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> I understand the perspective that suggests that map positioning becomes somewhat diminished when the effectiveness of escaping is significantly increased. This is precisely why the effectiveness of escaping unfavorable situations by means of accessing the game’s max movement delta must be curbed appropriately.
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> The thing is, escaping unfavorable situations has always been a component of map positioning; therefore, I’d argue that a properly “curbed” sprint mechanic, such as it was implemented into Halo 5, actually manages to increase the value of map positioning since accessing the max movement delta to escape requires particular sacrifices such as a lowered weapon and delaying the shield recharge.
This is factually incorrect.
By ‘curbed’ I assume you mean guns down, reduced speed when shot and delayed shield recharge. If so, you are defining unfavourable situations strictly as those where you are being attacked and wish to escape. Escaping an unfavourable situation has much broader of a definition. I’ve literally posted this a few pages ago but I’ll reiterate.
Unfavourable situations include those where you are not helping your team and they suffer as a consequence. If you are not pushing the right part of the map or holding the right angle and your team gets into a fight, you can quickly sprint and relocate to help them. Prior to sprint, your team would be punished by having to fight a numbers disadvantage due to your bad decision. This argument also holds in objective gametypes. When your team pulls a flag or holds the oddball there are key angles or spots to hold. Having sprint allows for a greater margin for error as you can quickly sprint to these places. When there was no sprint, if you committed to moving to one area of the map and it was the wrong choice there was no sprint to relocate.
Unfavourable situations include being stuck in spawn. Before sprint was a thing, knowing how to push out of spawn or how to break a spawn trap was a high level skill. If a team went 4 down in a CTF match (4v4) quite often they would find themselves in spawn with the other team controlling mid and if the enemy team was really good, they would try to spawn trap them. Without writing a novel about how spawn traps work or how to set them up, the overarching premise is that you are containing the enemy to one half of the map. Sprint throws this into total disarray and often makes it impossible. With sprint, breaking a spawn trap is usually as simple as sprinting to all corners of the map, including the enemies half of the map, before a spawn trap can be established.
The ‘curbed’ version or any other version of sprint does nothing to alleviate these issues.
> And what “other skills” do you reference?
To summarise the above, sprint significantly diminishes the skills of:
- Being in position to help your team at the right time
- Holding the right angles or positions in objective gametypes such as CTF or Oddball.
And has essentially made redundant the skills of:
- setting up a spawn trap
- breaking a spawn trap