So I don’t think there’s any way 343 would remove sprint from the game. Too many game mechanics–not to mention the maps themselves–revolve around it. That being said, I think there’s a simple way to help balance sprint: Severely limit the duration of sprint when a player’s shields are down. Give them three or four seconds, tops. Then automatically cut sprint off. This would give the player who was attacking a proper chance to finish off the weaker player.
It would also reward good positioning. Let’s take the map Truth for example, with a few scenarios:
Scenario 1:
Player A is pink 3 and catches Player B at bottom mid. A sees B, shoots, gets their shields down. B, at some point while they are getting shot, starts sprinting toward bottom blue. Now lets say just as B makes it near the door their sprint shuts off. Player A–or any other player on the team–can easily take that final shot to clean up the kill. Player A doesn’t forfeit their position; Player B gets punished for their mistake.
Scenario 2:
Let’s say Player B makes it through the door just as sprint cuts off. They escaped and now have cover for a brief moment, but they can’t sprint. A quick, well-placed grenade can now reach that player and finish them since they don’t have sprint to help them get to the far side of the room. Again, good player gets rewarded, bad player gets punished.
I like sprint for this game, it works fine and is already balanced pretty well. The only thing I’d like to see added to sprint is that it is never unlimited (kind of what you were saying, but always has a duration, never unlimited).
> 2535441634768829;3:
> There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
Pretty much this, but I would not be opposed to the movement speed increase if its removed. Sprint and the horrible music are my only complaints so far.
> 2535441634768829;3:
> There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
Sprint is balanced nicely with impacts on shield regenerating and slow movement speed while taking shots, the real feature that is causing problems is the thruster pack in its current state. It needs to have the same impact on shield regeneration and a larger cooldown for the next use
> 2535470121281470;1:
> So I don’t think there’s any way 343 would remove sprint from the game. Too many game mechanics–not to mention the maps themselves–revolve around it. That being said, I think there’s a simple way to help balance sprint: Severely limit the duration of sprint when a player’s shields are down. Give them three or four seconds, tops. Then automatically cut sprint off. This would give the player who was attacking a proper chance to finish off the weaker player.
>
> It would also reward good positioning. Let’s take the map Truth for example, with a few scenarios:
> Scenario 1:
> Player A is pink 3 and catches Player B at bottom mid. A sees B, shoots, gets their shields down. B, at some point while they are getting shot, starts sprinting toward bottom blue. Now lets say just as B makes it near the door their sprint shuts off. Player A–or any other player on the team–can easily take that final shot to clean up the kill. Player A doesn’t forfeit their position; Player B gets punished for their mistake.
>
> Scenario 2:
> Let’s say Player B makes it through the door just as sprint cuts off. They escaped and now have cover for a brief moment, but they can’t sprint. A quick, well-placed grenade can now reach that player and finish them since they don’t have sprint to help them get to the far side of the room. Again, good player gets rewarded, bad player gets punished.
>
> Thoughts?
I like this, but I think sprint should turn off automatically even if you aren’t being fired on. However it should be longer than 3-4 seconds if not being shot, maybe 5-6
> 2533274807858554;6:
> > 2535441634768829;3:
> > There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
>
>
> Sprint is balanced nicely with impacts on shield regenerating and slow movement speed while taking shots, the real feature that is causing problems is the thruster pack in its current state. It needs to have the same impact on shield regeneration and a larger cooldown for the next use
There is no way to “balance” a mechanic that fits so poorly with the other mechanics that it has fundamentally altered map design to the point where any game featuring players who do not suffer from ADHD will turn into a standoff of cross map shooting.
> 2535441634768829;3:
> There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
> 2533274859657171;2:
> Get rid of Sprint. Boost Player movement to 120%. There.
While I, on a fundamental level, agree with both of you, I don’t feel this attitude will help anything. Any casual gamer I have played MCC with has complained about how odd it feels to not have sprint at their disposal. The times have changed. At heart, I’m a purist; I don’t want sprint. But there’s no way around it at this point. I’m old enough to have played games like Quake and Unreal and I watched their popularity die because they released what was essentially the same game over and over again. Halo will die without a greater appeal to the masses, so the best we die-hards can hope for is some sort of compromise.
> 2533274807858554;6:
> > 2535441634768829;3:
> > There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
>
>
> Sprint is balanced nicely with impacts on shield regenerating and slow movement speed while taking shots, the real feature that is causing problems is the thruster pack in its current state. It needs to have the same impact on shield regeneration and a larger cooldown for the next use
> 2535470121281470;9:
> > 2535441634768829;3:
> > There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
>
>
>
>
>
>
> > 2533274859657171;2:
> > Get rid of Sprint. Boost Player movement to 120%. There.
>
>
>
> While I, on a fundamental level, agree with both of you, I don’t feel this attitude will help anything. Any casual gamer I have played MCC with has complained about how odd it feels to not have sprint at their disposal. The times have changed. At heart, I’m a purist; I don’t want sprint. But there’s no way around it at this point. I’m old enough to have played games like Quake and Unreal and I watched their popularity die because they released what was essentially the same game over and over again. Halo will die without a greater appeal to the masses, so the best we die-hards can hope for is some sort of compromise.
