WHAT'S BETTER THAN SPRINT AND A.D.S?

The sprinting mechanic in H5 BETA needs a total rethink. Infinite sprint is an oxymoron: the definition of “sprint” is to run at full speed over a short distance. The “sprint” mechanic has been replaced by the far superior thruster pack. All infinite sprint does is make the gameplay far faster than previous Halos–it’s the same as increasing base movement speed by 200% or 300%.

FYI, infinite sprint isn’t unbalanced in the H5 BETA**.** Just relatively USELESS, REDUNDANT, compared to, and SUPERSEDED by, the Thruster Pack. It also signficantly reduces kill times from the other Halos because all the weapons have to balance around infinite sprint. Halo is known for its longer kill times.

Change the base movement speed for each weapon category instead: It’s a mechanic which already exists when picking up a turret or a flamethrower–so expand on it for–not so much “heavy” and “light” weapons–you’re a Spartan in 1,000 pound armour–it’s going to take a lot of weight to slow you down. Instead, tie your movement speed to the zoom and destructive capability of your weapon

  • Turrets are heavy, bulky, massive weapons and should slow you down the most.- Rocket Launchers/ Sniper Rifles, Grenade launchers and other heavy weapons–speed should be limited significantly. You don’t want to blow yourself up or have the bullet ricochet back to you. These are not close range weapons. You don’t need to be speedy.- DMRs, Battle Rifles, Carbines, Pistols, needlers–move at medium speed with these. Remember, even when firing “from the hip”–you’re still using smart-scope. That’s why you have the targeting reticule on your HUD. These are medium range weapons, where you want to keep some distance between you and the enemy.- Assault Rifles, Shotguns, SMGs, SAWs, Energy Swords–these weapons are all about closing the distance. You want to move as fast as possible. That’s why you can lunge with the energy sword–it’s a form of sprint.- Grenades–same as shotguns, especially for sticky/spike grenades. The difference is you want to retreat from a stuck opponent, too. Maybe a stuck opponent has the option to drop their weapon and opt for a suicide charge.There’s no need to increase base movement speed from prior Halos OR have infinite sprint. Thruster pack is more versatile sprinting mechanic anyway. Just have different base speeds for different weapon categories–I don’t think any other shooters do that at all.

Edit: I can’t help but imagine a 1v1 battle in which two Spartans are forever chasing each other around in a circle because they both have infinite sprint. It’s exactly the same as Halo 1, 2, 3 and ODST in that regard. For gap closing, use Thruster Pack.

In short.

  • Infinite Sprint = useless = upping base movement speed and decreasing kill times for no reason.- Different movement speeds/weapon category = far superior game mechanic.- Temporary Sprint = useful.- H5 Thruster Pack = far superior game mechanic [combines Sprint with evade].Now, as to Aim Down Sights/ Smart Linked Scoping.

Aim Down Sights = quite literally, bringing your weapon closer to eye level, and aiming down the sights

Smart-linked scope = the Spartan knows where the weapon is pointed at all times. The scope of the weapon is feeding this information to the HUD in either the form of a targeting reticule, or as a video showing where the weapon is pointed at.

The Master Chief could be sitting down with his back against cover, calmly eating a sandwich inside his helmet. He could have his weapon peeking outside of cover behind him, and get headshot after headshot without even looking in the direction of the enemy because the smart-linked scope is sending him zoomed in video to his HUD.
It doesn’t matter where the weapon is pointed at, or what direction the Spartan is facing. The weapon could be pointed in front, behind, up, down, left, right, or even held upside down and Spartans could still get headshots on the enemy.

THAT is the difference in capabilities between Aim Down Sights and Smart-Linked Scoping. Stop using the inferior Aim Down Sights mechanic, and remember you’re a Spartan.

FYI, for the rest of the Spartan abilities in the H5 Beta, I love them. Most of them remind me of Mirror’s Edge.

I like the sprint! Don’t change it!

The sprint is balanced cause you have to stop to recharge your shields once your shot…

> 2533274796494295;3:
> The sprint is balanced cause you have to stop to recharge your shields once your shot…

I never said it wasn’t balanced. I meant that it was USELESS, REDUNDANT, compared to and SUPERSEDED by the Thruster Pack, and it signficantly reduces kill times from the other Halos. Halo is known for its longer kill times. Editing the OP to make this clear.

