- A little thing to remember, H3’s hue-m’an sniper was amongst the 1th Halo weapons to have different properties depending on zoom-level (Honestly, H3’s scoped weapons do have variable assists between them, most if not all).
There was definitely less reticle magnetism when not zoomed.
They’ve increased the weight+skill of quick scoping to heads while greatly increasing the need for skillful timing on headshots. The BeRi likely still exists for “easy” headshots 
- Where I want to see more AR-use due to CE nostalgia (for 1 reason or another, it was used at all levels, backpack reloading+insta AC from a scope weapon was #1 for MLG: CE), I also want to see reliance on the Motion Tracker lessened for all, but not complete absolution of it from higher levels either.
To describe using an analogy;
Lower level or “casual” players need to be taken to Top Gun School to increase their skills in awareness for dogfighting skills. You cannot dogfight AND stare at your Motion Tracker.
In order for the Halo community as a whole to grow, these players need to up their relative skill level to the gaming industry… Or there are the classic games to play to slow it down to a period with less people, more specific skillsets.
The MT should be used as a personal bubble danger indicator, not a hunting tool, though it will always have a bit of that.
BUT higher level players need to account for a few things to help grow the community too.
Firth is the H5AR being usable in meta-gameplay just like CE. That is a classic Halo roots thing. Not a MLG: H2 or default H2 roots thing, when the spawning should have been BR+SMG, not BR-only & SMG+M6 (ditto H3, H3 should have been BR+SMG starts for Ranked). The reason it worked in CE, be it meta or designed, is that you don’t go into a dogfight with ranged-exclusive weapons. The melee doesn’t count a short-ranged gun, it’s the stealth backsmacker or last ditch move if every ranged option has failed (or there was bait ;).
Second is that the BMS of H5’s Spartans IS as fast as previous MLG playlist settings, but by default, no +10%,
Thirdly, the Motion Tracker and avatar callouts are for online play where mics aren’t always usable. And no, we don’t punish those players or exclude them because they can’t always play at optimal tournament settings. Pro players get a coach, not everyone can have that option all the time, so the MT is merits. And the reason MLG removed it way back in CE, because it never disappeared. It was always on.
I personally believe while a coach/handler should always exist with pro players to help prioritize team strategy, they should not replace the Motion Tracker as a means to exclude those without coaches, or other non in-game tools.
And that is where the beauty of the new MT resides;
When not shooting or using the extra layer above the regular MLG/HCS BMS (of something like 2.7units/sec), movement is near exactly like previous MLG/HCS settings for high level players because they no longer have to crouch to avoid detection. Hitscan registration, for one reason or another, in Halo5 is more skill requiring than H2 or Reach!
Because most smart play involves not giving away position between cover, the natural firing methods of those players where they engage close to cover/getaway routes will be rewarded with “xenomorph-like detection” on
Jumps that can be crouched onto, allow for smart+skilled, even predictable movement. And where movement may not be predicted, the MT shows off the blips. Awareness and timing are rewarded, not crutched.
For weapons, silenced weapons can be used more, and used while in basic combat form (ie, walking but not sprinting, able to jump, not crouching)! It’s not 100% sneak so much as 50/50 sneaky movement + smart shooting for sneaky, non-AC gameplay.
Sprinting+Shoulder Charge now requires exact timing to know the minimal distance one has to be to begin sprinting into a bash. The 18m was always react-able to Spartan Abilities outside of its range moving in, but it was critical for awareness. Now, it’s critical to no just charge at opponents because they can and will have time to react with greater confidence.
Players hoping to sprint “mindlessly” for easy smacks may be used as distraction tools but as mentioned above, greatly lose the offensive ambush ability. Map movement (keeping a thruster charge while crossing large gaps) and player-knowledgable exact distance timing are rewarded.
I really do endorse this “middle ground” though some don’t see it as one.