Quake and Unreal died because they couldn’t keep up with production values. Both of the most recent games in those franchises were just not technically up to par. The budget and production value just wasn’t there.
Just look at COD. It doesn’t change, and has high production values and budgets. It does, obviously, very well.
> 2535441634768829;11:
> > 2535470121281470;9:
> > > 2535441634768829;3:
> > > There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
> >
> >
> >
> >
> >
> >
> > > 2533274859657171;2:
> > > Get rid of Sprint. Boost Player movement to 120%. There.
> >
> >
> >
> >
> > While I, on a fundamental level, agree with both of you, I don’t feel this attitude will help anything. Any casual gamer I have played MCC with has complained about how odd it feels to not have sprint at their disposal. The times have changed. At heart, I’m a purist; I don’t want sprint. But there’s no way around it at this point. I’m old enough to have played games like Quake and Unreal and I watched their popularity die because they released what was essentially the same game over and over again. Halo will die without a greater appeal to the masses, so the best we die-hards can hope for is some sort of compromise.
>
>
> Quake and Unreal died because they couldn’t keep up with production values. Both of the most recent games in those franchises were just not technically up to par. The budget and production value just wasn’t there.
>
> Just look at COD. It doesn’t change, and has high production values and budgets. It does, obviously, very well.
Well yes, that too. But the sales are declining for COD. The first Unreal was when? 97? Somewhere around there. Haven’t had one since Unreal 3 back in 06 or so? So about ten year lifespan. COD only really became insanely popular with MW. So that’s eight years or so. Perhaps its time is up.
Just make a playlist with no sprint. Make it a (de)selectable option in custom games. There is no way 343 is going to remove it completely from the game.
The solution to sprint has already been made: No shield regarging, while sprinting. In fact due to this, I generally sprint less often even if my shields are full. It’s now decently balanced, no need for these abstract ‘solution to sprint’ ideas…
> 2533274820441404;16:
> The solution to sprint has already been made: No shield regarging, while sprinting. In fact due to this, I generally sprint less often even if my shields are full. It’s now decently balanced, no need for these abstract ‘solution to sprint’ ideas…
Honestly, I’d be perfectly content if they left it as is. I don’t mind it one bit. Would I prefer the old-school style gameplay? Sure, but I still like this, too. I was just trying to think of something that might make it even more balanced, especially in the minds of those who think it has to go.
> 2535470121281470;9:
> > 2535441634768829;3:
> > There are no tweaks that can fix sprint. It just doesn’t work in Halo, period. The end.
>
>
>
>
>
>
> > 2533274859657171;2:
> > Get rid of Sprint. Boost Player movement to 120%. There.
>
>
>
> While I, on a fundamental level, agree with both of you, I don’t feel this attitude will help anything. Any casual gamer I have played MCC with has complained about how odd it feels to not have sprint at their disposal. The times have changed. At heart, I’m a purist; I don’t want sprint. But there’s no way around it at this point. I’m old enough to have played games like Quake and Unreal and I watched their popularity die because they released what was essentially the same game over and over again. Halo will die without a greater appeal to the masses, so the best we die-hards can hope for is some sort of compromise.
Halo won’t die. The people who use that as a reason for keeping these stupid mechanics in are not thinking straight. It’s dying due to the fact, like Humans, it has a life span. Now, that lifespan can be postponed or increased, and it’s currently doing neither. It’s decreasing. But it is never going to actually die as long as everybody doesn’t accept these unnecessary changes. 343i has confirmed they are developing at least 4 more Halo Games after Halo 5. This is why these mechanics shouldn’t be in there, because if Microsoft drop support after all planned Games are finished, it’s not going to die shortly after, it’ll be left with a bad name from abruptly just falling flat on its face. When the time comes for Halo to end, I want it to go out with a bang. Not something reminiscent of that Game called CoD that nobody is going to remember in the future. I’m surprised more people are buying into the hype of the Multiplayer after, according to the community, Halo 4 was a large disappointment. I don’t know what else to say about it.
> 2535470121281470;1:
> So I don’t think there’s any way 343 would remove sprint from the game. Too many game mechanics–not to mention the maps themselves–revolve around it. That being said, I think there’s a simple way to help balance sprint: Severely limit the duration of sprint when a player’s shields are down. Give them three or four seconds, tops. Then automatically cut sprint off. This would give the player who was attacking a proper chance to finish off the weaker player.
>
> It would also reward good positioning. Let’s take the map Truth for example, with a few scenarios:
> Scenario 1:
> Player A is pink 3 and catches Player B at bottom mid. A sees B, shoots, gets their shields down. B, at some point while they are getting shot, starts sprinting toward bottom blue. Now lets say just as B makes it near the door their sprint shuts off. Player A–or any other player on the team–can easily take that final shot to clean up the kill. Player A doesn’t forfeit their position; Player B gets punished for their mistake.
>
> Scenario 2:
> Let’s say Player B makes it through the door just as sprint cuts off. They escaped and now have cover for a brief moment, but they can’t sprint. A quick, well-placed grenade can now reach that player and finish them since they don’t have sprint to help them get to the far side of the room. Again, good player gets rewarded, bad player gets punished.
>
> Thoughts?
Reported quit with the unnessicery reposts about this subject.