Halo was always a modular game, so I imagine a solution could be simple:
Campaign: Sprint enabled
Classic Arena: Sprint disabled
BTB, Invasion and Warzone: Sprint enabled
This would please almost everyone.
Halo was always a modular game, so I imagine a solution could be simple:
Campaign: Sprint enabled
Classic Arena: Sprint disabled
BTB, Invasion and Warzone: Sprint enabled
This would please almost everyone.
> 2533274971636122;15926:
> Halo was always a modular game, so I imagine a solution could be simple:
>
> Campaign: Sprint enabled
> Classic Arena: Sprint disabled
> BTB, Invasion and Warzone: Sprint enabled
>
> This would please almost everyone.
No, it would not.
Sprint has major issues with balance. Even if it’s confined to areas like that, it still messes with overall game balance. Hitscan weapons become either too reliable or too unreliable to be useful. Additionally, it still has the issue of prolonging firefights and the various other problems that have already been discussed to death in this thread. An increase in BMS replacing Sprint would, quite literally, solve all the problems with Halo 5 (and if the Spartan Abilities were removed as well, but that’s a whole other can of worms)
There isn’t really a compromise here. Sprint doesn’t play nice with Halo, and we have two (maybe three) games to prove it.
> 2533274971636122;15926:
> Halo was always a modular game, so I imagine a solution could be simple:
>
> Campaign: Sprint enabled
> Classic Arena: Sprint disabled
> BTB, Invasion and Warzone: Sprint enabled
>
> This would please almost everyone.
If you tune up bullet mag, play with BMS, and turn it off in campaign (make its skull) then I’m on board with this.
> 2533274971636122;15926:
> Campaign: Sprint enabled
> Classic Arena: Sprint disabled
> BTB, Invasion and Warzone: Sprint enabled
BTB doesn’t need sprint to function properly and defaulting on the logic that bigger maps automatically means it needs sprint would be pretty shallow thinking on 343’s part.
I doubt 343 would want to split the playlists with sprint/no sprint anyway unless it was just a specific one like the Throwback playlist for example, but they’re going to be sadly mistaken if they think one playlist is going to please classic fans.
> 2533275031935123;15927:
> > 2533274971636122;15926:
> > Halo was always a modular game, so I imagine a solution could be simple:
> >
> > Campaign: Sprint enabled
> > Classic Arena: Sprint disabled
> > BTB, Invasion and Warzone: Sprint enabled
> >
> > This would please almost everyone.
>
> No, it would not.
>
> Sprint has major issues with balance. Even if it’s confined to areas like that, it still messes with overall game balance. Hitscan weapons become either too reliable or too unreliable to be useful. Additionally, it still has the issue of prolonging firefights and the various other problems that have already been discussed to death in this thread. An increase in BMS replacing Sprint would, quite literally, solve all the problems with Halo 5 (and if the Spartan Abilities were removed as well, but that’s a whole other can of worms)
>
> There isn’t really a compromise here. Sprint doesn’t play nice with Halo, and we have two (maybe three) games to prove it.
It most certainly would not please me either. At. All. Speaking from the mechanics aspect, if there’s one thing I want from any gaming experience it’s consistency. If it has sprint, it needs to be there for any/all game modes and if it has sprint removed, it needs to be removed for all. Nothing makes a game feel more out of balance and off putting (at least to me) than to be forced to switch between 2 very different play styles, depending on what game mode I feel like playing at any given time.
[deleted]
I think they did a good job with how sprint was implemented into this game.
First those who are say armor abilities should return and take sprint out wasn’t sprint a armor ability so sprint really wouldn’t be taken out. For those who say armor ability would affect map design it would actually let’s say a jet pack was on a map they would indeed need to add elements to the map such as a second story to actually make the jet pack viable.
I could go on for days about why sprint should stay but a short answer is this
It adds for depth and skill to the game
> 2535447612273772;15932:
> I think they did a good job with how sprint was implemented into this game.
> First those who are say armor abilities should return and take sprint out wasn’t sprint a armor ability so sprint really wouldn’t be taken out. For those who say armor ability would affect map design it would actually let’s say a jet pack was on a map they would indeed need to add elements to the map such as a second story to actually make the jet pack viable.
> I could go on for days about why sprint should stay but a short answer is this
>
> It adds for depth and skill to the game
> 2533274825830455;15923:
> > 2535444702990491;15918:
> > I agree with your train of thought but the complexity that advanced movement provides is indeed depth to those who master and/or appreciate what these newer age mechanics bring to the table. No longer will crouch jumping and/or strafing be enough (though those elements are still important, particularly in mid to long range 1v1’s), but you now have to be aware of many more movement techniques potentially coming your way during a firefight. This leads to more unpredictability which is good for replayability in FPS shooters.
>
> Taking into account all the negative effects of Spartan Abilities, there is a strong argument to be made that they do not provide a sufficient amount of depth to justify the complexity they add (see my comment here). With that said, Spartan Abilities in general are not the topic of this thread. When it comes to sprint in particular, it adds hardly anything to the depth, and removes some. It’s at best completely inconsequential to depth, and at worst detrimental.
>
> > 2535444702990491;15918:
> > Being able to predict exactly how long it takes for your opponents to spawn and traverse across the map becomes repetitive and boring.
