but abilities not only make sense but help the game move under your control, not the control of some Narrows snipe camper.

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> > > > I don’t see what benefit Sprint brings to Halo that couldn’t simply be solved by increasing the FoV and base movement speed.
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> > > Sprint brings a bit of a tactical aspect to speed. Sprinting forces you to put down your weapon, so you have to contemplate your needs and whether or not Sprint will accomplish those needs effectively. Increasing walk speed would make the game go faster, but that’s it. Sprint just adds that little bit of thinking and know-how to speeding across the map.
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> > The question should not be “Does it add a new aspect to Halo” but rather “What implications come with a new feature and do I want them in Halo?”
> > You can crank up the amount of new gameplay aspects indefinitely but that doesn’t mean it’s good for the game.
> > Lets say H6 introduces a new feature where the player as to succesfully solve a calculation before beeing able to firing a gun, it’s a feature, never seen before in any game and would add an new level to it’s gameplay but would the gameplay you come to expect from Halo benefit from this?
> > You say sprint allows for more “techniques of interception” but how? All it does is change existing techniques of interception. The only increase of those techniques is possible through intelligent map design but that can be done through stuff like one-way paths, teleporters or man cannons much better then through gimmicky abbilities like sprint, clamber,etc.
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> Are you seriously comparing an augmented supersoldier being able to actually run to doing a math equation before firing a gun? Doing calculations is VISR’s job anyway. At least sprinting and being actually able to climb makes sense, otherwise every Spartan who was ever in an infantry battle would be dead! All the Covenant would have to do is fortify a vantage point on some mountain and play Pickett’s Charge with the Spartans as they attempt to jump on the ridges!

Weren’t you the one who said that we should have that little bit of thinking and know-how before moving? With that perspective a math equation is the same thing.

If we’re talking about “making sense”, then Spartans have gotten weaker because they lost the ability to run and shoot at the same time. Also, every time their heads are submerged in water, they die immediately, despite the fact that we know they can swim.

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> Are you seriously comparing an augmented supersoldier being able to actually run to doing a math equation before firing a gun? Doing calculations is VISR’s job anyway. At least sprinting and being actually able to climb makes sense, otherwise every Spartan who was ever in an infantry battle would be dead! All the Covenant would have to do is fortify a vantage point on some mountain and play Pickett’s Charge with the Spartans as they attempt to jump on the ridges!
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> On the other note, man cannons and teleporters would put you at the mercy of campers and the game’s physics. You relinquish a lot of control with them. Call them gimmicky, but abilities not only make sense but help the game move under your control, not the control of some Narrows snipe camper.

are you really saying that “augmented supersoldier” as to slow down to fire his weapon like your average Joe who’s holding a weapon for the first time? Seems to be quite an amzing supersoldier we got there :wink:
For someone so afraid of “relinquishing control” you don’t seem to care alot about giving up control over shooting (but maybe thats just not that important in a shooting game) during big parts of the gameplay…

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> That means that with the additional speed Sprint gives you, you can force an interception to control map flow and to control a particular position. It’s a bit convoluted, but it has worked in my experience.

You can du the same thing without sprint though, I’d argue having your weapon up all the time is a lot more suitable for map control then having this stop-and-go gameplay…

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> It also makes flanking a lot more feasible. If there’s a big 2v3 or 3v3 going on, one teammate can sprint to a sight line to the enemy team’s back, changing the outcome. Without Sprint, even with increased base movement speed the enemy team would move off of the sight line if they won the gunfight, because of that equilibrium of speed. The voluntary increase of speed that Sprint gives allows for an unequal speed, meaning that a Sprinter would be able to get a new sight line on some unsuspecting damaged enemies.

In theory, yes, but I’ve yet to see such a stalemate scenario where there is enough time to just wander off and flank the other team.

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> To to take a more general view on things, you’re arguing against Sprint when it has no inherent detriment or imbalance in the game. You’re arguing to remove a mechanic that’s trivial enough and has no reason to be removed.

imbalance is nothing but a buzzword, it’s not about what type of gameplay you want from a game.

