Before I start I will say now that I mean maps like Warlord in size.
Every one says that sprint is bad because it makes maps bigger and is a way to escape death.
Well, now sprint won’t let you recharge shields, so problem two is fixed.
About problem one.
Big maps of the first three games were annoying without sprint, but the small maps like Warlord or Midship, have taken it to a different level.
I don’t care if everyone says that the small maps of the first games were better than Halo 4’s small maps, but these maps are awful.
If you play a map in the size of Warlord and it’s center is open, then every time you die there will be two occasions, 1. you respawn and imediately see a guy who is week from a previous battle and you kill him, or 2. you respawn with two guys looking at you and without sprint, you die again as there is no way to cover (cause grenades will kill you very easily) if you don’t get away quickly there isn’t a way to survive.
So, if everyone’s problem with sprint is because you can’t have this kind of maps, then I will continue to support sprint.
I mean that maps like Guardians or the Pit wouldn’t have a problem with sprint in them, nor if they would become a little bit bigger in order to have sprint, so you are complaining about sprint, because you can’t have maps unfair and unbalanced as these?
That is a very good thing. As bigger the map, less problems with spawning will happen.
If you like this kind of maps, then you are just stuck in the past because of nostalgia, because if 343 made a map like this you would hate it.
Also, the new size of Midship in Halo 5 is much better.
Prepare for an onslaught of players defending no sprinting.
I honestly don’t even know where to begin. There’s far too much to cover here, but I’ll try to contribute a little bit.
How would scaling up Warlock solve anything? You would spawn with even larger lines of sight, even more distance between cover. You would be even more likely to be seen and shot the moment you spawn. The “problem” here (notice the quotes) is the map’s design. If developers wanted you to go between cover quickly on Warlock, they would’ve added more cover or reduced the distance between cover. But they didn’t because that distance is intentional. Anyways, look at Longest. Longest is practically the exact opposite of Warlock. It’s a long hallway with cover everywhere. Does this map need sprint to “fix” it?
Every map has its own style of play. Prisoner is a constant battle to hold the top ground. Chiron is a CQC map of separate rooms. Lockout is about locking down two bases, while Chillout flows much more smoothly in comparison. The Pit and Hang em High are large and sluggish Sniping maps, while Warlock puts everyone face to face for some claustrophobic action. If you don’t like the way a specific map plays, why not play a different one? Why demand sweeping changes to the entire game as a whole?
I will always hold to the sentiment that map design should determine how the game is being played, as it always has.
> Well, now sprint won’t let you recharge shields, so problem two is fixed.
Greatly alleviated yes, but not completely fixed. No change is ever going to completely fix sprint.
Oh look, another person that does not know what he is talking. You are saying that people who like the small maps from Halo 1-3 are stuck in the past because of nostalgia? *shakes head at the silliness of this thread. * And one more thing, Sprint will never be completely fixed, and none of those two problems are solved. People will still run away because you cannot shoot while sprinting, and the larger maps eliminates literally no problems with spawning at all.
You people need to wake up and look at the mechanic critically instead of cooking up your own reasons why “Sprint is fine”. People do not hate the decisions that 343i makes just for the fact that they are not Bungie.