I don’t even get why Sprint was implemented in Halo Reach in the first place. Since Halo 2, you’ve always been able to lunge with the energy sword–guess what? That’s a form of Sprint.

Another thing is: Spartans prior to Reach seem slow to people because everything around them is so big. Elites, Halo, Warthogs–these are truly massive. Take a close look at how short the Marines are. Then realize that the Grunts are actually 4 foot 6–1.38 metres tall. That’s not small.

If your sense of scale and distance is skewed, then your perception of velocity will be skewed. Velocity = distance / time. Spartans are faster than the Marines going at a full military jog at the start of the Sierra 117 level in Halo 3.

Increasing the Spartan’s speed, and decreasing kill times is not Halo. Spartans in H1, H2, H3 were already fast. Halo is known for its long kill times

> 2533274880692195;7:
> If your sense of scale and distance is skewed, then your perception of velocity will be skewed. Velocity = distance / time. Spartans are faster than the Marines going at a full military jog at the start of the Sierra 117 level in Halo 3.
>
> Increasing the Spartan’s speed, and decreasing kill times is not Halo. Spartans in H1, H2, H3 were already fast. Halo is known for its long kill times

True. (although MC was slower than Arby in H3)

> 2533274933802447;8:
> > 2533274880692195;7:
> > If your sense of scale and distance is skewed, then your perception of velocity will be skewed. Velocity = distance / time. Spartans are faster than the Marines going at a full military jog at the start of the Sierra 117 level in Halo 3.
> >
> > Increasing the Spartan’s speed, and decreasing kill times is not Halo. Spartans in H1, H2, H3 were already fast. Halo is known for its long kill times
>
>
> True. (although MC was slower than Arby in H3)

Well that just sucks then, doesn’t it? Master Chief was handpicked for his genes, had extensive training and went through hazardous surgery and drugs in order to boost his combat capabilities, and is fully encased in a 1,000 pound state of the art power armour…and he still can’t keep up with an Elite. With that sort of disparity, no wonder humanity was doomed. Earth survived the human-covenant war through sheer, bloody, brutal luck.

> 2533274880692195;1:
> Halo is known for its longer kill times.

As soon as I read this… I face palmed. Halo has never been about longer kill times. Its always been adrenaline pumping, wtf how, energy drinking, fast killed times. Did you played CE??? Reach had the slowest out of all of them.

Sprint does not need to be re-thinked. It fits perfectly with map design, sandbox and the fast kill times. It let’s players push effectively and cover more ground creating a larger dynamic to the gameplay. Which in turn, pace of the game is also increased.

Thruster pack is a tool that has its own niche. It’s nothing like an sprint/evade inbred child. Sprint fits into its own purpose, thruster can be used as a gap closer, dodge nades, throw your opponents aim off, or to ninja someone. Neither is superior or inferior to the other. They all benefit the multiplayer design and supplement it.

I’m sure the average player sprints for ~5 seconds. By that time they either are engaged, waiting for shield recharge, or dead. Seems to be working perfectly.

And movement speed changes for weapon categories… that’s dumb…

> 2533274818402588;10:
> > 2533274880692195;1:
> > Halo is known for its longer kill times.
>
>
>
>
> As soon as I read this… I face palmed. Halo has never been about longer kill times. Its always been adrenaline pumping, wtf how, energy drinking, fast killed times. Did you played CE??? Reach had the slowest out of all of them.
> Sprint does not need to be re-thinked. It fits perfectly with map design, sandbox and the fast kill times. It let’s players push effectively and cover more ground creating a larger dynamic to the gameplay. Which in turn, pace of the game is also increased.
> Thruster pack is a tool that has its own niche. It’s nothing like an sprint/evade inbred child. Sprint fits into its own purpose, thruster can be used as a gap closer, dodge nades, throw your opponents aim off, or to ninja someone. Neither is superior or inferior to the other. They all benefit the multiplayer design and supplement it.
> I’m sure the average player sprints for ~5 seconds. By that time they either are engaged, waiting for shield recharge, or dead. Seems to be working perfectly.
> And movement speed changes for weapon categories… that’s dumb…

I’ve played every Halo game. Every single one. PC and console. I have every book–bar one. I’ve read all the comics. I’ve read every game manual. I’ve read and watched virtually all of the supplementary materials. I have a digital copy of the Cortana Letters and the I love bees, Iris and Believe campaigns. I own Halo Legends, Forward Unto Dawn and Halo Nightfall. So what? Even if I was completely new to Halo I would be able to look up this stuff on Halopedia or Halo Nation, or Halo.Bungie.org, or even Bungie’s/343 industries own websites. You don’t need to play in order to be able to research the facts.