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> > On the first point, the typical method of movement when I play is border patrol, everyone moves in a specific direction around the map, save for a few power position outliers here and there. Idk, maybe that’s just a thing I see in Platinum and Social. A good chunk of the team moves in one direction, and the methods of interception play out like I stated above. It’s likely a different situation with you, map movement plays a big part in CSR. If the other team is really cheeky, they’ll probably take a more unconventional flank route but that’s a change in velocity, like I stated above. Interception by speed simply won’t happen without Sprint if there is no camping taking place, simply because without Sprint there would be equilibrium of speed.
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> I’m with Tsassi, I don’t really get this part. We already know map movement is a big part in how the game plays, and while movement isn’t haphazard, it’s not like it’s stuck in one direction all the time (and this is without really getting into why Sprint hurts map movement so much).
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> I mean, once you get into a battle, all of that goes out the window as you might need to retreat or go into a different direction.
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> Even with the removal of Sprint of an increased Base movement Speed, it’s not like it’s the only way to go faster, we’ve had other methods to increase speed for a short time to get from one section of the map to another. Most of them were just removed in Halo 5.
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> > And how is Slide awkward? It’s one of the most effective ways of speedy movement, and gives you the surprise advantage on an unsuspecting enemy in CQC.
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> The only time this happens is when people use the Slide-Thrust-Jump trick, which incorporates more than one Spartan ability to do because it can’t do it on its own. Otherwise, you would go about the same distance as Thrust does.
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> And even with that combo, you’re using Thrust with it, which still forces you to be under the Thrust’s cooldown and be Thrust dependent.
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> > Lastly, it’s not that I don’t want Halo to evolve. I just dread regress. I really don’t want to go back to classic movement in any aspect.
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> Halo 5 in itself is a regress. We regressed from the changes in Halo 4 to get to where we are now. Equal starts alone was a big aspect in Halo’s gameplay and 343i made a big deal to go back to that. Instant spawning and kill cams, trying not to give you so much information to influence your next movement.

It’s a regress in only a couple of aspects, but you can’t call it a regress as a whole. Not every one of H4’s additions was good. I just simply dread going back to classic movement, like I clarified.

And yes, maps don’t always go in one direction. I never said that they did. I was saying that for the moments that does happen, Sprint allows you to close the distance with the difference in movement speed. Otherwise, you’ll have to simply turn the patrolling team to remedy a situation like that, and that makes things a lot more predictable. What Sprint adds is the threat of a flanker, being caught mid-gunfight by someone who ran behind you. Base movement, even if it went faster, would never have allowed you to get there fast enough unless it was a significant buff. And that would bring it’s own set of complications.

Also, going fast with Slide doesn’t necessarily mandate the use of Thrust. On tighter maps, you don’t even need Thrust to gain the benefits of Slide, like a lower profile or an advantage of surprise. Not to mention that you can just chain Sprint-Slide-Jump repeatedly for fast movement.

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> It’s a regress in only a couple of aspects, but you can’t call it a regress as a whole. Not every one of H4’s additions was good. I just simply dread going back to classic movement, like I clarified.
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> And yes, maps don’t always go in one direction. I never said that they did. I was saying that for the moments that does happen, Sprint allows you to close the distance with the difference in movement speed. Otherwise, you’ll have to simply turn the patrolling team to remedy a situation like that, and that makes things a lot more predictable. What Sprint adds is the threat of a flanker, being caught mid-gunfight by someone who ran behind you. Base movement, even if it went faster, would never have allowed you to get there fast enough unless it was a significant buff. And that would bring it’s own set of complications.
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> Also, going fast with Slide doesn’t necessarily mandate the use of Thrust. On tighter maps, you don’t even need Thrust to gain the benefits of Slide, like a lower profile or an advantage of surprise. Not to mention that you can just chain Sprint-Slide-Jump repeatedly for fast movement.

I do consider it a regress in the sense that we are removing things that we’ve had before. The thing is, I see it as a positive because it brought us a step closer to the classic gameplay I wanted in the first place. Regression isn’t inherently negative.

Sprint isn’t necessary to do that, it never was. You’re not always moving at your maximum moving speed with the intent to travel, as soon as someone shoots you (even from a distance, reducing the need to close the difference in the first place), now you’re worried about strafing to win or taking an unpredictable method to get away. That pocket of time leads is what closes the distance from everyone else.

The simple fact that there are power weapons on the map breaks up rotational “border patrol” map movement. You brought up Truth, but what about the Sword in the middle? People fight over that.

“What Sprint adds is the threat of a flanker, being caught mid-gunfight by someone who ran behind you.”
You act like we’ve never had flanking before. If you’re in a gunfight with someone, you’re not moving in one direction (if you were, you’d be dead because you’d be terrible at strafing.) Being in that gunfight is already less than 100% Base movement speed, which means someone else can easily flank you by just going their 100% Base Movement Speed.

And a significant buff isn’t needed either. All you had to do is increase it by 20% and you’re moving the same speed as Halo 5’s Sprinting speed, just at all times. Now being in a gunfight increases the chances of flanking even more.

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> Two cars a mile apart moving at exactly 90 MPH are going to stay a mile apart if there is no one-sided acceleration. If two cars are 90 degrees apart in a traffic circle, they will stay 90 degrees apart if there is no one-sided acceleration. What I’m trying to tell you is that many maps in H5 flow as a patrol (think Truth), and if there is no forced interception of a team’s patrol, gunfights simply don’t happen. The most common form of interception is a face to face run in, and second most common would be a top mid camper. What Sprint adds to that includes:
> - Timing of interception - Feasible flankingWhen you sprint, the additional speed you’re given gives you the ability to decide when and where a gunfight happens. Remember that teams in the higher levels typically move together on maps like Truth. That means that with the additional speed Sprint gives you, you can force an interception to control map flow and to control a particular position. It’s a bit convoluted, but it has worked in my experience.

