> - Map scale becomes too large. Suddenly a room that was the perfect size for players all moving at a consistent speed is now too small, so you upscale it for Sprint. However, in doing so, the sightlines are altered, weapon range is affected, and combat distance is increased. This means less room for automatics and more room for DMRs, as well as lazy cover, and less engagements.
Typical and almost obligatory argument when sprint is concerned. You can repeat the tired chant of “sprint = too big maps” till time ends, it doesn’t change anything nor is it worth anything. I’ve come to the conclusion that people regurgitate this tidbit to sound like they know what they are talking about.
In my experience of Halo 4 matchmaking, I have found ZERO detrimental effect sprint has on map design in respect to all of your claims. Not once did I feel a map was unfairly scaled insofar as constant sprint was required to simply navigate the map. Not once did I feel the distance between cover was unfairly large.
Any problems with combat distance and disparity between automatic and precision gunplay can be attributed to the DMR, bar none.
I guarantee that if you spliced the DMR into Halo 3, it would face the same problems. In fact the power of the DMR would be even worse WITHOUT sprint.
After playing an almighty marathon of Halo 3, I’ve come to appreciate sprint even more. While Halo 3 is superior to Halo 4 (IMO), it is very slow compared to Halo 4. Something which becomes all the more apparent in H3’s BTB maps, which are actually very tedious to navigate w/o a vehicle.
Also, I think sprint’s effect on map size has been greatly inflated by the abundance of BTB maps. Looking beyond that, Halo 4 has some great arena sized and designed maps.
> - More people Sprinting means more people caught mid sprint, which means more people disengaging and not being punished for “poor positioning” or bad mistakes. You’re not supposed to challenge everyone you see or win and/or walk away from every fight you run into. Part of being good at the game is knowing when to engage and from where. Sprint forgives any error in this regard because the player can challenge faster and disengage faster, leading to “toe-testing” gameplay where they’ll sprint to the enemies and then sprint away. Chances are your teammate who is respawning for doing the same thing is also sprinting right back off of their spawn to do it again. People don’t learn better positioning this way.
Oh boy. This again.
Lets take a situation of a kid sprinting into battle at full health and upon immediate regret, sprints away.
A. If your opponent is a long/mid distance from you then and you’re a marksman of any merit, you can STILL drop the kid.
B. If your opponent sprints away in a CQC situation, where cover is abundant, it is likely that you wouldn’t have killed him/her ANYWAY, irrespective of sprint.
In every case I’ve experienced with people running away, if found that there’s either been a distance great enough (i.e. more time to shoot) to kill him/her anyway or that the situation was too CQC for me and I wouldn’t have had enough time to put in the shots in the first place, irrespective of sprint.
I don’t understand how you conclude that people won’t learn better positioning. I’d have thought that if I keep getting shot at in this particular area(whether I die or not), I’d be a little more cautious or apprehensive of reentering the SAME area.
> - Movement is always slowed down to compensate, which means a less effective strafe, less ability to dodge grenades and shots, and more emphasis on team shooting. I shouldn’t need my teammate to outshoot 2 people if I’m better than them, but Reach and Halo 4 guarantee you can’t challenge after 1 fight because of the low movement and low skill gap as far as aiming.
You’re not a -Yoinking!- statue. Movement (i.e.: strafing) has NOT been drastically lowered insofar as it has become neutered.
Wtf would strafing, a “side to side” movement, be lowered to compensate for sprint, a “forwards only movement”? Ridiculous.
Also, I’m fairly confident that base speed and movement is exactly the same as Halo 3.
> - “Sprinting back into action” is another way of saying you want to be able to catch the guy who killed you or your teammates while his shields are down. On a good map, you’ll be able to get a good line of sight or throw a grenade to that area off of your spawn. Otherwise, you shouldn’t be able to catch him - the whole reason you died and respawned a few seconds later was to punish your error and give the player time to recharge their shields. It’s for this reason Instant Spawn also doesn’t work, especially with the BTB spawn system being used in 4v4.
Instant spawn, if anything, is the cause of this. Not sprint. Someone who is critically injured after a fight can sprint AWAY (Y’know, to cover?) to the same degree a person off spawn can sprint TOWARDS him in vengeance.
If after a fight you’re left with an inch of life left and you CHOOSE TO STAY INSTEAD OF RETREAT, allowing your former opponent to return to the same spot and kill you then you DESERVE TO DIE BY DECREE OF STUPIDITY.
> So what’s it going to be? Do you want to sacrifice player improvement, automatic range, sightlines, an effective strafe, and the entire fundamental of shield combat [re. “30 seconds of fun”] for the ability to… ahem, “immerse” yourself in the experience?
So what’s it going to be? Will your continue to sacrifice an actual argument for the sake of preserving outdated gameplay?