why do people hate sprint?

i don’t understand why you people hated sprint so much?

I understood why people might have hated it in halo reach, but not really in this game thanks to slowing when shot and the increased base movement speed.

I like sprint, finally feel like a super soldier.
Might be nice to have a few sprintless classic/barebones playlist though

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> I understood why people might have hated it in halo reach, but not really in this game thanks to slowing when shot and the increased base movement speed.
>
> I like sprint, finally feel like a super soldier.
> Might be nice to have a few sprintless classic/barebones playlist though

You only slow down in the fraction of a second the bullets hit the player, afterwards they’re immediately back to sprinting.

It also completely changes how maps need to play for the worse.

You’ll find a lot of people hate it because of simple gameplay reasons, but its problems go far, far deeper than that.

It messes with map designs. If you implement sprint, everything has to be upsized to account for it. This leads to bigger and bigger maps with longer lines of sight and power positions that have far less importance than they normally would have.

I’ll bring up a quote by someone (possibly Bravo, not sure) from another thread in a couple of seconds that should explain this.

EDIT: Ah, it was K2Five. He brings up a lot of good points, and some serious problems that sprint brings in.

> It pains me to know that there are people out there that don’t fully understand the effects that sprint have on the game.
>
> It goes a lot deeper than someone sprinting away one shot and not dying, it goes a lot deeper than someone sprinting off spawn to finish you off when you were still one-shot from the last battle, and it goes a lot deeper than ‘its just copying COD’
>
> It completely -Yoinks!- with scale - that is the issue. Please describe to me a perfect map for sprint, a map that would work better scaled up for sprint, instead of left normal for no sprint. Does such a thing even exist? Can a map possibly be better made for sprint and with sprint, than made for no sprint and without sprint? No, its impossible.
>
> Geometry has to be scaled to the abilities of spartans; the jump height, how far you can strafe in 1 second, how far you can throw a grenade, a grenade explosion radius, the effective range of your starting weapon, how long it takes you to move from one piece of cover to the next, all of this stuff, is extremely important to how the game plays. Yet it is all thrown to the wayside in favor of making sprint work. Maps have to be scaled up (aka overscaled in relation to all previous factors) to account for sprint.
>
> Gandhi has talked about this before; the lack of power positions, but he wrongfully accused the killtimes as the culprit. While slow killtimes don’t help, sprint is what really ruins power positions. I have used this example before but I will use it again:
>
> Pink on Midship in Halo 2. That was a true power position and functioned as such, but no matter what we do we haven’t been able to replicate the power and feel of the power position in anything we have made since that game. Why is that? Its because of sprint, nothing else has fundamentally changed the game as much as sprint has since then. Currently not even top middle on dispatch rivals the power and counter-strategies (which are equally important to consider) that pink provided.
>
> When you held pink in H2, you had effective means of gunning down your foes as they walked from the base to pink. There was a relatively long journey to make from the cover of the base, to the cover of pink. This meant that it was dangerous as you had to expose yourself for a long period of time to be able to take the tower over. What this meant for the person holding pink, is that as long as they periodically checked the walkways to pink, they were free to shoot from pink and deal damage across map.
> But what happens when you add sprint? That long journey is now a quick one, you can now make it into or under pink alive even if the guy at pink was looking at you, the guy holding pink now has to constantly check the walkways to pink, instead of just periodically, which means he now cant shoot from there without the serious risk of someone backsmacking him or gunning him down from the side. He also has to have ‘internal’ battles with people sprinting at pink more often, than actually using the power position. This is why top mid of dispatch, and even pink and gold of simplex, are such clusterfucks and pale in comparison to the gameplay that pink provided in Halo 2.
>
> The fix to this issue some say, is to scale the map up. Make those walkways to pink longer so that it is still along journey to make even with sprint. But that creates two issues:
> 1) Lessens the effect of shooting from pink - if the rest of the map is further away, the power position has less presence and effect on the map because you cant do as much damage or get as many angles (imagine if pink on simplex was pushed back an extra half-map length, goodbye angles into bases)
>
> 2) Over-punishes the attackers. If you make it so a distance is a long one for sprinters, that means it will be impossible to walk. it also means you cant freaking shoot while you push. It makes balancing any area of the map extremely difficult as it needs to be large enough so that you can track players and so that power positions are actually power positions, but not large enough that it disables attackers in such away (not to mention any up-scaling -Yoinks!- with the scale of all the other combat components I mentioned earlier).
>
> And the ‘but you get slowed down when you get shot’ argument doesnt fix ANY of these absolutely serious issues.

I don’t think it’s hated I think people get annoyed when someone runs on the final shot. It can be frustrating but it can be dealt with.

Check out the “Why arguments against Sprint are wrong” thread, and all of the various rebuttals throughout it.

> Check out the “Why arguments against Sprint are wrong” thread, and all of the various rebuttals throughout it.

There is also a thread called “IS SPRINT HALO?”. Give that a read.

> Sprint kills map control and amplifies the problems caused by instant respawn. Take midship in Halo 2, the power position was pink because you could watch people coming out of the bases. A player at pink could 4shot anyone coming out of the bases before they could run away or fight back. But add sprint to this situation and pink looses its worth because a player coming out of the base can run over to pink before the player at pink can kill them.
>
> Sprint also makes it much easier to escape a bad situation that the player should be punished for. Yesterday on haven a player ran into myself and two other players like an idiot but sprinted away and escaped.
>
> Hope that clears it up for you

but why not fix it?