You seem to be imagining the map flow as much more static than it is. Players on Truth don’t just continuously run in a circle around the map until they run into an opponent who happens to be traveling in the opposite direction. First of all, encounters don’t just happen when two players run into each other. Especially on an open map like Truth, many encounters involve cross map shooting. For example, if a player runs to pink, they might see an opponent making their way to Carbine. Secondly, players aren’t going somewhere all the time. The player in my example stops at pink to kill the opponent. This means that another opponent who was coming after the player has time to get closer, regardless of sprint.

None of these things you talk about are unique to sprint. Sprint is completely irrelevant for being able to decide when and where an encounter happens. All you need for that is to know where the target opponent is, and where they are going.

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> It also makes flanking a lot more feasible. If there’s a big 2v3 or 3v3 going on, one teammate can sprint to a sight line to the enemy team’s back, changing the outcome. Without Sprint, even with increased base movement speed the enemy team would move off of the sight line if they won the gunfight, because of that equilibrium of speed. The voluntary increase of speed that Sprint gives allows for an unequal speed, meaning that a Sprinter would be able to get a new sight line on some unsuspecting damaged enemies.

I don’t see how the unequal speeds come to any of this. This all depends on the specifics of the gunfight: how long it lasts, at which point does the player start flanking, how long does it take for the player to get to the flanking position, how long do the opponents hang around after the gunfight.

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> To to take a more general view on things, you’re arguing against Sprint when it has no inherent detriment or imbalance in the game. You’re arguing to remove a mechanic that’s trivial enough and has no reason to be removed.

Okay, for sake of the argument, let’s pretend that sprint has no detrimental effects on gameplay. (This is, of course, not actually true.) Let’s pretend that it’s a completely harmless, completely irrelevant mechanic that has absolutely no effects on gameplay that a higher base movement speed wouldn’t have.

The question is, why include it? Why have a completely irrelevant mechanic that does nothing but reserves a button on the controller which could surely be put to better use? Why just add clutter to the game that serves no purpose in gameplay?

You see, there’s this philosophy that the design of a game should be elegant. Every mechanic of the game should contribute as much as possible to the game’s depth, and everything that can’t contribute anything meaningful to the experience is just unnecessary clutter that should be thrown away. And there are really good reasons to follow this principle. One of those reasons is that humans have a thing for that kind of elegance. We naturally appreciate when something appears simple, but has a lot of depth to it. Another reasons, not entirely unrelated to the former, is that unnecessary clutter burdens our mind. When the basic structure is simple, our minds can concentrate on drawing conclusions and connections rather than trying to make sense of the structure itself.

> 2533274944752684;15389:
> Now on the Slide point, there is a crucial difference between Thrust and Slide that should leave them as separate mechanics. Slide has no defined cool down, while Thrust does. And mind you, in game that’s one lengthy cool down. Giving Thrust primary control of speed boosting is not only sloppy, but it creates massive in game inhibitions and risk. If you wanted to get across the map in say, BTB, using Thrust is incredibly risky. Wasps, Snipers, marksmen all put you at massive risk. You also can’t shoot back, because if you’re trying to get across the map chances are you’re not exactly armed to deal with a Sniper Rifle. Sprint and Slide on the other hand are much easier to chain in repeated rhythm, so you could get across with less risk. It gives those with lesser arms a better fighting chance on those big map playlists.

You’re still missing the point. Let me ask you: have you ever played Halo Reach? Do you know how Evade works?

Also, for your information, you have to chain in thrusts to get any speed increase over standard sprinting in Halo 5. Merely sprinting and sliding is marginally slower than plain sprinting. Sprinting, jumping and thrusting is 8% faster than plain sprinting, and sprint–slide–thrust–jump is actually the fastest method of travel, giving a 17% speed increase over sprint. Both of these are also really easy button sequences to execute if you have the right control scheme, so they’re not even risky at all.

