"now most players who get shot will be in compromised positions with the slower base movement and all eyes on them"
It makes the game tedious, Halo had fluid movement, now the compromise is to make the game feel like sludge? 1 charge of sprint likely covers 20-25x the distance of thruster, thruster has no real negative consequence in classic Halo maps in any way shape or form, the most major negative is that each engagement feels too samey as it's the backpocket mechanic for every encounter.
shooting people out of sprint would easily balance that. we already cant activate sprint in battle unlike thruster.
thruster allows you to thrust mid air and change direction onto different parts of a map which is not possible with sprint.
there is one way to make thruster work with classic halo maps. Only make thruster work on ground and only when not taking damage. However, if sprint is going to be in the game, the new instant slide will act like that thruster.
It is rather laughable to insinuate that thruster is where the line needs to be drawn (in relation to what we have had to deal with for 5 years with H5) when clamber breaks the power struggle for vertical map placement, a mechanic designed with the intent of breaking one of the staple characteristics of Halo. Ground pound and spartan charge, when players thought double pummel was loathesome to cqb gameplay, and sprint, a mechanic which places 50% of time played in an animation and is mostly used to escape gameplay, which is the opposite of how it is used in most other games as 1 life or instant kill create the danger that Halo lacks.
You suggest a way to create danger, by essentially killing anyone using sprint in Halo, as it's a getaway mechanic by nature, so now most players who get shot will be in compromised positions with the slower base movement and all eyes on them. Why not, like upwards of 100,000 posts since Reach came out, raise the base movement speed and add other movement mechanics in weapons or map design and stop fitting a useless mechanic into the game any means necessary.
thats the point, sprint should be risk vs reward. the most important thing is it has risk. in instant kill games like cod they dont need to disable sprint when shot because theyre dead. all halo sprint needs is that risk of being shot out of sprint and forced into a battle. Also lots of players use sprint offensively, im not sure why you only think its mostly used for running away especially since once in battle you cant activate sprint in 5.
increasing bms would be horrible for halo's classic gameplay. halo is not quake or doom. it plays like a tactical shooter and needs slow movement in battles.
thruster can only work in the way i described to support classic halo.
That isn't risk vs reward, you are just punishing the player for using the base mechanic as it should, not punishing bad play specifically. You won't be forced into a battle at that point, those that are shooting are up on you, you mostly lose that encounter. They'll likely get another shot if you aren't facing them as turning around 90 degrees on the common used sens 3-6 still takes time. What do you mean you can't
activate sprint in 5? isn't it only until shield begins recharging that you can sprint again? that really only nerfs sprint for the cqb range.
Depends on what you mean by offensive, if simply moving forwards to a new position instead of running away is offensive
then sure, though i would say that is just neutral movement. flanking people aggressively in a fight i would say is offensive use, but because of knocking players out of sprint who aren't at full speed i would say finding that is as limited as running away at cqb range. maybe less so as the other mechanics offered in 5 specifically (thruster, clamber, ground pound, stabilise) allowed players to get the running boost while the shield delay finished.
All in all it doesn't really take away what i said, that sprint takes up a large chunk of game time and that making it very conditional in a game centered around fluid movement and positioning will make the game play very stop / start, clunky and tedious.
mention quake or doom? they make great examples of shooters that don't have sprint, but at no point is that the goal. Having movement omnidirectionally that doesn't force the player to decide whether they want to move OR shoot is key. In H5 120% movement 120% jump height is more ideal than sprint. Halo is an arena shooter at its base, in CE it is nearly 1:1, it just lacked a means to accelerate like quake. The main thing that changed was removing health, and more emphasis on team play with longer kill times and less vertical maps.
What exactly is a tactical shooter? At least in relation to Halo, i can think possibly CSGO and R6..Halo has aspects, but is further from those games than to quake in regards to a design blueprint. Slower movement in battles doesn't really make sense as there hasn't been a point where that's not been the case so far, or in the anti-sprint suggestions.
Thruster works perfectly fine, i would prefer it to be a pick-up like evade in Reach but beyond that it's less game breaking than sprint. Halo has a lot of value in positional advantage, not just vertically but also in controlling areas of the map. It's more unique in that regard as true arena shooters are usually 1v1, low kill and brief exchanges around the map and instakill shooters lack the lifetime to give it enough value. Whether its original inclusion or the nerfed version, sprint does more to break the strategic value of Halos map design and general game flow than thruster ever could. In conjunction with clamber and thruster like in 5 it became a complete mess. Thruster is at its worst as a start-up or added push to sprint, it's individual use really is not severely impactful to the game.
It may of been a pick-up but we used evade in ZBNS Reach and it played great, it had 2 charges, pretty quick cooldown and covered a lot of distance, fit right in with Halo. As someone who is against sprint my main hang-up is more adding all the power to the player off-spawn and not on map. Things like quickfall or a spring jump, stabilise or a short thrust are micro-movements that give a little more flavour / flair to movement. You try to convince others of how to deal with sprint by offering chopped together frankenstein examples yet can't seem to budge on thinking of how a thrust mechanic could be modified to better enhance gameplay, i thought we
were supposed to be the single minded backwards thinking stick in the mud types. Your suggestion isn't the only
way of balancing thrust, too dramatic, just decrease distance.
Upon 343s entry with 4 we had to deal with many things that removed classic halo gameplay by giving power to players on spawn rather than on map. loadouts, perks, ordnance. Then with 5s advanced movement. A quick and fluid game like H2 but a nudge faster, with those flairs to movement as well as map additions like teleporters, speed gates, jump pads etc, with powerups, and weapons or items that affect movement makes for a game that plays much more like Halo (as nearly all existed but not further developed on in the classic games) than H4, H5 or the weird arguments to bend all gameplay around the core of sprint ever could.