I hate halo 4 with a passion but as far as sprint goes it could work, but like some else already stated the maps become to big but really sprint can be a crutch for kids that use sprint to escape from a situation that they should have died.

For the record, I like sprint, just not in Halo games. It devalues good positioning and allows inexperienced players a crutch to get out of bad situations. A “get out of jail free card” if you will.

The maps are much better without sprint as well, look at any map from Halo 1-3 and compare them to maps made with sprint in mind, like Reach-4. Overall while it is a “cool” feature I feel the cons far outweigh the pros and honestly with a high base movement speed sprint is not necessary.

Ragnorok is a perfect example of.what sprint has done to halo. Dont quote me on this, but ive noticed since the beginning that ragnorok felt a lot bigger/longer than valhalla was in halo 3. This becomes obvious when dmrs are able to snipe players from the center hill to either base, promoting stale gameplay that involves little to no map movement.

The long lines of sight also really hurts vehicle play when 2 mags of dmr and sniper rifles can rip a warthogs armor to shreds.

people keep running when u shoot them

Sprint works in Call of Duty and Battlefield because if you get shot twice you’re dead.

In Halo 1-3, all the maps had good spots to hold, and if you used teamwork, you held the strong spots and won. Like many said, “pink” on Halo 2’s midship, and the high ground on Halo 3’s (you guessed it) high ground.

Without sprint, and with a well designed map, players have to work for the strong spots, and when they hold them, they are rewarded for their effort. Teamwork also comes heavily into play with this. A good map will make it so with a coordinated team effort, the enemy team can take the high ground away.

It is not like this at all in BF or CoD, mainly because you are not a super soldier. 4 guys can’t hold the top of a hill in Battlefield, lol. In those games, the play style has you running for cover a LOT. Can you imagine BF without sprint? GAAH! CoD really needs sprinting, too. I played the original CoD from 2003. There was no sprint. And it was no fun.

With sprint in Halo the game style becomes like CoD, where players spawn and run straight at their enemies, hoping for kills (this is not helped by instant respawning or the fact that you can rank up faster by going 28-28 than 14-1). Without sprint, the gameplay flows evenly, everyone fighting for high ground, trying to use teamwork, fighting for the upper hand, and being rewarded for their efforts.

> Ragnorok is a perfect example of.what sprint has done to halo. Dont quote me on this, but ive noticed since the beginning that ragnorok felt a lot bigger/longer than valhalla was in halo 3. This becomes obvious when dmrs are able to snipe players from the center hill to either base, promoting stale gameplay that involves little to no map movement.
>
> The long lines of sight also really hurts vehicle play when 2 mags of dmr and sniper rifles can rip a warthogs armor to shreds.

Oooooh, ooh! My friend do I have a thread/video I made for YOU!
Click this link.

Don’t listen to all the nonsense about sprint “breaking maps” and “crutch for bad people” blah blah. Sprinting is an excellent part of the game that most players would find themselves missing if gone. It adds skill to the game too; you need to know when to tactically use your sprint. The most important argument for sprint though is it simply makes the game more fun. I love sprinting around and it has become so engrained in my gameplay If it was suddenly gone, I would find myself clicking my left thumbstick all the time to nothing happening.

Honestly love sprint. Great for BTB because of how big the maps are.

> Don’t listen to all the nonsense about sprint “breaking maps” and “crutch for bad people” blah blah. Sprinting is an excellent part of the game that most players would find themselves missing if gone. It adds skill to the game too; you need to know when to tactically use your sprint. The most important argument for sprint though is it simply makes the game more fun. I love sprinting around and it has become so engrained in my gameplay If it was suddenly gone, I would find myself clicking my left thumbstick all the time to nothing happening.

Please read ANY of the above posts about how sprint can be extremely detrimental to the game. For God’s sake, ignorance is one of the worst things on these forums so please try to solve yours.

> > Ragnorok is a perfect example of.what sprint has done to halo. Dont quote me on this, but ive noticed since the beginning that ragnorok felt a lot bigger/longer than valhalla was in halo 3. This becomes obvious when dmrs are able to snipe players from the center hill to either base, promoting stale gameplay that involves little to no map movement.
> >
> > The long lines of sight also really hurts vehicle play when 2 mags of dmr and sniper rifles can rip a warthogs armor to shreds.
>
> Oooooh, ooh! My friend do I have a thread/video I made for YOU!
> Click this link.

Well if sprint does make it faster, then there’s a good chance that most maps were made bigger to accomidate for it and thus increase sight lines for stale long range combat with little map movement.

Also, why use sprint and force your gun down when you can get a speed boost powerup that increases your speed for a longer time frame while also allowing you to aim?

I get it, it’s fun for people who are coming over from other generic fps games who are used to running into the center of the action, dying, and respawning over and over. But for the sake of balance, it is hurting Halo more than helping.

At this point it shouldnt be removed. 343i will get so much crap from people who liked it that it isn’t worth removing. But setting it aside to be used for only certain game types wouldn’t be too out of the question. Let classic halo fans enjoy classic sprint-free gameplay, while also allowing newer players to the series enjoy their run-and-gun gameplay.

To put it simply, people hate change. So they -Yoink-.