What should player movement look like?

What do you want Halo Infinite to adapt from Halo 5, remove, or gain inspiration from the other Halo titles? I’ve compiled a list below of a possible refined version of the basic movement mechanics, and actually got it working in Halo 5’s forge. It uses elements of Halo 2 and 5.

-sprint is replaced with a faster walking and strafing speed
-jump height is enhanced
-clamber remains
-ground pound is removed
-ADS remains and slows down the player for precision shots
-spartan charge is removed
-the dodge mechanic seen with the thruster packs would be modified as follows:
1: it would behave in a similar way to how to sprint worked in Halo 5 (where you run the risk of your shields not recharging while in use)
2: the dodge mechanic, in coordination with the shields, would have a slow recharge rate to prevent spamming. Ideally, the duration of two shield recharges.
3: it would behave more as a 0G simulation that would carry the player a short to medium distance, forcing the player to use the ability wisely.

Thoughts on this formula? I thought this would be a happy middle ground.

> 2533274948374590;1:
> -ADS remains and slows down the player for precision shots

The word “no” doesn’t have enough letters to describe the no-ness that I’m feeling right now…

There are a couple of other threads on this already. Feel free to use those.