I’ve also played and researched many other franchises. Most MP FPS video games boil down to the winner being the first person to fire their weapon. Halo is different. It is known*–not solely or most known for, but definitely known* for its longer kill times.

Read my post again. I said that sprint was balanced with the rest of the gameplay, but it is completely redundant.

Thruster pack is a short burst of speed in any direction. It is a sprint/evade hybrid.

The average player sprints for less than 5 seconds at a time? Okay. So infinite sprint is not needed. We have thruster pack. Name one thing which requires infinite sprint, as opposed to temporary sprint. Go on.

Movement speed changes for weapon categories are dumb? That’s it? No facts to support your argument? That’s really helpful, mate. I take it you hate slowing down when you rip off a turret in gameplay, and I take it you hate being able to lunge with the energy sword and melee then. My ideas are based on those already existing mechanics, so not only are you calling my idea dumb, you are calling Bungie’s ideas dumb without any facts to support your argument.

Adrenaline pumping, energy drinking, wtf action? How many hours do you play video games per day? I’m seriously concerned about your health here. If you need energy drinks to play a video game, you are ruining your own health. That’s your decision to make, but I rarely get any sort of adrenaline rush whilst playing and have never needed to have an energy drink in order to play Halo. You are correct about the WTF action, although I’m not sure why you brought it up, because Halo is not solely or most known for its long kill times, but it is a key trait in gameplay which separates Halo from the rest of the FPS crowd.

> 2533274818402588;10:
> > 2533274880692195;1:
> > Halo is known for its longer kill times.
>
>
>
>
> Sprint does not need to be re-thinked. It fits perfectly with map design, sandbox and the fast kill times. It let’s players push effectively and cover more ground creating a larger dynamic to the gameplay. Which in turn, pace of the game is also increased.

You are right, it does not need to be re-thinked, it needs to be removed. But we all know that is not going to happen, so the least they can do is have a week of no Sprint with a 25% boost in the base movement speed. And forgive me, but saying that it fits with map design is bollocks because maps needs to be larger to accommodate the gimmick, so it does not make the game any faster since maps are twice the sizes than they are without having to accommodate Sprint. Halo does not have fast-times compared to other AAA titles such as Call of Duty and Battlefield, so no. And it turns the sandbox into a run or gun, which is stupid because Halo is also known for running and gunning. Sprint is not the only thing in the game that allows players to push effectively, and covering more ground is a problem because as I stated earlier, maps have to accommodate Sprint. The pace of the game is already decreased, not increased. It breaks the flow of the game and slows the game down because you will either have your weapon ready which causes you to jog around the map, or you will be sprinting in order to keep up with other players without having combat efficiency. This adds inconsistently and slower-paced gameplay.

And faster gameplay does not automatically means it makes a game better, I am sick of people using that argument to support the “benefits” of Sprint (not that there is any).

