> 2533274970658419;12737:
> Guys, ignore realism for a second.
> We’re playing as augmented super soldiers in high tech suits, fighting anime robots, space zombies, aliens, and now an AI.
> We can’t kick, we can’t swim, we can’t put our gun down, how do we even take off the suit to use the bathroom when Chief needed a giant machine thing to do it for him?
> But people want sprint, something that is damaging to gameplay, and is something that brings us even closer to other military shooters.
> All for realism. Really now.
We can kick, seen the assassination animations. We use variable animations for weapons and position to determine if fist or not.
We can put our gun down in some older games by looking down or using button inputs, now it’s an option to toggle for customs.
You’re using the term “military shooters” as though you’re not the highest (or were) ranking NCO in something called the UNSC fighting a war!
You don’t want to sprint for the same reason others want to sprint, because of how it makes you feel.
And for many of us, we do indeed want the unrealism of the lore, not the realism of it 
As for damaging to gameplay, now we’re back to where if H5 is damaging, and especially with its current netcode, MCC’s H2A should be being used to show 343i what to make for Halo6.
If we take Sprint on a default level, it’s barely quicker than running and is the check-system to prevent the spamming of Shoulder Charge or Slide, while allowing thruster as the neutral or combat option in reserve.
On a meta-level, Thrustering and Clambering off of objects, as well as Sprint-Thruster-Slide-Jump, are about temporary bursts of speed to travel greater distances, verticaly and/or horizontally, rather than walking or running for the same time, while having your weapon out.
If Halo must evolve past CE-H2, and competitive Halo doesn’t use H3’s equipment or much dualing (which, equipment, bubbleshield & regen are why maps ARE larger, except for Midship, in H3. Grav-lift is why MLG put boxes where they did on maps to promote flow where jumping couldn’t be discovered)… THEN, we can’t say we need to change or evolve but Reach, H4 or H5 all do it wrong because they contain sprint as just 1 joining variable.
Hurting gameplay is most certainly a PoV, as I feel H2’s increased aim-assists, lack of fall damage and floaty high jumps really changed how pathfinding works. I also noticed how Tombstone & Desolation are much different than Hang’em High or Derelict beyond location. Don’t forget how health packs reset fights to square one and don’t help teams chip away at positions as fluidly.
Yet, I love the return to a medium ground of many mechanics with 85% Bloom Reach TU gameplay.
Not very keen on H4’s flinch…