> 1. Sprint reduces the penalty of the respawn timer by allowing spawning players to get back to a desirable position faster than they would be able to otherwise.
No. Map & mobility knowledge lets players remove the penalty associated with respawning.
And if sprint is designed into the map, you’re not getting places faster than intended.
> 2. Sprint increases a player’s margin for error by allowing faster access to and from engagements.
Well, that kinds says players can make more mistakes and it requires skill to know how to use it.
> 3. Sprint makes it more difficult for a player’s location to be tracked and communicated. This snowballs into affecting spawning via positional influence rapidly enough to make some spawning situation seem unnecessarily chaotic or random. Additionally this negatively affects an individual’s ability to predictably grenade or shoot at corners and doorways.
One the one hand, “remove Motion Tracker” is a sure way to ensure this feels true at all times.
On the other hand, it doesn’t matter if a player has a top speed governed by a button or not, they can choose to run at full speed to mess with their opponents, or not.
It’s absolutely bonkers to claim you must run at full speed all the time because that’s how Halo’s played, and MT’s been removed to limit crouching’s use to ensure that.
Sprint does not transfer onto “Oh the spawns aren’t predictable anymore and I can’t predict pre-nading” because it’s about map position. A losing team can sprint around all the low ground and kill boxes they want, they need to get to a power position or weapon to gain control. Sprint isn’t affecting that negatively.
> 4. Sprint as a base trait results in maps in which the distances between cover rarely feel ideal yet often feel either stretched out or too short. This can also snowball into longer than ideal lines of sight, giving more power to snipers while reducing the relative utility of other weapons (it’s harder to hit longer distance shots beyond red reticle range, especially with the BR and Magnum thanks to their recoil).
Oh man, thanks to Smart-Link and the RRR extensions, it’s funny it’s even mentioned 
> 5. Sprint is a dominant trait; including it negatively affects other aspects of gameplay and map design that would have benefited other traits such as jumping and throwing grenades because so much of the game has to be built around it. It stretches the “gun, grenades, melee” triangle into a “gun, grenades, melee, movement” kite where movement occupies the largest point.
There’s 2 challenges for this, the always sprinting and the never sprinting. Do you really think you’ll dominate a H5 game by always sprinting?
I’ve seen the Spartan Charge challenge videos, they don’t end up well for the sprinter.
Also, Thruster is a dominate trait in H5, Sprint a complimenter. Sprint is the doorway to which Thruster is used to fly around a map… Sliding with an M6 equipped is quicker to fire than tapping YY (minus gunfighter).
With Ground Pound and Clamber, verticallity is heavily promoted.
With Hover and Ground Pound, grenade jumps are a whole new level.
And darn straight H5 has a tetrahedron, an Onyx Tetrahedron. But again, Sprint isn’t a point, mobility itself is the point. Clamber, Hover, Thruster, Slide and Ground Pound are all part of mobility and greater influences on mobility and map design than just Sprint.
> 6. When played at higher levels not a single Halo game with Sprint comes close to the pace of a Halo CE 2v2 or Halo 2/ZBNS Reach 4v4 played by the same or equally skilled players. These games feel more immersive because the player is actively doing more throughout the majority of the game, whereas in Sprint-Halo a lot of time on many maps is given up to carefully holding a position and attempting to bait a single kill at a time from the opposing team.
No.
https://youtu.be/eaNfzgQe3qg
The pace of something cannot be blanketed so easily. Notice how that might as well have been Reach with someone choosing Active Camo as their loadout? And fast? Of course not on a rather big map like Hang’em High.
But glad there’s talk about actively doing something as a means of fun. That’s what Thruster, Slide, Clamber, Hover, Ground Pound are all for.
True, they’re not unintended button combos like CE or H2, but they do allow the comboing of buttons to contribute to combat or movement on a near constant input. Not nowhere near as passive as Reach or H4 were with their abilities.
> 7. Sprinting forces the player to lower their weapon, thus it is inherently defensive in nature and favours a player attempting to reposition himself. Without Sprint the state of combat is maintained until either playr dies or both fully regain their shields.
Oh look, Spartan Charge and Slide 