Time to Distance is NOT how you measure Speed in videogames

Edit: this post is for the videos that claim movement speed is the same in the first 3 games and supposedly reach is only 2% slower. Im not here to provide answers, but to simply show that that method of measuring distance doesnt disprove the fact that reach spartans move slower.

First off measuring this way, as far as i know, is impossible to do accurately. There is no way of telling how far one distance in a videogame translates to another. Secondly, even if you could, this measure does -nothing- for gameplay.

Speed should be measured in Spartan/hitbox size to time. Why? First off, its measurable.
Secondly, its the formula that matters.

Think of it as if spartans halved in size, including their hitboxes, and their speed halved. Gameplay wouldnt be affected (not counting map flow/size)

Also, think of it as if they were bugs, with little bug guns. Since they are small, you would think they would be hard to hit. But the slower than spartan/human speed would aleviate that size.

Do you guys think i explained this well?

yup, 100% agree

No. Regardless of the size of the hitbox, you pick one point within the hitbox and measure the distance that point travels over time.

Speed is independent of size. A Lincoln Town Car and a Stretch Limousine can both travel at the same speed. You pick one point on the car and measure the distance that point moves and the time it takes to move there. That’s speed.

> No. Regardless of the size of the hitbox, you pick one point within the hitbox and measure the distance that point travels over time.
>
> Speed is independent of size. A Lincoln Town Car and a Stretch Limousine can both travel at the same speed. You pick one point on the car and measure the distance that point moves and the time it takes to move there. That’s speed.

Cant tell if troll…

If not, that kind of real world measurements arent applicable to videogames, we are measuring between two different videogames.

And like i said, even if this is how you could measure, it doesnt matter as the perspective is spartan/hitbox to time.

You are saying the formula for determining speed should have a modifier for hitbox size rather than just distance over time. You are trying to combine the two and you are wrong. Hitbox size and speed are two independent factors.

> You are saying the formula for determining speed should have a modifier for hitbox size rather than just distance over time. You are trying to combine the two and you are wrong. Hitbox size and speed are two independent factors.

Sure, in real life.

But for all we know, in reach everything is half size. Spartans are half size, warthogs, all guns, etc.

Heck, the spartans could be 200% size of h3, with 175% the movement, therefore proportionately slower.

Why don’t we throw a variable for “field of view” in there because a wider field of view makes you feel like you are moving slower so that should be offset by the speed calculation, right? Right? Wrong.

> Why don’t we throw a variable for “field of view” in there because a wider field of view makes you feel like you are moving slower so that should be offset by the speed calculation, right? Right? Wrong.

Im not going to even argue with measuring it.

However the only way to even change gameplay would be the spartan size to time ratio, ie strafing in and our of a reticule aimer.

> No. Regardless of the size of the hitbox, you pick one point within the hitbox and measure the distance that point travels over time.
>
> Speed is independent of size. A Lincoln Town Car and a Stretch Limousine can both travel at the same speed. You pick one point on the car and measure the distance that point moves and the time it takes to move there. That’s speed.

If you were going to shoot at a town car and a stretch limousine going the same speed would one be easier than the other? Yes the limousine would be far easier because it’s bigger. While this isn’t exactly what spiniest is saying, that’s what he means (I think).

I don’t want to live in a world were Speed = Distance/Time isn’t real… I mean miles per hour, kilometres per hour, pixels per minute… come back to meeeeee.

> First off measuring this way, as far as i know, is impossible to do accurately. There is no way of telling how far one distance in a videogame translates to another. Secondly, even if you could, this measure does -nothing- for gameplay.

Have you seen the range finder on the CE, Halo3 and Halo: Reach SRS99s? Look real hard when you scope in.

> > No. Regardless of the size of the hitbox, you pick one point within the hitbox and measure the distance that point travels over time.
> >
> > Speed is independent of size. A Lincoln Town Car and a Stretch Limousine can both travel at the same speed. You pick one point on the car and measure the distance that point moves and the time it takes to move there. That’s speed.
>
> If you were going to shoot at a town car and a stretch limousine going the same speed would one be easier than the other? Yes the limousine would be far easier because it’s bigger. While this isn’t exactly what spiniest is saying, that’s what he means (I think).

He’s trying to say the hitboxes are larger in Reach than any other Halo game?
If so, he is completely 100% inaccurate and has not done any testing.
I would assume because he could not imagine how.
Test her up buddy. I have a non-rendered video in my fileshare that shows of 1 location on a Spartan’s helm where with most helms, there is triangle of air that can still be hit.
This triangle is about 1/10 the size of an Elites missing neck in Halo3.
But using the DMR and Sniper at different ranges I am able to show the hitboxes in Reach are extremely tight to the player.