> 2533274833081329;15392:
> > 2533274944752684;15391:
> > > 2533274801973487;15388:
> > > > 2533274944752684;15380:
> > > > > 2533274894112092;15379:
> > > > > I don’t see what benefit Sprint brings to Halo that couldn’t simply be solved by increasing the FoV and base movement speed.
> > > >
> > > > Sprint brings a bit of a tactical aspect to speed. Sprinting forces you to put down your weapon, so you have to contemplate your needs and whether or not Sprint will accomplish those needs effectively. Increasing walk speed would make the game go faster, but that’s it. Sprint just adds that little bit of thinking and know-how to speeding across the map.
> > >
> > > The question should not be “Does it add a new aspect to Halo” but rather “What implications come with a new feature and do I want them in Halo?”
> > > You can crank up the amount of new gameplay aspects indefinitely but that doesn’t mean it’s good for the game.
> > > Lets say H6 introduces a new feature where the player as to succesfully solve a calculation before beeing able to firing a gun, it’s a feature, never seen before in any game and would add an new level to it’s gameplay but would the gameplay you come to expect from Halo benefit from this?
> > > You say sprint allows for more “techniques of interception” but how? All it does is change existing techniques of interception. The only increase of those techniques is possible through intelligent map design but that can be done through stuff like one-way paths, teleporters or man cannons much better then through gimmicky abbilities like sprint, clamber,etc.
> >
> > Are you seriously comparing an augmented supersoldier being able to actually run to doing a math equation before firing a gun? Doing calculations is VISR’s job anyway. At least sprinting and being actually able to climb makes sense, otherwise every Spartan who was ever in an infantry battle would be dead! All the Covenant would have to do is fortify a vantage point on some mountain and play Pickett’s Charge with the Spartans as they attempt to jump on the ridges!
>
> Weren’t you the one who said that we should have that little bit of thinking and know-how before moving? With that perspective a math equation is the same thing.
>
> If we’re talking about “making sense”, then Spartans have gotten weaker because they lost the ability to run and shoot at the same time. Also, every time their heads are submerged in water, they die immediately, despite the fact that we know they can swim.

False equivalency. A math equation requires conscious thinking processes and a large amount of attention. Sprinting decisions don’t take nearly the same amount of attention, because they also happen to be products of a developed intuition. By your equivalence, deciding to turn a car around a corner is the same as solving a multiplication table. There’s no comparison, the processes are completely different.

Also, Spartans weren’t running and shooting. They were at most speed walking. Running would have made the aim very, very unsteady in the classic games.

Lastly, we can chalk up the lack of swimming to simple lore. Swimming would make no sense in a training simulation for land infantry attacks.

> 2533274833081329;15395:
> > 2533274944752684;15394:
> > It’s a regress in only a couple of aspects, but you can’t call it a regress as a whole. Not every one of H4’s additions was good. I just simply dread going back to classic movement, like I clarified.
> >
> > And yes, maps don’t always go in one direction. I never said that they did. I was saying that for the moments that does happen, Sprint allows you to close the distance with the difference in movement speed. Otherwise, you’ll have to simply turn the patrolling team to remedy a situation like that, and that makes things a lot more predictable. What Sprint adds is the threat of a flanker, being caught mid-gunfight by someone who ran behind you. Base movement, even if it went faster, would never have allowed you to get there fast enough unless it was a significant buff. And that would bring it’s own set of complications.
> >
> > Also, going fast with Slide doesn’t necessarily mandate the use of Thrust. On tighter maps, you don’t even need Thrust to gain the benefits of Slide, like a lower profile or an advantage of surprise. Not to mention that you can just chain Sprint-Slide-Jump repeatedly for fast movement.
>
> I do consider it a regress in the sense that we are removing things that we’ve had before. The thing is, I see it as a positive because it brought us a step closer to the classic gameplay I wanted in the first place. Regression isn’t inherently negative.
>
> Sprint isn’t necessary to do that, it never was. You’re not always moving at your maximum moving speed with the intent to travel, as soon as someone shoots you (even from a distance, reducing the need to close the difference in the first place), now you’re worried about strafing to win or taking an unpredictable method to get away. That pocket of time leads is what closes the distance from everyone else.
>
> “What Sprint adds is the threat of a flanker, being caught mid-gunfight by someone who ran behind you.”
> You act like we’ve never had flanking before. If you’re in a gunfight with someone, you’re not moving in one direction (if you were, you’d be dead because you’d be terrible at strafing.) Being in that gunfight is already less than 100% Base movement speed, which means someone else can easily flank you by just going their 100% Base Movement Speed.
>
> And a significant buff isn’t needed either. All you had to do is increase it by 20% and you’re moving the same speed as Halo 5’s Sprinting speed, just at all times. Now being in a gunfight increases the chances of flanking even more.

Flanking becomes much more applicable when Sprint is in the equation. Flanking did it exist before. However, it was very situational. Also, don’t put words in my mouth. I never said flanking didn’t exist before. I said sprinting added the threat of a flanker. To articulate it better, sprinting enhances the threat of a flanker. No sprint made flanking very situational, because the entry route the enemy took couldn’t be taken to get the distance in time.

Also, you again say that I said something that I clearly didn’t. I said that when the enemy team moves again that there’s equilibrium of speed. I clarified that it’s after the gunfight is over, not when it’s happening. I said that you can get a sight line on injured enemies because of the inequality of speed Sprint gives.

Also, you say that 20% isn’t significant as a speed buff. Base movement doesn’t only cover forwards movement, it covers sides and back. Strafing will get even twitchier, to the point of near infeasibility because of the longer strafe a buff like that would create. And as we know, long strafes are pretty ineffective.

