This post is kinda from another thread, so sorry if its worded weird or repeats some.
In essence, all AAs have atleast 1 thing wrong with them: (if pickup and limited, only #2 is required)
1: They shouldnt alienate other skill bases too much, even if they add more skill in their department (example: long kill times, make shooting a little harder but completely removes importance of map positioning, being sneaky and flanking)(example: jetpack gets to avoid gernades)
2: They should not have bigger bonuses for defensive use than offensive use(jetpack has equal if not more offensive, which is why MLG uses it, buts its OP so its also a pickup)
3: They should never accomplish a job which previously took more skill using a different method. (example: being sneaky without camo and being sneaky with camo)
The main problems with AAs and Sprint is that they reward a player more defensively than offensively. This creates less skillgap. Picture a 1v1, a player who was better would get to use an AA less, due to their defensive nature. Because the better player would need to use it less. This would result in more of a bonus from the AA to go to the lesser player, lowering the skill gap.
They need to be more offensively capable than defensively capable to increase the skillgap, and to not alienate other areas of skillgaps.
A good example is radar (i know, not an actual AA, but still an example) Sure it takes a little bit of skill to use the radar, and encourages head-on-head fighting. This would increase the importance of shooting well. Sounds good, right? But there are entire skills taken away, flanking and knowing the thought patterns of others are almost completely taken away. The AA/radar now does this job for you.
Another example, invis off spawn. Are you good at being sneaky, setting up flanks, or hiding? Well now this AA does 90% of all these jobs for you, at the press of a button.
Sure, its harder to kill the dude if he has invis, but that doesnt mean it adds skillgap.
A good example with nothing to do with AAs. Picture a 1v1 with no radar, and theres a room with 3 exits. A good player would know the estimated time to each door, reasons for going to each door, thought patterns of enemy, and the likely hood for each door. Lets say hes really good, and this results in a 90% success rate of guessing which door is used.
Now same example, but with 20 exits. Its now waaayyyyyy harder, but the player is only successful 10% of the time.
Now lets say the 2 above examples, but with his lesser skilled opponent. His 2 success rates are 40% and 5%.
Sure it was harder for the skilled player, but it alienated the skills he had learned and developed, resulting in an easier game for the lesser opponent.
Edit: oh and as to why aggressive is better:
Someone who does hang back isnt necessarily worse. Lets look at halo 3 for an example, if someone hung back, it was easy to run. But they were still receiving the same benefits as the aggressor.
And typically the aggressor will need less defensive capabilities, if they are better. So a while balanced but slightly tipping the scale in favour of the aggressor will produce a more skilled and fast paced game.
Of course you shouldnt tip it too far in the direction of the aggressor, other wise the skills of defensive strategies would be alienated, but that doesnt mean make an AA which makes defensive strats easier. (i.e. sprint, camo)
> Defensive =/= passive
> Offensive =/= aggressive
> These words do not mean the same thing. You can be offensive with passiveness, and defensive with aggressiveness.
> Some examples:
> Say your playing doubles oddball, and your buddy has the oddball and is trying to get away but is weak. You jump out very aggressively but with only the intent of staving your opponents off the oddball carrier.
> Or as you said, a trap or lure would be a good example of a passive/offensive strategy.
> And yes, offensive doesnt technically require more skill than defensive, but without offensive being favored, game functions would only serve as a crutch and defensive would be the go-to style for the lesser player, lowering skillgap and slowing down the game.