I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
Why are you getting such a stubborn case of tunnel vision?
Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map (just one scenario), you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
> 2535416100417097;2:
> Why did you limit this to “across the map or half-way across the map”?
>
> Obviously people flee close to mid range encounters as well.
Just a scenario good chap, I didn’t consider it a limitation.
> 2535416100417097;2:
> Why did you limit this to “across the map or half-way across the map”?
>
> Obviously people flee close to mid range encounters as well.
Good job coming in here to post no useful information or answer his question. Common sense would tell you to apply this question to any encounter of the sort.
> 2533274833276553;1:
> I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
>
> Why are you getting such a stubborn case of tunnel vision?
>
> Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map, you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
>
> You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
Anyways to answer the question, I do just that, unless I am close and he uses his thruster, then I use my thruster to mimic his exit strategy and finish him, or call out one shot on the guy heading this direction.
> 2533274833276553;1:
> I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
>
> Why are you getting such a stubborn case of tunnel vision?
>
> Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map, you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
>
> You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
The bold parts describe situations in which the player is logically expected to dodge your shot and escape to cover, sprint or not. It happens in every Halo, there is no cat&mouse game in these situations. Remaining purposely close to a cover when engaging a fight is playing smart and has nothing to do with escaping.
The cat&mouse that people criticize occurs at close/mid-range when the player has put himself in a bad situation and decides to refuse the duel and turns back to escape when you gain the upper hand, which would have never been possible without sprint.
> 2533274833276553;3:
> > 2535416100417097;2:
> > Why did you limit this to “across the map or half-way across the map”?
> >
> > Obviously people flee close to mid range encounters as well.
>
>
> Just a scenario good chap, I didn’t consider it a limitation.
Maybe, but it changes everything regarding your question.
> 2562762645113564;4:
> > 2535416100417097;2:
> > Why did you limit this to “across the map or half-way across the map”?
> >
> > Obviously people flee close to mid range encounters as well.
>
>
>
> Good job coming in here to post no useful information or answer his question. Common sense would tell you to apply this question to any encounter of the sort.
>
>
>
> > 2533274833276553;1:
> > I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
> >
> > Why are you getting such a stubborn case of tunnel vision?
> >
> > Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map, you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
> >
> > You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
>
>
> Anyways to answer the question, I do just that, unless I am close and he uses his thruster, then I use my thruster to mimic his exit strategy and finish him, or call out one shot on the guy heading this direction.
I like you. XD Also, that is what I do, if he’s only a couple meters away they’re usually pretty easy to catch, and seeing as their shielding won’t recharge within that time or while they’re sprinting, it’s just a quick finisher. If a teammate is around, I simply call out a one shot to them.
> 2533274940426117;5:
> > 2533274833276553;1:
> > I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
> >
> > Why are you getting such a stubborn case of tunnel vision?
> >
> > Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map, you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
> >
> > You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
>
>
> The bold parts describe situations in which the player is logically expected to dodge your shot and escape to cover, sprint or not. It happens in every Halo, there is no cat&mouse game in these situations. Remaining purposely close to a cover when engaging a fight is playing smart and has nothing to do with escaping.
>
> The cat&mouse that people criticize occurs at close/mid-range when the player has put himself in a bad situation and decides to refuse the duel and turns back to escape when you gain the upper hand, which would have never been possible without sprint.
I agree playing smart has always meant being near cover and knowing where you are.
Your last point doesn’t make sense, sprint has nothing to do with him getting away, you hit him again he stops, then you finish him. If you can’t finish him, which with two weapons you should be able to, you call it out.
> 2562762645113564;4:
> > 2535416100417097;2:
> > Why did you limit this to “across the map or half-way across the map”?
> >
> > Obviously people flee close to mid range encounters as well.
>
>
>
> Good job coming in here to post no useful information or answer his question. Common sense would tell you to apply this question to any encounter of the sort.
>
>
>
> > 2533274833276553;1:
> > I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
> >
> > Why are you getting such a stubborn case of tunnel vision?
> >
> > Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map, you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
> >
> > You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
>
>
> Anyways to answer the question, I do just that, unless I am close and he uses his thruster, then I use my thruster to mimic his exit strategy and finish him, or call out one shot on the guy heading this direction.
lol
Obviously a close range encounter and a long range encounter play out differently. If you don’t want specific answers, don’t ask specific questions.