> 2533274801973487;15393:
> > 2533274944752684;15391:
> > Are you seriously comparing an augmented supersoldier being able to actually run to doing a math equation before firing a gun? Doing calculations is VISR’s job anyway. At least sprinting and being actually able to climb makes sense, otherwise every Spartan who was ever in an infantry battle would be dead! All the Covenant would have to do is fortify a vantage point on some mountain and play Pickett’s Charge with the Spartans as they attempt to jump on the ridges!
> >
> > On the other note, man cannons and teleporters would put you at the mercy of campers and the game’s physics. You relinquish a lot of control with them. Call them gimmicky, but abilities not only make sense but help the game move under your control, not the control of some Narrows snipe camper.
>
> are you really saying that “augmented supersoldier” as to slow down to fire his weapon like your average Joe who’s holding a weapon for the first time? Seems to be quite an amzing supersoldier we got there :wink:
> For someone so afraid of “relinquishing control” you don’t seem to care alot about giving up control over shooting (but maybe thats just not that important in a shooting game) during big parts of the gameplay…
>
>
>
>
> > 2533274944752684;15389:
> > That means that with the additional speed Sprint gives you, you can force an interception to control map flow and to control a particular position. It’s a bit convoluted, but it has worked in my experience.
>
> You can du the same thing without sprint though, I’d argue having your weapon up all the time is a lot more suitable for map control then having this stop-and-go gameplay…
>
>
>
>
> > 2533274944752684;15389:
> > It also makes flanking a lot more feasible. If there’s a big 2v3 or 3v3 going on, one teammate can sprint to a sight line to the enemy team’s back, changing the outcome. Without Sprint, even with increased base movement speed the enemy team would move off of the sight line if they won the gunfight, because of that equilibrium of speed. The voluntary increase of speed that Sprint gives allows for an unequal speed, meaning that a Sprinter would be able to get a new sight line on some unsuspecting damaged enemies.
>
> In theory, yes, but I’ve yet to see such a stalemate scenario where there is enough time to just wander off and flank the other team.
>
>
>
>
> > 2533274944752684;15389:
> > To to take a more general view on things, you’re arguing against Sprint when it has no inherent detriment or imbalance in the game. You’re arguing to remove a mechanic that’s trivial enough and has no reason to be removed.
>
> imbalance is nothing but a buzzword, it’s not about what type of gameplay you want from a game.

Ok, first point. Unless Spartan’s are not human and do not have human muscular anatomy, your point is moot. Have you ever seen anyone sprint with still hands? Yeah, I didn’t think so buddy. Moving your arms back and forth is a natural part of sprinting. Even then though, even a Spartan wouldn’t have steady aim while sprinting, they wouldn’t even be in the right position to shoot, as the back needs to be bent to sprint.

Also, putting down your gun is a part of the tactical part of sprinting, I.e. my original point. You do lose control, but you falsely equate it to losing control because of, say, a teleporter. A teleporter makes you lose control because you are at the whim of campers. A man cannon makes you lose control because you’re midair, and your classic movement does jack-Yoink- off the ground. Sprint only makes you lose control in putting down your gun, and even then you can remedy that with a Thrust to throw off your challenger’s aim. Tell me what in classic movement is gonna save you from a midair BR challenge?

Second point, on maps where flanking would ensue map control either isn’t viable or isn’t all that powerful. Flanking isn’t so feasible in maps like Fathom, but it’s very feasible on maps like Truth. Stop and go is the way to play a flanking map, and on those maps the Sprint n’ Slide given CQC advantage is often more effective than engaging the back with a gun. While you do get the safety of range, you also risk one of them getting a sight line on you.

Third point, all I can offer you is personal experience.

Last point, it’s a claim with no back up.

> 2533274944752684;15398:
> Ok, first point. Unless Spartan’s are not human and do not have human muscular anatomy, your point is moot. Have you ever seen anyone sprint with still hands? Yeah, I didn’t think so buddy. Moving your arms back and forth is a natural part of sprinting. Even then though, even a Spartan wouldn’t have steady aim while sprinting, they wouldn’t even be in the right position to shoot, as the back needs to be bent to sprint.

[Kinda yeah.

](Halo Legends The Package HD - YouTube)[Even in Halo 5 really.

](Halo 5 Movie (All Cutscenes) 1080p 60fps - YouTube)I don’t know why you’re pushing the “realism” front in this. It’s not like it’s 100% necessary in a sci-fi video game like Halo.

This is also the same game where even small arms weapons have recoil and muzzle climb on our “augmented supersoldiers.” This is also the same game where Spartans immediately die when their heads are submerged underwater, which is kinda physically impossible.

> 2533274944752684;15397:
> Lastly, we can chalk up the lack of swimming to simple lore. Swimming would make no sense in a training simulation for land infantry attacks.

Swimming makes perfect sense both in and out of a simulation if we’re supposed to be training Spartans for all areas of battle. We were on Sunion, which is located in the middle of a large body of water.

Going by the “lore”, both Spartan II-s and Spartan-IIIs survived battles by hiding underwater. There’s no “lore” reason why water is off limits in the games. It’s because it’s gameplay design preventing you from leaving the playable area.