> 2533274880692195;11:
> > 2533274818402588;10:
> > > 2533274880692195;1:
> > > Halo is known for its longer kill times.
> >
> >
> >
> >
> > As soon as I read this… I face palmed. Halo has never been about longer kill times. Its always been adrenaline pumping, wtf how, energy drinking, fast killed times. Did you played CE??? Reach had the slowest out of all of them.
> > Sprint does not need to be re-thinked. It fits perfectly with map design, sandbox and the fast kill times. It let’s players push effectively and cover more ground creating a larger dynamic to the gameplay. Which in turn, pace of the game is also increased.
> > Thruster pack is a tool that has its own niche. It’s nothing like an sprint/evade inbred child. Sprint fits into its own purpose, thruster can be used as a gap closer, dodge nades, throw your opponents aim off, or to ninja someone. Neither is superior or inferior to the other. They all benefit the multiplayer design and supplement it.
> > I’m sure the average player sprints for ~5 seconds. By that time they either are engaged, waiting for shield recharge, or dead. Seems to be working perfectly.
> > And movement speed changes for weapon categories… that’s dumb…
>
>
> I’ve played every Halo game. Every single one. PC and console. I have every book–bar one. I’ve read all the comics. I’ve read every game manual. I’ve read and watched virtually all of the supplementary materials. I have a digital copy of the Cortana Letters and the I love bees, Iris and Believe campaigns. I own Halo Legends, Forward Unto Dawn and Halo Nightfall. So what? Even if I was completely new to Halo I would be able to look up this stuff on Halopedia or Halo Nation, or Halo.Bungie.org, or even Bungie’s/343 industries own websites. You don’t need to play in order to be able to research the facts.
>
> I’ve also played and researched many other franchises. Most MP FPS video games boil down to the winner being the first person to fire their weapon. Halo is different. It is known*–not solely or most known for, but definitely known* for its longer kill times.
>
> Read my post again. I said that sprint was balanced with the rest of the gameplay, but it is completely redundant.
>
> Thruster pack is a short burst of speed in any direction. It is a sprint/evade hybrid.
>
> The average player sprints for less than 5 seconds at a time? Okay. So infinite sprint is not needed. We have thruster pack. Name one thing which requires infinite sprint, as opposed to temporary sprint. Go on.
>
> Movement speed changes for weapon categories are dumb? That’s it? No facts to support your argument? That’s really helpful, mate. I take it you hate slowing down when you rip off a turret in gameplay, and I take it you hate being able to lunge with the energy sword and melee then. My ideas are based on those already existing mechanics, so not only are you calling my idea dumb, you are calling Bungie’s ideas dumb without any facts to support your argument.
>
> Adrenaline pumping, energy drinking, wtf action? How many hours do you play video games per day? I’m seriously concerned about your health here. If you need energy drinks to play a video game, you are ruining your own health. That’s your decision to make, but I rarely get any sort of adrenaline rush whilst playing and have never needed to have an energy drink in order to play Halo. You are correct about the WTF action, although I’m not sure why you brought it up, because Halo is not solely or most known for its long kill times, but it is a key trait in gameplay which separates Halo from the rest of the FPS crowd.

I asked if you played CE. You know the first Halo. Boasting fan boy status doesn’t provide anything relevant.

Have you ever played system link spilt screen with friends? Had about 8 of them maybe 12 just hanging out playing Halo? Or have you never had that experience. Thanks for admiring my health but petty sarcasm makes you look dumb.

Yes, movement penalties on weapon categories is dumb. Sword has a lunge because it’s a trait to that weapon. Tbh I do dislike melee lunge but its a mechanic ive adapted to. Unless you’d like to go back to CE with specific weapons having melee ranges.

I didn’t say it was balanced or unbalanced. You said it was balanced. I specified what it provides in the current movement sandbox. Should throughly read lol

Long kill times have never been a key trait of halo. Go play a match of CE/H2 on MCC then come back. Halo is Halo, that’s it key trait. It revolutionized the FPS genre. Again, go play a game of CE or H2. Unless youre pretty bad and dont know how to aim. Which makes sense why the kill times seem long for you.

Go play and research more :wink:

> 2533274806427910;12:
> > 2533274818402588;10:
> > > 2533274880692195;1:
> > > Halo is known for its longer kill times.
> >
> >
> >
> >
> > Sprint does not need to be re-thinked. It fits perfectly with map design, sandbox and the fast kill times. It let’s players push effectively and cover more ground creating a larger dynamic to the gameplay. Which in turn, pace of the game is also increased.
>
>
> You are right, it does not need to be re-thinked, it needs to be removed. But we all know that is not going to happen, so the least they can do is have a week of no Sprint with a 25% boost in the base movement speed. And forgive me, but saying that it fits with map design is bollocks because maps needs to be larger to accommodate the gimmick, so it does not make the game any faster since maps are twice the sizes than they are without having to accommodate Sprint. Halo does not have fast-times compared to other AAA titles such as Call of Duty and Battlefield, so no. And it turns the sandbox into a run or gun, which is stupid because Halo is also known for running and gunning. Sprint is not the only thing in the game that allows players to push effectively, and covering more ground is a problem because as I stated earlier, maps have to accommodate Sprint. The pace of the game is already decreased, not increased. It breaks the flow of the game and slows the game down because you will either have your weapon ready which causes you to jog around the map, or you will be sprinting in order to keep up with other players without having combat efficiency. This adds inconsistently and slower-paced gameplay.
>
> And faster gameplay does not automatically means it makes a game better, I am sick of people using that argument to support the “benefits” of Sprint (not that there is any).