I don’t feel the need to chase down long range encounters.
I sometimes feel the need to chase down close range encounters due to the fact that the target is close by. Sometimes I will deem that there is a good chance that I can achieve the kill before he gets away and before his teammates will arrive.
> 2562762645113564;8:
> > 2533274940426117;5:
> > > 2533274833276553;1:
> > > I see a ton of threads on here complaining about sprint, and I would prefer this not become one of them, as that isn’t what this thread is intended for. My question is referring to everyone saying it turns into a cat and mouse game because of sprint, and simply this:
> > >
> > > Why are you getting such a stubborn case of tunnel vision?
> > >
> > > Now hear me out keyboard warriors, before you strike me down. You see a man across the map, or half way across the map, you rip his shields down and he sprints away. One of two things will happen, you land a shot and knock him out of sprint before terminal velocity is achieved, or he was close enough to cover that he would have made it anyway. Maybe you missed that final shot, who knows? Though I must ask, why must you feel so compelled to chase him, as if you are obligated to do so?
> > >
> > > You have the option to just walk the other direction, or call a teammate to your location for back-up, so why chase him? Now please, let’s all be civil, it’s just a question out of curiosity.
> >
> >
> >
> > The bold parts describe situations in which the player is logically expected to dodge your shot and escape to cover, sprint or not. It happens in every Halo, there is no cat&mouse game in these situations. Remaining purposely close to a cover when engaging a fight is playing smart and has nothing to do with escaping.
> >
> > The cat&mouse that people criticize occurs at close/mid-range when the player has put himself in a bad situation and decides to refuse the duel and turns back to escape when you gain the upper hand, which would have never been possible without sprint.
>
>
> I agree playing smart has always meant being near cover and knowing where you are.
>
> Your last point doesn’t make sense, sprint has nothing to do with him getting away, you hit him again he stops, then you finish him. If you can’t finish him, which with two weapons you should be able to, you call it out.
Do people not realize you can knock people out of sprint before they reach terminal velocity?
> 2533274940426117;6:
> > 2533274833276553;3:
> > > 2535416100417097;2:
> > > Why did you limit this to “across the map or half-way across the map”?
> > >
> > > Obviously people flee close to mid range encounters as well.
> >
> >
> >
> > Just a scenario good chap, I didn’t consider it a limitation.
>
>
> Maybe, but it changes everything regarding your question.
> 2535416100417097;11:
> > 2533274940426117;6:
> > > 2533274833276553;3:
> > > > 2535416100417097;2:
> > > > Why did you limit this to “across the map or half-way across the map”?
> > > >
> > > > Obviously people flee close to mid range encounters as well.
> > >
> > >
> > >
> > >
> > > Just a scenario good chap, I didn’t consider it a limitation.
> >
> >
> >
> > Maybe, but it changes everything regarding your question.
>
>
> Exactly.
> 2533274870958311;12:
> - Dislikes threads complaining about sprint.
>
> - Creates a thread and asks that discussion not digress into complaints regarding sprint.
>
> - Accuses people who complain about sprint of being narrow minded and procedes to retort a common argument made by people who complain about sprint.
Calm thy self keyboard warrior, it’s just a question.
> 2533274833276553;13:
> > 2535416100417097;11:
> > > 2533274940426117;6:
> > > > 2533274833276553;3:
> > > > > 2535416100417097;2:
> > > > > Why did you limit this to “across the map or half-way across the map”?
> > > > >
> > > > > Obviously people flee close to mid range encounters as well.
> > > >
> > > >
> > > >
> > > >
> > > > Just a scenario good chap, I didn’t consider it a limitation.
> > >
> > >
> > >
> > >
> > > Maybe, but it changes everything regarding your question.
> >
> >
> >
> > Exactly.
>
>
> Can we at least try to be constructive, thanks.
We are being constructive. You should edit your opening post.
> 2533274833276553;14:
> > 2533274870958311;12:
> > - Dislikes threads complaining about sprint.
> >
> > - Creates a thread and asks that discussion not digress into complaints regarding sprint.
> >
> > - Accuses people who complain about sprint of being narrow minded and procedes to retort a common argument made by people who complain about sprint.
>
>
> Calm thy self keyboard warrior, it’s just a question.
You have a very counter-intuitive way of framing your questions then.
You invertibrate jelly, you.
