from the article: In Halo: Reach, sprinting was a selectable armor ability. In Halo 4, everyone's at it, and the maps have grown to compensate.AstuteCobra 209 wrote:#2. Link to a interview with a Halo 4 map designer that says they have to take sprint into account when designing maps.SepticonWarrior wrote:I don't want to get in this with you, but there are clearly things Sprint does add to gameplay. Whether you prefer the feature or not is up to how you want to play, though.smdh tbqhwy fam wrote:Rommel S wrote:
1. You are not doing anything while you are sprinting. You are covering ground on a map. You are not shooting, you are not throwing grenades, you're just moving. This slows the game down.
-Note: A solution to the H3 "walking through sand" issue was already come up with in MLG settings in the past. You increase base movement speed to 120% (?), and everyone's sprinting ALL the time. You can shoot their gun while they sprint, too. You can take part in the game. You like movement and faster paced shooters, how about that?
2. Maps are designed with sprint in mind. Maps just got bigger, which is why OP is saying that you are given the illusion of faster speed. Look at midship vs. truth. This doesn't necessarily detract from gameplay, but here is what does. When you're on a super-sized map, if you aren't sprinting, you're effectively taken out of the game. Regaining shields? Have to stay put (in the same area) because of the sluggishness of not sprinting on maps designed for sprint. I like the added feature, and it does make sprint less bad than H4, but why not just sprint all the time, as noted above.
3. Ruins map control. This is a less obvious one. There are now 2 different movement speeds. You can't predict how many seconds it will take an enemy to get to you off spawn when you've just killed 4, pulled flag, and they're on respawn. It could be 5, 10, 15 seconds. The point is, it's always random unless someone is either always sprinting or never sprinting. Since you're taken out of the game when you sprint as stated in my first point, each player can and will take a different amount of time to get to your base. This would be skillful if it was purposefully done by the opposing player in order to mess up your prediction, but it's not. People don't stop sprinting to shoot at people so that you can't predict how long it will take them to get in position to stop a flag cap. You can't predict where players will be nearly as well because of the randomness of their movement. Again, they're not causing the randomness, the indirect handicap of sprint is, so it's not like you're being outplayed.
#1 you state that it slows things down because you are unable to fight for the duration of your Sprint. It's understandable in mind but not in practice. If you have a hallway/wall and you can go to the right or to the left, it obviously speeds up the time you can engage and help your team by allowing you to create a sight line on the right side or going to the left side and control that section of the map as well. It's the same thing as giving everyone SMGs and saying ok go play a fast-paced Halo now... uh no give me a long-ranged Pistol so I can create sight lines quicker and engage in battle more freely.
#2 you state that maps were designed for Sprint, but unless you work for 343 that doesn't hold much value. Maybe the maps were designed before Sprint in mind and it just so happened that Sprint enhanced them. Hopefully you are right, because the distance you need to travel for sight lines and the amount of evasion options are too much in this game without Sprint.
#3 you touch on the unpredictability, but what's so bad about giving a player juke options? A player can be behind cover, you know he's there but unsure what his plan will be then boom you're dead because he jumped up and killed you. That's unpredictable too. And, it's not random because the player has control over when and how far to Sprint.The unpredictability of Sprint is someone is backed in a base, aggressor has 3 routes, one that takes 1 sec, and other 2 take 3 secs with Sprint.. defender needs to make a decision on where to look and is at a disadvantage, also because the aggressor has teammates who can get in range quick to help... if you look at it without Sprint, now it takes one route 2 secs, and the other 2 like 7 secs... now the defender can say he will probably go to the closest route and predict that; he will also know that his teammates are too far away, now he's at an advantage.
Just some food for thought.
(Similarly, Halo 4's designers keep a watchful eye on distance. "We definitely have standards for the size that something can be and the time it takes from one corner of a map to the other, or one objective sight to the other," says Pearson. "It's to make sure we're tuning the experience to keep the time-to-death down, or making sure that your time-to-engagement is enough to give you a breather between dying, but not so long that you're hunting through the map and not finding people." Again, game mechanics have a direct bearing. In Halo 3, sprinting was impossible. In Halo:Reach, sprinting was a selectable armor ability. In Halo 4, everyone's has it, and the maps have grown to compensate.)
#3. Players have always had a juke option, it's called a strafe. The only reason people were complaining about it was because the player acceleration was lowered in the later games.
this is the author speaking, not a 343 dev.