CoD is Run and Gun. Halo is an arena shooter…
Shall we compare gunskill between the two?
How about effectively gaining map control? Which sprint helps you achieve. Taking a playing out P2 with nades then sprinting to P2. Effective Map control. How are the kill times decreased?
Elaborate with your player to player interaction ingame. Gaurdians kill times are nuts and on par with CE.

> 2533274880692195;11:
> > 2533274818402588;10:
> > > 2533274880692195;1:
> > > Halo is known for its longer kill times.
> >
> >
> >
> >
> > As soon as I read this… I face palmed. Halo has never been about longer kill times. Its always been adrenaline pumping, wtf how, energy drinking, fast killed times. Did you played CE??? Reach had the slowest out of all of them.
> > Sprint does not need to be re-thinked. It fits perfectly with map design, sandbox and the fast kill times. It let’s players push effectively and cover more ground creating a larger dynamic to the gameplay. Which in turn, pace of the game is also increased.
> > Thruster pack is a tool that has its own niche. It’s nothing like an sprint/evade inbred child. Sprint fits into its own purpose, thruster can be used as a gap closer, dodge nades, throw your opponents aim off, or to ninja someone. Neither is superior or inferior to the other. They all benefit the multiplayer design and supplement it.
> > I’m sure the average player sprints for ~5 seconds. By that time they either are engaged, waiting for shield recharge, or dead. Seems to be working perfectly.
> > And movement speed changes for weapon categories… that’s dumb…
>
>
> I’ve played every Halo game. Every single one. PC and console. I have every book–bar one. I’ve read all the comics. I’ve read every game manual. I’ve read and watched virtually all of the supplementary materials. I have a digital copy of the Cortana Letters and the I love bees, Iris and Believe campaigns. I own Halo Legends, Forward Unto Dawn and Halo Nightfall. So what? Even if I was completely new to Halo I would be able to look up this stuff on Halopedia or Halo Nation, or Halo.Bungie.org, or even Bungie’s/343 industries own websites. You don’t need to play in order to be able to research the facts.
>
> I’ve also played and researched many other franchises. Most MP FPS video games boil down to the winner being the first person to fire their weapon. Halo is different. It is known*–not solely or most known for, but definitely known* for its longer kill times.
>
> Read my post again. I said that sprint was balanced with the rest of the gameplay, but it is completely redundant.
>
> Thruster pack is a short burst of speed in any direction. It is a sprint/evade hybrid.
>
> The average player sprints for less than 5 seconds at a time? Okay. So infinite sprint is not needed. We have thruster pack. Name one thing which requires infinite sprint, as opposed to temporary sprint. Go on.
>
> Movement speed changes for weapon categories are dumb? That’s it? No facts to support your argument? That’s really helpful, mate. I take it you hate slowing down when you rip off a turret in gameplay, and I take it you hate being able to lunge with the energy sword and melee then. My ideas are based on those already existing mechanics, so not only are you calling my idea dumb, you are calling Bungie’s ideas dumb without any facts to support your argument.
>
> Adrenaline pumping, energy drinking, wtf action? How many hours do you play video games per day? I’m seriously concerned about your health here. If you need energy drinks to play a video game, you are ruining your own health. That’s your decision to make, but I rarely get any sort of adrenaline rush whilst playing and have never needed to have an energy drink in order to play Halo. You are correct about the WTF action, although I’m not sure why you brought it up, because Halo is not solely or most known for its long kill times, but it is a key trait in gameplay which separates Halo from the rest of the FPS crowd.

Sprint is a risk / reward mechanic in and of itself, whereas Thruster Pack has no real penalty other than a temporary loss of damage output (which, arguably, is negated by the potential damage avoided / gained with a successful dodge). The two systems serve two very different purposes, as some have pointed out here:

Sprint is primarily used as a means of rushing to or from an engagement, and strips the player of sustained DPS and shield recharge capabilities. It is typically not used in combat, as it serves no functional engagement purpose other than a risky attempt at escape. No cooldown. No limit. Only moves the player forward.