> > > No. Regardless of the size of the hitbox, you pick one point within the hitbox and measure the distance that point travels over time.
> > >
> > > Speed is independent of size. A Lincoln Town Car and a Stretch Limousine can both travel at the same speed. You pick one point on the car and measure the distance that point moves and the time it takes to move there. That’s speed.
> >
> > If you were going to shoot at a town car and a stretch limousine going the same speed would one be easier than the other? Yes the limousine would be far easier because it’s bigger. While this isn’t exactly what spiniest is saying, that’s what he means (I think).
>
> He’s trying to say the hitboxes are larger in Reach than any other Halo game?
> If so, he is completely 100% inaccurate and has not done any testing.
> I would assume because he could not imagine how.
> Test her up buddy. I have a non-rendered video in my fileshare that shows of 1 location on a Spartan’s helm where with most helms, there is triangle of air that can still be hit.
> This triangle is about 1/10 the size of an Elites missing neck in Halo3.
> But using the DMR and Sniper at different ranges I am able to show the hitboxes in Reach are extremely tight to the player.

No, im talking about like how long it would take a spartan to travel the distance of 10 hitboxes of itself, or the headshot hitbox.

> I don’t want to live in a world were Speed = Distance/Time isn’t real… I mean miles per hour, kilometres per hour, pixels per minute… come back to meeeeee.
>
>
>
> > First off measuring this way, as far as i know, is impossible to do accurately. There is no way of telling how far one distance in a videogame translates to another. Secondly, even if you could, this measure does -nothing- for gameplay.
>
> Have you seen the range finder on the CE, Halo3 and Halo: Reach SRS99s? Look real hard when you scope in.

How can we know they both measure in the exact same units? and even if they did, maybe our spartans are bigger, and move slower proportionately.

> > I don’t want to live in a world were Speed = Distance/Time isn’t real… I mean miles per hour, kilometres per hour, pixels per minute… come back to meeeeee.
> >
> >
> >
> > > First off measuring this way, as far as i know, is impossible to do accurately. There is no way of telling how far one distance in a videogame translates to another. Secondly, even if you could, this measure does -nothing- for gameplay.
> >
> > Have you seen the range finder on the CE, Halo3 and Halo: Reach SRS99s? Look real hard when you scope in.
>
> How can we know they both measure in the exact same units? and even if they did, maybe our spartans are bigger, and move slower proportionately.

  1. Because the sniper says METERS in all games listed.
  2. CE, 2 and 3 Spartans are 7’2" tall and Reach’s Spartans are 6’8" I believe (MP models). Their height has absolutely nothing to with Distance=SpeedxTime.
  3. 7’2" compared to 6’8" is not like comparing an ant to gazelle to see who has the fastest proportional size to distance speed. Both Spartans exist in the same macro-world and are already proportioned accordingly.
  4. The difference in “speed” you feel is due to going from a 60’ FOV to a 78’ FOV.

> > > I don’t want to live in a world were Speed = Distance/Time isn’t real… I mean miles per hour, kilometres per hour, pixels per minute… come back to meeeeee.
> > >
> > >
> > >
> > > > First off measuring this way, as far as i know, is impossible to do accurately. There is no way of telling how far one distance in a videogame translates to another. Secondly, even if you could, this measure does -nothing- for gameplay.
> > >
> > > Have you seen the range finder on the CE, Halo3 and Halo: Reach SRS99s? Look real hard when you scope in.
> >
> > How can we know they both measure in the exact same units? and even if they did, maybe our spartans are bigger, and move slower proportionately.
>
> 1) Because the sniper says METERS in all games listed.
> 2) CE, 2 and 3 Spartans are 7’2" tall and Reach’s Spartans are 6’8" I believe (MP models). Their height has absolutely nothing to with Distance=SpeedxTime.
> 3) 7’2" compared to 6’8" is not like comparing an ant to gazelle to see who has the fastest proportional size to distance speed. Both Spartans exist in the same macro-world and are already proportioned accordingly.
> 4) The difference in “speed” you feel is due to going from a 60’ FOV to a 78’ FOV.

But thats the thing, we dont know if 1 meter in halo 3 is equal to 1 meter in halo reach.

Since our spartan is the spectator, or what we see through, it is our way of interpreting size. That is why it itself should be the measuring tool, not a distance.

And i think How wide the spartan is matters a little more, but thats just my oppinion. It feels like our spartans are like 90% the size, with like 80% the speed. Ive done no testing, but what im trying to say is it make take a Reach spartan 10 seconds to cross a 100-wide reach spartan span. But then it would take a H3 spartan 8 seconds to cross a 100-wide H3 spartan spane

You’re going to seriously ponder 1m =/= 1m?

I think a lot of the reason is the slow acceleration in reach. Acceleration seems to influence our judgment on speed than speed itself .

> You’re going to seriously ponder 1m =/= 1m?

Just because they slap a 1m sticker on it doesnt make it 1m.

> I think a lot of the reason is the slow acceleration in reach. Acceleration seems to influence our judgment on speed than speed itself .

Yea, and remember im not claiming anything. Im just saying the measurement tools should be spartans to determine speed, because they are our interpretation tool while playing any halo in any way, excluding forge.

> > I think a lot of the reason is the slow acceleration in reach. Acceleration seems to influence our judgment on speed than speed itself .
>
> Yea, and remember im not claiming anything. Im just saying the measurement tools should be spartans to determine speed, because they are our interpretation tool while playing any halo in any way, excluding forge.

Oh of course. And regardless of how techy you want to get personal experience is more important to the individual. Personally speaking, reach is slower than any halo game.