> 2533274944752684;15397:
> Flanking becomes much more applicable when Sprint is in the equation. Flanking did it exist before. However, it was very situational. Also, don’t put words in my mouth. I never said flanking didn’t exist before. I said sprinting added the threat of a flanker. To articulate it better, sprinting enhances the threat of a flanker. No sprint made flanking very situational, because the entry route the enemy took couldn’t be taken to get the distance in time.
>
> Also, you again say that I said something that I clearly didn’t. I said that when the enemy team moves again that there’s equilibrium of speed. I clarified that it’s after the gunfight is over, not when it’s happening. I said that you can get a sight line on injured enemies because of the inequality of speed Sprint gives.
>
> Also, you say that 20% isn’t significant as a speed buff. Base movement doesn’t only cover forwards movement, it covers sides and back. Strafing will get even twitchier, to the point of near infeasibility because of the longer strafe a buff like that would create. And as we know, long strafes are pretty ineffective.

Flanking even with Sprint is situational, the whole point of it is to get to an existing battle before the intended opponent escapes. Considering that the opponent is (almost) not travelling, the difference between 100% and 120% speed would not make that big of a difference, especially when you’re factoring in the whole “gun-down” thing that Sprint does, that’s a slight delay you can’t shoot in.

Yeah, the same entry route the enemy took wouldn’t always get you to the battle, but it’s not often you’re taking the same entry point to get to the battle. It depends on the map layout, which more often than not allows entryways from the sides or above.

Like Tsassi said, that really comes down to the specifics of the gunfight.

When the battle is over, everyone is moving the same speed (most of the time), but not everyone is taking the same path. Power weapon locations essentially prevent that from happening and other gunfights prevent that from happening as well. There’s always an inequality of speed. Sprint just takes it to 11 while bringing in its own set of problems.

It would make sense for all directions of movement to be the same so you wouldn’t be limited to mainly forward movement and jumping that Sprint (and Clamber) does. As far as twitchiness goes, many people have created Custom Games based on “classic” settings that worked in the scope of Halo 5. Even ex-343i member Neighbor said that increasing the jump height and base movement speed slightly and the standard maps in Halo 5 play more or less fine.

> 2533274833081329;15399:
> This is also the same game where Spartans immediately die when their heads are submerged underwater, which is kinda physically impossible.

Don’t you know? The helmet is not completely water tight, so water gets inside and short circuits the Spartan’s neural implant, which immediately fries their brain and kills them. It’s a terrible on-going design oversight in the Spartan program, and the number one cause of death of Spartans. But everyone’s too excited about all the fancy Forerunner tech to bother to look into it.

> 2533274944752684;15397:
> Lastly, we can chalk up the lack of swimming to simple lore. Swimming would make no sense in a training simulation for land infantry attacks.

Before I learned to swim, I got used to sea water by submerging my head and blowing air bubbles.
We called it “the kettle”.
I was about 6-7 years old.

Swimming makes perfect sense for augmented super soldiers costing fortunes to train, agument, feed and house.
You don’t want to be the super soldier who died on a river bed when your vehicle was submerged and you couldn’t do the basic movements to get out of the water.

> 2533274944752684;15397:
> Also, you say that 20% isn’t significant as a speed buff. Base movement doesn’t only cover forwards movement, it covers sides and back. Strafing will get even twitchier, to the point of near infeasibility because of the longer strafe a buff like that would create. And as we know, long strafes are pretty ineffective.

Strafe acceleration.
Also, is this twitchy?