Thruster Pack is used during engagements, and provides the player with tactical relocation and engagement manipulation opportunities to reverse an unfavorable fight or pursue a fleeing enemy. It also temporarily removes sustained DPS for its duration, but does not come with any other penalties. Additionally, it can be performed in the air, whereas Sprint cannot. Thruster Pack has a cooldown, while Sprint does not. Moves the player in any lateral direction.

If you look at Sprint and Thruster Pack as only being means of covering x feet in n seconds, then sure, Sprint looks redundant. But it’s the application of each tool in the context of combat that make them so independently valuable. Sprint is a unidirectional tool to go from A to B as quickly as possible. It is a constant that, unless interrupted, is highly predictable. Thruster Pack, on the other hand, is a multi-directional tool where B in relation to A is entirely unknown to the opposing player. It is for this reason that the two are complementary tools, rather than overlapping ones.

Your other idea about speed being dictated by the weapon in-hand is one of the reasons why certain weapon types in some Call of Duty titles go completely unexplored. Light Machine Guns are “balanced” by invoking a movement penalty to the player when in-use. Unfortunately, due to the speed of the game (which utilizes all of your suggestions, I might add, including limited sprint) these weapons become too slow and useless given how quick kill times are. ADS time is another factor that is penalized by “heavier” weapon types. The time-to-scope is reduced to the point where perks or attachments become necessary for the weapon to compete with more lithe armaments. This inherently limits choice for the player, and makes alternative options with additional freedom far more appealing.

Halo 5 is already doing some of this now. Certain weapons draw faster, making them better choices as a sidearm. Compare the draw times of the BR / DMR to the Magnum. The Magnum is substantially faster, making it a better option for a player with a Sniper Rifle than the BR or DMR. This is an interesting design choice that I can’t quite say I agree with just yet (though I am warming up to it), but it does force a player with a Power Weapon into a specialization role with a clear disadvantage to other players with more general purpose weaponry.

> 2533274880692195;9:
> > 2533274933802447;8:
> > > 2533274880692195;7:
> > > If your sense of scale and distance is skewed, then your perception of velocity will be skewed. Velocity = distance / time. Spartans are faster than the Marines going at a full military jog at the start of the Sierra 117 level in Halo 3.
> > >
> > > Increasing the Spartan’s speed, and decreasing kill times is not Halo. Spartans in H1, H2, H3 were already fast. Halo is known for its long kill times
> >
> >
> >
> > True. (although MC was slower than Arby in H3)
>
>
> Well that just sucks then, doesn’t it? Master Chief was handpicked for his genes, had extensive training and went through hazardous surgery and drugs in order to boost his combat capabilities, and is fully encased in a 1,000 pound state of the art power armour…and he still can’t keep up with an Elite. With that sort of disparity, no wonder humanity was doomed. Earth survived the human-covenant war through sheer, bloody, brutal luck.

lol. I still don’t know why Arby runs faster than Chief in Halo 3, I mean, at least make it equal xD

> 2792633876079838;15:
> Sprint is a risk / reward mechanic in and of itself, whereas Thruster Pack has no real penalty other than a temporary loss of damage output (which, arguably, is negated by the potential damage avoided / gained with a successful dodge). The two systems serve two very different purposes, as some have pointed out here:
> Sprint is primarily used as a means of rushing to or from an engagement, and strips the player of sustained DPS and shield recharge capabilities. It is typically not used in combat, as it serves no functional engagement purpose other than a risky attempt at escape. No cooldown. No limit. Only moves the player forward.
> Thruster Pack is used during engagements, and provides the player with tactical relocation and engagement manipulation opportunities to reverse an unfavorable fight or pursue a fleeing enemy. It also temporarily removes sustained DPS for its duration, but does not come with any other penalties. Additionally, it can be performed in the air, whereas Sprint cannot. Thruster Pack has a cooldown, while Sprint does not. Moves the player in any lateral direction.
> If you look at Sprint and Thruster Pack as only being means of covering x feet in n seconds, then sure, Sprint looks redundant. But it’s the application of each tool in the context of combat that make them so independently valuable. Sprint is a unidirectional tool to go from A to B as quickly as possible. It is a constant that, unless interrupted, is highly predictable. Thruster Pack, on the other hand, is a multi-directional tool where B in relation to A is entirely unknown to the opposing player. It is for this reason that the two are complementary tools, rather than overlapping ones.
> Your other idea about speed being dictated by the weapon in-hand is one of the reasons why certain weapon types in some Call of Duty titles go completely unexplored. Light Machine Guns are “balanced” by invoking a movement penalty to the player when in-use. Unfortunately, due to the speed of the game (which utilizes all of your suggestions, I might add, including limited sprint) these weapons become too slow and useless given how quick kill times are. ADS time is another factor that is penalized by “heavier” weapon types. The time-to-scope is reduced to the point where perks or attachments become necessary for the weapon to compete with more lithe armaments. This inherently limits choice for the player, and makes alternative options with additional freedom far more appealing.
> Halo 5 is already doing some of this now. Certain weapons draw faster, making them better choices as a sidearm. Compare the draw times of the BR / DMR to the Magnum. The Magnum is substantially faster, making it a better option for a player with a Sniper Rifle than the BR or DMR. This is an interesting design choice that I can’t quite say I agree with just yet (though I am warming up to it), but it does force a player with a Power Weapon into a specialization role with a clear disadvantage to other players with more general purpose weaponry.