> 2533274870958311;17:
> > 2533274833276553;14:
> > > 2533274870958311;12:
> > > - Dislikes threads complaining about sprint.
> > >
> > > - Creates a thread and asks that discussion not digress into complaints regarding sprint.
> > >
> > > - Accuses people who complain about sprint of being narrow minded and procedes to retort a common argument made by people who complain about sprint.
> >
> >
> >
> > Calm thy self keyboard warrior, it’s just a question.
>
>
> You have a very counter-intuitive way of framing your questions then.
> You invertibrate jelly, you.
Chill bro, I didn’t murder your dog or something. XD
> 2562762645113564;8:
> > 2533274940426117;5:
> > > 2533274833276553;1:
> > > …
> >
> >
> >
> >
> > The bold parts describe situations in which the player is logically expected to dodge your shot and escape to cover, sprint or not. It happens in every Halo, there is no cat&mouse game in these situations. Remaining purposely close to a cover when engaging a fight is playing smart and has nothing to do with escaping.
> >
> > The cat&mouse that people criticize occurs at close/mid-range when the player has put himself in a bad situation and decides to refuse the duel and turns back to escape when you gain the upper hand, which would have never been possible without sprint.
>
>
>
>
> I agree playing smart has always meant being near cover and knowing where you are.
>
> Your last point doesn’t make sense, sprint has nothing to do with him getting away, you hit him again he stops, then you finish him. If you can’t finish him, which with two weapons you should be able to, you call it out.
My last point is precisely what happens in H4 or H5. You make the assumption that every fight is just two people meeting face to face in a room, engaging and closing themselves into a western-like duel, leaving no chance to both players to flee. If a player fights until he has no more shield and then decides to escape to save his life, it’s indeed very unlikely that he will success. But that’s not what happens most of time.
As I said, it generally consists of a “duel refusal”. Players get caught in a bad situation, they should be punished for that, but they manage to escape because they do not engage but run. This behavior is widely encouraged in H4 and H5 because they know that if they manage to get out of sight just a few instant before their shield is depleted (even if it’s just behind a pillar), they will be able to sprint away. Where the issue is now, is that sprint creates a game with two speeds. Basically, it means that once the player has been out of sight and starts sprinting, you cannot finish him because you would need to sprint too, but then you won’t be able to shoot. Maybe you will manage to finish the kill, maybe not, but you have been obliged to chase him. Sprint is direcly related to this behavior. Thruster and clamber just make it even worse.
> 2533274940426117;19:
> > 2562762645113564;8:
> > > 2533274940426117;5:
> > > > 2533274833276553;1:
> > > > …
> > >
> > >
> > >
> > >
> > > The bold parts describe situations in which the player is logically expected to dodge your shot and escape to cover, sprint or not. It happens in every Halo, there is no cat&mouse game in these situations. Remaining purposely close to a cover when engaging a fight is playing smart and has nothing to do with escaping.
> > >
> > > The cat&mouse that people criticize occurs at close/mid-range when the player has put himself in a bad situation and decides to refuse the duel and turns back to escape when you gain the upper hand, which would have never been possible without sprint.
> >
> >
> >
> >
> > I agree playing smart has always meant being near cover and knowing where you are.
> >
> > Your last point doesn’t make sense, sprint has nothing to do with him getting away, you hit him again he stops, then you finish him. If you can’t finish him, which with two weapons you should be able to, you call it out.
>
>
> My last point is precisely what happens in H4 or H5. You make the assumption that every fight is just two people meeting face to face in a room, engaging and closing themselves into a western-like duel, leaving no chance to both players to flee. If a player fights until he has no more shield and then decides to escape to save his life, it’s indeed very unlikely that he will success. But that’s not what happens most of time.
>
> As I said, it generally consists of a “duel refusal”. Players get caught in a bad situation, they should be punished for that, but they manage to escape because they do not engage but run. This behavior is widely encouraged in H4 and H5 because they know that if they manage to get out of sight just a few instant before their shield is depleted (even if it’s just behind a pillar), they will be able to sprint away. Where the issue is now, is that sprint creates a game with two speeds. Basically, it means that once the player has been out of sight and starts sprinting, you cannot finish him because you would need to sprint too, but then you won’t be able to shoot. Maybe you will manage to finish the kill, maybe not, but you have been obliged to chase him. Sprint is direcly related to this behavior. Thruster and clamber just make it even worse.