it is in default halo.
it tracks motion faster than crouch walking for infantry enemies, and any motion from vehicular enemies.
unlike CoD, or BF’s radars, it does not show map layout. and has not got map wide coverage (unless the map is tiny).
but can be used (without the adaptation from reach for relative vertical orientation) to figure out what floor an enemy is on by how they move. if you know a map well and there’s 3 floors and only one has a path from one side to the other in a certain direction and a dot is moving in that direction then they are on that floor.
example - moving blue to red across the middle of countdown on reach, without a jet pack you have to be on the ground floor. or a dot moving towards you across the width of sword base when you are in sword spawn means they are on mid bridge, but if you are at low bridge they are either on the bridge or below it, map awareness is enhanced by your motion sensor.
you people want competitive out the box, ok, lets reconsider your sprint formula;
- sprint lets you run away, possibly to set up an ambush
counter - i see you run, you get round the proverbial corner and your contact on my MS stops, but i have no assist or kill. either you have stopped to ambush me, if i chase (your MS will tell you if i do) or are waiting for me to back up/turn round so you can re-engage me on the back foot.
counter, counter - this just makes him running away to get a fresh start easier.
counter to your counter, count - that’s why we get grenades, and if they dont stop/die i will see they kept running, letting me know if I sprint to said corner i can still back shot them. if they turn round now all they have done is die 20meters from where they would of anyway.
- closing distance for melee.
counter - i see you running i switch for me close range weapon (an AR for example and fill you with lead before you get to me and do a double melee meaning i get the kill when we both melee and you have no shields but i do.
counter, counter - what if i come from the side or behind?
counter to your counter, counter - the motion sensor is omni-directional i will see a rapidly approaching red dot and either turn to face, or sprint in a perpendicular direction causing you to not reach melee range, while i can also jump/turn and proceed with the aforementioned hosing.
- map control is broken by sprint .
counter- on an open map like hemorrhage, you cannot sprint far enough to effectively break map control without being team shot by the map controlling team and on smaller maps, sprinting at the enemy who control the map will only serve to let them all know where your are relative to them because of MS’s and on close range maps there are close range power weapons (shotgun for example) and the controlling team should have them.
counter, counter - how are you going to counter this? big open maps get team shot, small maps get shotgun’d and ganked because of MS’s…
- objective games, out manoeuvre objective carriers, get back to defence faster.
counter - the attacking team will know you are coming because of MS’s and counter accordingly, if they could kill you before, they will probably do it again as sprinting enemies cannot shoot back.
counter, counter - but what if half the attacking team is dead, so only half of it is left to defend the objective against the whole enemy team…
counter to your counter, counter - that’s true, assuming the objective is not fleeing in a vehicle a sprinting team can catch and probably kill the enemies who are outnumbered. but if arming a bomb, the enemy have to get past you to it to defuse it in time, slow them down, you know they are coming.
and with running a flag, get to cover keep moving and your team will be sprinting to your aid so the team fight will be a fair one. and if your team is late, unless flags are touch return, they have a chance to clean up what you didn’t kill and continue running the flag, but the defenders will know they are coming.
so, i have given 4 situations often complained about the existence of sprint in and given effective arguments as to why ONE game play mechanic counters sprint, a counter to that counter and a counter to the counter, counter…
please stop crying, i see that which is there for all to see, if only all had eyes to see it. everything good and bad.
and onto a 5th topic gaining map control…
if all players have sprint, then no player or team has any advantage over another in this aspect and until map control is gained the combat is more mobile and dynamic due to the options provided by sprint.
do i go back to the fight i just lost, or try push a different part of the map?
do i continue to push this section of map or regroup with my team?
if on the other hand you get jumped turning a corner and had no warning anyone was there, then they weren’t moving and were effectively countering your counter to sprint. in which case sprint is not the issue, not checking your corners is.