Now this post I like. I may not agree with it, but it’s bringing up facts I hadn’t considered thoroughly.

However, I believe I have made it clear that there is a difference between sprint, thruster pack, and infinite sprint. You are making it clear that there is no practical advantage whatsoever to having infinite sprint. You have also made it clear that there is no advantage to using sprint, even if it was made temporary, as-is in Halo 5 as opposed to Thruster Pack. Take a look at what you just said: you cannot use sprint in combat, you can only move in one direction, your shields will never recharge whilst sprinting, it’s highly predictable, and you cannot use it in most situations as even a gap closer. What purpose does sprint have in the game at all? If you want to get from A to B on a large map faster, use vehicles. That’s what they are for, along with being mobile weapons platforms that dominate the battlefield when used. If you want to use a sprint-like mechanic in combat, then use thruster pack. Sprint serves no purpose whatsoever, and most players are finding that its just not practical to use.

Movement speed being dictated by the weapon in hand? I didn’t know it was present in Call of Duty. I don’t play that series much at all. Anyway, what you have clearly stated is that there is no practical purpose to having the movement speed be dictated by the weapon in the Call of Duty series because of its twitch-shooter mechanic–insanely fast kill times. Halo is different–it has longer kill times, which makes altering the movement speed based on the weapon serve a practical balancing purpose, which doesn’t make the weapon useless

The Energy Sword, and even when you use melee with any other weapon, has a lunge factor. Lunging is actually a sprinting mechanic. Turrets and Flamethrowers, when lugged around by the player already restrict movement speed.

I consider the gameplay of the Halo 5 Beta to have crossed over into twitch-shooter territory. I don’t like that, not just because of making the gameplay dumber–making it a matter of whoever shoots first or spams the most bullets winning the battle, not just because Halo is known for its longer kill times, but also for personal reasons. I play Halo precisely because it has longer kill times than other shooters. My reaction time sucks, so I physically cannot compete in twitch shooters, but I’ve never, ever had a problem with being able to compete in Halo games–until now. I’m very upset, and extremely saddened that because of my own physical limitations, and how fast the new gameplay is, I will no longer be able to play new entries in a series I love.

The fact that the speed of the new gameplay is to primarily balance out a completely useless Spartan ability, makes things ever so much worse.

> 2533274818402588;14:
> CoD is Run and Gun. Halo is an arena shooter…
> Shall we compare gunskill between the two?
> How about effectively gaining map control? Which sprint helps you achieve. Taking a playing out P2 with nades then sprinting to P2. Effective Map control. How are the kill times decreased?
> Elaborate with your player to player interaction ingame. Gaurdians kill times are nuts and on par with CE.

“Guardians kill times are nuts and on par with CE”
The pistol was far slower in its rate of fire, and it’s still considered one of the most overpowered weapons in gaming history–it made every other gun in CE practically useless.
Sprint as-is doesn’t help you maintain map control. In your scenario you’ve just been in combat with another player, your shields are most likely damaged, and therefore, whilst you may have arrived at the new area first, if you are combating a player of equal skill level you will be the first to die.
Other players have infinite sprint, too. Due to the fact that sprint is infinite and a base trait of every player, in any scenario where you start from equal distances from a location as another player, both of you will arrive at the same time because you likely will both be using sprint. Sprint as-is offers no combat advantage whatsoever compared to thruster pack, and can’t even be used effectively as a gap closer.