> 2533274833081329;15399:
> > 2533274944752684;15398:
> > > 2533274833081329;15399:
> > > > 2533274944752684;15398:
> > > > Ok, first point. Unless Spartan’s are not human and do not have human muscular anatomy, your point is moot. Have you ever seen anyone sprint with still hands? Yeah, I didn’t think so buddy. Moving your arms back and forth is a natural part of sprinting. Even then though, even a Spartan wouldn’t have steady aim while sprinting, they wouldn’t even be in the right position to shoot, as the back needs to be bent to sprint.
> > >
> > >
> >
> > Ok, first point. Unless Spartan’s are not human and do not have human muscular anatomy, your point is moot. Have you ever seen anyone sprint with still hands? Yeah, I didn’t think so buddy. Moving your arms back and forth is a natural part of sprinting. Even then though, even a Spartan wouldn’t have steady aim while sprinting, they wouldn’t even be in the right position to shoot, as the back needs to be bent to sprint.
>
> Kinda yeah.
>
>
Even in Halo 5 really.
>
>
I don’t know why you’re pushing the “realism” front in this. It’s not like it’s 100% necessary in a sci-fi video game like Halo.
>
> This is also the same game where even small arms weapons have recoil and muzzle climb on our “augmented supersoldiers.” This is also the same game where Spartans immediately die when their heads are submerged underwater, which is kinda physically impossible.
>
>
>
>
> > 2533274944752684;15397:
> > Lastly, we can chalk up the lack of swimming to simple lore. Swimming would make no sense in a training simulation for land infantry attacks.
>
> Swimming makes perfect sense both in and out of a simulation if we’re supposed to be training Spartans for all areas of battle. We were on Sunion, which is located in the middle of a large body of water.
>
> Going by the “lore”, both Spartan II-s and Spartan-IIIs survived battles by hiding underwater. There’s no “lore” reason why water is off limits in the games. It’s because it’s gameplay design preventing you from leaving the playable area.
>
>
>
>
> > 2533274944752684;15397:
> > Flanking becomes much more applicable when Sprint is in the equation. Flanking did it exist before. However, it was very situational. Also, don’t put words in my mouth. I never said flanking didn’t exist before. I said sprinting added the threat of a flanker. To articulate it better, sprinting enhances the threat of a flanker. No sprint made flanking very situational, because the entry route the enemy took couldn’t be taken to get the distance in time.
> >
> > Also, you again say that I said something that I clearly didn’t. I said that when the enemy team moves again that there’s equilibrium of speed. I clarified that it’s after the gunfight is over, not when it’s happening. I said that you can get a sight line on injured enemies because of the inequality of speed Sprint gives.
> >
> > Also, you say that 20% isn’t significant as a speed buff. Base movement doesn’t only cover forwards movement, it covers sides and back. Strafing will get even twitchier, to the point of near infeasibility because of the longer strafe a buff like that would create. And as we know, long strafes are pretty ineffective.
>
> Flanking even with Sprint is situational, the whole point of it is to get to an existing battle before the intended opponent escapes. Considering that the opponent is (almost) not travelling, the difference between 100% and 120% speed would not make that big of a difference, especially when you’re factoring in the whole “gun-down” thing that Sprint does, that’s a slight delay you can’t shoot in.
>
> Yeah, the same entry route the enemy took wouldn’t always get you to the battle, but it’s not often you’re taking the same entry point to get to the battle. It depends on the map layout, which more often than not allows entryways from the sides or above.
>
> Like Tsassi said, that really comes down to the specifics of the gunfight.
>
> When the battle is over, everyone is moving the same speed (most of the time), but not everyone is taking the same path. Power weapon locations essentially prevent that from happening and other gunfights prevent that from happening as well. There’s always an inequality of speed. Sprint just takes it to 11 while bringing in its own set of problems.
>
> It would make sense for all directions of movement to be the same so you wouldn’t be limited to mainly forward movement and jumping that Sprint (and Clamber) does. As far as twitchiness goes, many people have created Custom Games based on “classic” settings that worked in the scope of Halo 5. Even ex-343i member Neighbor said that increasing the jump height and base movement speed slightly and the standard maps in Halo 5 play more or less fine.

Ok, first link. Never watched Halo Legends, so you got me there.

Second link I can contest. Take a closer look at the animation while they’re sprinting. Looks an awful lot like the H5 multiplayer sprint animation, doesn’t it? The moments where they do fire they’re jumping or have somewhat slowed, probably still moving down fast due to gravity. You need to be more attentive.

There is at the least a slight consideration for realism in the Halo lore. After all, why bother trying to explain the Spartans so comprehensively as to talk about a neural link? Our good friend Tsassi even got you on the water instakill part, which was explained by realistic processes and particle physics.

Of course, you are correct in saying that realism isn’t 100% here. After all, the writers made the infuriating decision to allow Spartans to defy the buoyant force’s laws. They also contradicted themselves because as Tsassi said, water would short out their neural link. Now, I don’t know what source you have for Spartans hiding underwater. If you can, please give it to us. But for the moment, I’m going to go with the game supported conclusion that water does instakill Spartans via link shortout.

But to take on your last example, it makes perfect sense that the Magnum has recoil. If it didn’t have that powerful of a shot, how could it kill a titanium and energy shield clad Spartan in 5 shots?

On your second point, maps like Truth typically have most people patrol the borders, like I’ve repeated multiple times now. You again give the point of change of velocity, but again I reply to it by saying that’s only one method. Capture by speed, which is impossible without someone stopping is only allowed with a voluntarily triggered increase in speed. This new method of interception again adds a layer to the gameplay. It’s not necessary, we can always go back to the overly simplistic classic walk n’ jump. But it does add something.

Now you are right that power weapon spawns do play a part, and so do small gunfights. However, that isn’t the majority of the time at all. Most of the time it’s a team attempting to move into a base to find the enemy.

Flanking with Sprint is situational, but not nearly as situational. Maps where flanking is a viable tactic usually end up having limited sight lines to major hot zones on the map, hence the need for flanking. Otherwise, you could’ve just Magnum sniped and be done with it. Going with that extra speed Sprint gives allows you to go for that CQC or clean up an unsuspecting team:s stragglers, which again requires the big inequality of speed.

On the last point, “slight increase in movement speed” is vague. We’d need a number if we can reach a good conclusion on this point.

