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Muscle Run

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Aug 1st, 2014
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  1. Muscle Run Analysis
  2. by EightBitNacho
  3.  
  4. The "muscle run" is a technique used in Halo 4 to extend the amount of time sprint can be used. Since sprint is not unlimited, the idea is to jump and melee at a certain point while sprinting - meleeing cancels the sprint to make it start recharging, and jumping carries the sprint momentum, allowing what seems like infinite sprint. With proper execution it seemed faster, so I tested it properly to find some kind of "sweet spot" that saved the most time.
  5.  
  6. To do this, I created a long flat running track in Forge and timed myself running from one side to the other, repeating this six times for each test. The techniques I tested are as follows:
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  8. NORMAL: Sprint normally, walk while recharging, then sprint again when ready.
  9. MUSCLE: Sprint, jump/melee after a certain length of time, repeat.
  10. CANCEL: Sprint, jump/cancel after a certain length of time, repeat.
  11.  
  12. The idea behind CANCEL was to see if meleeing has any effect. Cancelling simply means pressing the sprint button again to stop the sprint.
  13.  
  14. With MUSCLE and CANCEL, I ran with a Covenant Carbine and counted the cycles the gun makes as Master Chief runs. When sprint is first pressed, then gun drops immediately, then begins to bob up and down. After the initial drop, I counted the "dig" animations, which you can plainly see if you try this yourself. The cycles I tested were 1 dig (~0.85s), between 1 and 2 (~1.15s), 2 digs (~1.45s), between 2 and 3 (~1.75s), and 3 digs (~2.05s). The amount of time between pressing sprint and meleeing/cancelling is in brackets.
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  16. ====================================
  17. The results are as follows:
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  19. TYPE DIGS AVG TIME
  20.  
  21. NORMAL --- 27.49 s
  22.  
  23. MUSCLE 1.0 28.93 s
  24. MUSCLE 1.5 27.67 s
  25. MUSCLE 2.0 26.87 s
  26. MUSCLE 2.5 26.57 s
  27. MUSCLE 3.0 27.03 s*
  28.  
  29. CANCEL 1.0 29.10 s
  30. CANCEL 1.5 28.05 s
  31. CANCEL 2.0 27.15 s
  32. CANCEL 2.5 26.59 s
  33. CANCEL 3.0 27.08 s*
  34.  
  35. *Sprint ran out during testing.
  36. ====================================
  37.  
  38. What these results mean is:
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  40. Normal sprinting is fast enough that people who can't nail the muscle run are only at a very small disadvantage, but a disadvantage nonetheless.
  41. Muscle running is more effective the longer you wait between cycles, but if you wait too long, you don't give the sprint enough time to recharge and it runs out. This means that muscle running over long distances should never have cycles longer than 2.5 digs to conserve sprint, but shorter distances can have longer cycles because sprint won't run out. Also, the more time spent in the air, the more sprint gets recharged. Muscle running downhill can have longer cycles; conversely, muscle running uphill should have shorter cycles.
  42. For some odd reason, cancelling seems to become more effective the longer the cycles are (compared to meleeing). At its most optimal it becomes equal to meleeing, so there's no need to ever use cancelling.
  43.  
  44. tl;dr - To run at optimal speed, jump and melee 1.7 seconds after hitting sprint, then continue sprinting as soon as you land. Repeat.
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