> I asked if you played CE. You know the first Halo. Boasting fan boy status doesn’t provide anything relevant.

You misinterpreted my statement. “I’m a big fan of Halo. So what? You should be informed that even if I didn’t have a lot of knowledge about Halo, I could look it up.”–is another, less verbose way I could have put it. Asking if someone has actually played/watched/done something adds nothing to your argument, and you need to be made aware of that fact. Guess what? In your very next sentence in the rest of your post you made the same mistake again.

> 2533274818402588;13:
> Have you ever played system link spilt screen with friends? Had about 8 of them maybe 12 just hanging out playing Halo? Or have you never had that experience. Thanks for admiring my health but petty sarcasm makes you look dumb.
> Yes, movement penalties on weapon categories is dumb. Sword has a lunge because it’s a trait to that weapon. Tbh I do dislike melee lunge but its a mechanic ive adapted to. Unless you’d like to go back to CE with specific weapons having melee ranges.
> I didn’t say it was balanced or unbalanced. You said it was balanced. I specified what it provides in the current movement sandbox. Should throughly read lol
> Long kill times have never been a key trait of halo. Go play a match of CE/H2 on MCC then come back. Halo is Halo, that’s it key trait. It revolutionized the FPS genre. Again, go play a game of CE or H2. Unless youre pretty bad and dont know how to aim. Which makes sense why the kill times seem long for you.
> Go play and research more :wink:

Yes, I’ve played system link. Or I could have researched it. Your question is irrelevant.

I behave on the internet exactly the same way as if I was in public, discussing something face-to-face with a stranger–because I am in public. The internet is a public place. You have implied that you are taking actions which may end up damaging your health. I would be a poor excuse for a human being if I did not show concern for that fact. This is not sarcasm. This is you failing to comprehend that a stranger could possibly be concerned about your safety and well-being. If I were to not show concern for a fellow human being outside of the internet I would be held criminally responsible. Just because the law is ill-defined on the internet and it’s more difficult to truly know someone else’s identity does not mean that I or anybody else should throw away their sense of ethics and morality. Understanding this will prevent you from getting fired from your job, having evidence from what you wrote or said on the internet used against you in a court of law, and will prevent other breakdowns in your relationships with other human beings. I am showing concern for your health. Recognize that fact.

Movement penalties for weapon categories is not dumb. For melee, you need a gap closer, which is why there is a lunge mechanic. For turrets and flamethrowers there is already a movement penalty.

I cannot aim quickly because of a physical limitation, but I do know how to aim. It’s not just kill times in multiplayer you need to take into account, it’s death times.

I mostly play Halo’s campaigns solo on Legendary, and sometimes use the Mythic or various other skulls. All the weapon strengths, shields, health, accuracy and other stats of the enemies are far greater than what the player has at this difficulty. The enemies can even be more intelligent than players. The only difference is that the enemies usually are scripted to hold their position and don’t chase after the player, allowing you to hide behind cover and recharge your shields. I also have played Normal difficulty and multiplayer enough to know how the kill times and death times differ, and how responses of the enemy AI and players differ.

Halo is known for having much longer kill times than other contemporary first person shooters. You can’t quibble over that fact. Having longer kill times makes it more akin to third person RPGs like Mass Effect. Perhaps it would be more accurate to say that it’s more akin to a third-person shooter like Gears of War, which also has long kill times compared to twitch shooters. Or even games with older mechanics like Half-Life or Team Fortress 2. Halo is not a twitch shooter–it is closer to being a cover-based shooter, and I can definitely say it has long kill times in comparison to twitch shooters. Twitch shooters have flooded the FPS market. That’s why I can simply say that Halo has long kill times, because the fact that I am comparing it to twitch shooters is a given that I do not need to state.

> [Sprint] fits perfectly with map design, sandbox and the fast kill times.
> I didn’t say it was balanced or unbalanced.

A balanced game mechanic is something that fits well with the map design, sandbox and kill times. Your statement = sprint is balanced. Just because you didn’t use the exact word doesn’t mean I can’t say that you weren’t using the concept of that word.