So the argument against sprint is that it makes maps bigger, like Truth, and that it “ruins” close to mid range combat. People just say “ruins”, but rarely ever explain what that means. Another complaint is that sprint makes it easy for people to run away from fights.
So maps can’t be made small anymore, because people would be sprinting into each others faces and meleeing each other. Except that Empire is about a small as Warlock or Midship, and Fathom isn’t much bigger than either. Truth is what, maybe 10% bigger than the original Midship. I remember I wanted to see how much bigger it actually was so I went into MCC’s Forge and placed mongooses from the doorways on the ends of the middle of the map. It was 11 in the old version and 13 in H5…not exactly a massive difference.
Here’s a random game I picked off youtube of EG vs Liquid on Truth TS. The very first kill is a close range battle between Roy and APG with storm rifles, no sprint involved. Then he keeps going Car from respawn and gets 3 kills across the map, long range. Then he runs into the red base and gets two close/mid range kills. Then he goes on D and gets another close range kill with an AR under his own base. I could keep going on, but I think you see my point. The idea that close/mid range combat is "ruined’ in H5 is wrong. We still get plenty of it. So much in fact that auto’s being “overpowered” is also a complaint…
Its interesting to look at high level players like Lethul and see how little they sprint, but also when in their games they choose to sprint. Click on his name and it’ll take you to a game he posted on his youtube channel not too long ago, in that 6 minute game he spends about 40 seconds sprinting. The vast majority of the time its right off spawn, and just for 1 or 2 seconds. He also sprints for like 14 seconds straight at the end of that game when he scrambling to find the last kill. Not once does he sprint away from a fight. Very rarely are you allowed this opportunity in high level play. Most of the time you’re cleaned up by someone else, or naded out of whatever hole you backed into. Everyone knows the difference between playing against a team of randoms and a full Fireteam. Once you see a dude and kill him…you’ll quickly have one or two of his teammates hitting you from angles all over. We’ve all felt that kind of gameplay before, so why do we forget about this when we’re arguing about sprint being used as a way to run from a fight?
If you want to see just how little sprint is used to run away from fights just watch all of the video’s Towey has on his channel of the scrims his team does, or watch some streams of players from CLG and EG. VERY rarely does someone use it to disengage from a fight, the vast majority of the time they’re using it to get to a position, like off spawn, or to get into a fight. If they’re sprinting away from danger its usually in desperation because your shields don’t regen and your weapon is down so you can’t do any dmg.
Sprint is good for the game because it enables things like giant Warzone maps to exist. Imagine running from one end of Apex 7 to the other without sprint, its a -Yoinking!- nightmare to do even with sprint. Sprint is good because it enables cool combo’s like the sprint > thrust > slide > jump > stabilize tricks, or just the slide trick even; which a lot of people do to keep their thrusts saved in case they need it in a fight.
Am I crazy? In high level play is sprint really used as a tool to disengage from fights? Have I got it all wrong? Are maps really hideously large in H5, or are they just slightly bigger?
This has become such a hot topic lately, but this is actually one of the things I learned early on in H5…I used to sprint WAY TOO MUCH! Once I realized what I was doing, I started to tone it down, and my play improved.
So what do you guys think?

