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> restriction isnt even the main problem, its the fact that it gets you around the map faster so it forced stretched out maps which then destroyed the close quarter combat of halo because everyone is encourage to stay away from each other and shoot with long range weapons. 343 tried to fix this by making short range weapons like AR long range but it doesnt change the fact that good close quarter combat does not exist in halo 5. when a game is focused on long range combat, it becomes a boring sweaty teamshooter.
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> A simple fix is to keep classic map size but make it have more elevation. there is also another reason why close quarter combat is dead/unfair, its because precision weapons are like lazars since halo 5 uses hit scan weapons with insane accuracy.
I can’t tell you what your problem with sprint is, that’s up to you. However, the general criticisms against sprint can be traced back to the fact that it restricts what players can do at maximum speed.
The classic argument against sprint is that makes it easier for players to escape because the sprinting player either forces their opponent to lower their weapon to keep up, or to keep shooting and be left behind. This is also the basis for part of the concern about map stretching, because longer lines of sight reduce the ease of escaping. The main cause for all this is precisely the fact that the player chasing a sprinter is forced to choose between moving at maximum speed, and being able to shoot. So, the restriction that players cannot shoot when moving at maximum speed is the core issue at hand.
However, one of the main arguments you see against sprint today is the fact that it separates movement from combat, because if the player wants to get somewhere quickly, they need to go into this sprint mode where they cannot shoot opponents, and if they need to shoot, they have to stop or at least slow down their progress to the destination. This is a sort of a meta-argument, actually, because it covers many of the more specific issues. The ease of escape problem is because once the opponent escapes, the player has to choose between chase mode and combat mode, both of which are suboptimal. The problems with map design are because the map has to be scaled for two different movement speeds, so either spaces are too large for combat, or players can get around too fast. And all of this, again, is because the player cannot shoot while moving at maximum speed.
Your issues with close range combat are explained by the map design problems: maps that work better with sprint encourage long range combat, because they are more open. But on top of that, there is the dreaded double melee problem, which has kind of been overshadowed by Spartan Charge in Halo 5. But even the issue with Spartan Charge is fundamentally because there is little a player moving backwards can do about a player running towards them, because there is such an asymmetry between forwards and backwards speed.
All the common issues with sprint that people mention can be traced back to the two restrictions I listed. So, yes, restriction is the main issue at hand. All problems go away if players can move at maximum speed all the time.