> 2533274795123910;15401:
> > 2533274944752684;15397:
> > Lastly, we can chalk up the lack of swimming to simple lore. Swimming would make no sense in a training simulation for land infantry attacks.
>
> Before I learned to swim, I got used to sea water by submerging my head and blowing air bubbles.
> We called it “the kettle”.
> I was about 6-7 years old.
>
> Swimming makes perfect sense for augmented super soldiers costing fortunes to train, agument, feed and house.
> You don’t want to be the super soldier who died on a river bed when your vehicle was submerged and you couldn’t do the basic movements to get out of the water.
>
>
>
>
> > 2533274944752684;15397:
> > Also, you say that 20% isn’t significant as a speed buff. Base movement doesn’t only cover forwards movement, it covers sides and back. Strafing will get even twitchier, to the point of near infeasibility because of the longer strafe a buff like that would create. And as we know, long strafes are pretty ineffective.
>
> Strafe acceleration.
> Also, is this twitchy?

If Spartans can put on their helmets with the ease we see in cutscenes, then that means the helmets aren’t tight enough to keep out water, frying the neural link.

On the second point, I’d need to know the settings the game on the video has.

> 2533274944752684;15403:
> If Spartans can put on their helmets with the ease we see in cutscenes, then that means the helmets aren’t tight enough to keep out water, frying the neural link.
>
> On the second point, I’d need to know the settings the game on the video has.

Sure… I guess everything happening after this is a dream.
Or make this possible.

So you can’t decide if the strafing done in the video is Twitchy without looking at the settings?

> 2533274944752684;15402:
> Ok, first link. Never watched Halo Legends, so you got me there.
>
> Second link I can contest. Take a closer look at the animation while they’re sprinting. Looks an awful lot like the H5 multiplayer sprint animation, doesn’t it? The moments where they do fire they’re jumping or have somewhat slowed, probably still moving down fast due to gravity. You need to be more attentive.
>
> There is at the least a slight consideration for realism in the Halo lore. After all, why bother trying to explain the Spartans so comprehensively as to talk about a neural link? Our good friend Tsassi even got you on the water instakill part, which was explained by realistic processes and particle physics.
>
> Of course, you are correct in saying that realism isn’t 100% here. After all, the writers made the infuriating decision to allow Spartans to defy the buoyant force’s laws. They also contradicted themselves because as Tsassi said, water would short out their neural link. Now, I don’t know what source you have for Spartans hiding underwater. If you can, please give it to us. But for the moment, I’m going to go with the game supported conclusion that water does instakill Spartans via link shortout.
>
> But to take on your last example, it makes perfect sense that the Magnum has recoil. If it didn’t have that powerful of a shot, how could it kill a titanium and energy shield clad Spartan in 5 shots?
>
> On your second point, maps like Truth typically have most people patrol the borders, like I’ve repeated multiple times now. You again give the point of change of velocity, but again I reply to it by saying that’s only one method. Capture by speed, which is impossible without someone stopping is only allowed with a voluntarily triggered increase in speed. This new method of interception again adds a layer to the gameplay. It’s not necessary, we can always go back to the overly simplistic classic walk n’ jump. But it does add something.
>
> Now you are right that power weapon spawns do play a part, and so do small gunfights. However, that isn’t the majority of the time at all. Most of the time it’s a team attempting to move into a base to find the enemy.
>
> Flanking with Sprint is situational, but not nearly as situational. Maps where flanking is a viable tactic usually end up having limited sight lines to major hot zones on the map, hence the need for flanking. Otherwise, you could’ve just Magnum sniped and be done with it. Going with that extra speed Sprint gives allows you to go for that CQC or clean up an unsuspecting team:s stragglers, which again requires the big inequality of speed.
>
> On the last point, “slight increase in movement speed” is vague. We’d need a number if we can reach a good conclusion on this point.

I’m like 98% sure Tsassi was making a joke. Otherwise Chief would be dead in Halo 2. Also Sunaion would be the worst place to be in Halo 5, because there’s nothing but water surrounding them.

Also Spartans aren’t even the only ones with neural implants, it’s standard for all USNC soldiers. So the entire UNSC could be defeated by a couple tidal waves.

As for who has ever been underwater, part of Blue Team almost made a drop and landed for the water in First Strike, Tom & Lucy escaped underwater in Ghosts of Onyx (and Tom actually did have his helmet filled with water), and Kurt swam up a river underwater in the same story.

As for the recoil thing and number of shots, because gameplay design. It can take 5, 7, or 10 shots depending on gameplay balance. Especially since for a while, we had the Gunfighter Magnum show worse recoil than the Pistol and even some rifles.

I mean, we aren’t questioning why the AR and DMR fire the exact same rounds, but one only needs 4 shots to kill and the other needs ~15.

As for the Sprint stuff, what you’re saying is that Sprint allows us another method to do something that we were always capable of doing, and doesn’t harm the game with its inclusion. But then it just goes back to Tsassi’s comment, “why did we include it then?”

> 2533274795123910;15404:
> Sure… I guess everything happening after this is a dream.

-Yoink- I was in the middle of linking that!