>
> This is something that’s not at all affected by sprint since the amount of time it takes for a player to traverse across the map can be arbitrarily long, regardless of player speed. It’s only bounded from below. A player, if they so choose to, can make it arbitrarily difficult to estimate when they will arrive regardless of whether there is sprint or not.
Out take / Quote from the whole text, which is from the link supplied above:
> 2533274825830455;487:
> Finally, there is Sprint, the whole tactical extent of which can be reduced to the question: is now a good time to sprint? This decision, while it requires some awareness of the state of the game to maximize success, is not a very difficult one.
> 2535447612273772;15932:
> I think they did a good job with how sprint was implemented into this game.
> First those who are say armor abilities should return and take sprint out wasn’t sprint a armor ability so sprint really wouldn’t be taken out. For those who say armor ability would affect map design it would actually let’s say a jet pack was on a map they would indeed need to add elements to the map such as a second story to actually make the jet pack viable.
> I could go on for days about why sprint should stay but a short answer is this
>
> It adds for depth and skill to the game
It’s like people don’t even read any more… Rather than just reiterate what someone else has said, let’s let Tsassi’s well written post prove you wrong.
> 2533274825830455;15923:
> > 2535444702990491;15918:
> > - 2a) Map design.Disagree completely. Those of you pushing to up one BMS in leu of sprint should know better than to push this argument. If the overall speed is the same regardless then sprint wouldn’t impact map design nearly as much as you’re suggesting (if at all).
>
> No, you see, the overall time it takes to travel around the map is about the same due to the fact that the maps themselves are larger in size. This is the effect that sprint has had on map design: maps are larger than they used to be. If we maintain the Halo 5 BMS, but have smaller maps than we have in Halo 5, then the effect will be that the game flows as fast (if not faster, since players can also participate in combat while traversing the map).
>
>
>
>
> > 2535444702990491;15918:
> > The pace of Halo was too slow in H3 so Halo is (most likely) never, ever going back to that slower speed.
>
> By “pace”, do you mean the movement speed of players, or the rate at which the game progresses (say, how often players get into encounters)? Because there’s potential for confusion since most opponents of sprint refer to pace in the latter sense, and in that sense Halo 3 has not been demonstrated to be slower than Halo 5. In fact, there’s also some evidence that Halo 5 is not faster than Halo 3 in this sense [1, 2].
>
>
>
>
> > 2535444702990491;15918:
> > I agree with your train of thought but the complexity that advanced movement provides is indeed depth to those who master and/or appreciate what these newer age mechanics bring to the table. No longer will crouch jumping and/or strafing be enough (though those elements are still important, particularly in mid to long range 1v1’s), but you now have to be aware of many more movement techniques potentially coming your way during a firefight. This leads to more unpredictability which is good for replayability in FPS shooters.
>
> Taking into account all the negative effects of Spartan Abilities, there is a strong argument to be made that they do not provide a sufficient amount of depth to justify the complexity they add (see my comment here). With that said, Spartan Abilities in general are not the topic of this thread. When it comes to sprint in particular, it adds hardly anything to the depth, and removes some. It’s at best completely inconsequential to depth, and at worst detrimental.
>
>
>
>
> > 2535444702990491;15918:
> > Being able to predict exactly how long it takes for your opponents to spawn and traverse across the map becomes repetitive and boring.
>
> This is something that’s not at all affected by sprint since the amount of time it takes for a player to traverse across the map can be arbitrarily long, regardless of player speed. It’s only bounded from below. A player, if they so choose to, can make it arbitrarily difficult to estimate when they will arrive regardless of whether there is sprint or not.
As you can see from what Tsassi said, the “complexity” and “skill” aspect of what you said is total rubbish.
[deleted]
> 2535464451695009;15935:
> Not every map needs sprint, and not every map needs jetpacks. Could Sandtrap use jetpacks to improve it? Not really. Could it use sprint instead? Absolutely.
If we’re doing that, wouldn’t it be better off just adding Speed Boost instead? It already exists as a power up.
> 2535447612273772;15932:
> I could go on for days about why sprint should stay but a short answer is this
>
> It adds for depth and skill to the game
*Please see previous page for my link on the “depth vs complexity” ExtraCredits video.
Sprint doesn’t really add depth to the game, it just adds to the complexity.
Depth = The amount of choices given to a player
Complexity = The amount of things a player has to learn/remember or calculations a player has to do in order to achieve the basics.
See the issue is that with sprint, especially the sprint in Halo 5, the player has to remember more in order to achieve the same goal. In Halo CE-3 (and even Reach to a degree) players were given the maximum amount of depth for as little complexity as possible. Example;
Goal: Move at maximum speed from A to B
Things get even worse when you compound it with other Halo 5 design choices.
Goal: Regenerate shields.
[deleted]
> 2535464451695009;15938:
> > 2533274833081329;15936:
> > > 2535464451695009;15935:
> > > Not every map needs sprint, and not every map needs jetpacks. Could Sandtrap use jetpacks to improve it? Not really. Could it use sprint instead? Absolutely.
> >
> > If we’re doing that, wouldn’t it be better off just adding Speed Boost instead? It already exists as a power up.
>
> Yeah, but AAs on the map is just to bridge the two gameplay styles and to make the game stand out in the FPS market. It’s like I wrote in the other post. I can’t think of anything else to bridge the two gameplay styles without damaging the end product’s quality and reputation. If anyone can think of something else that doesn’t damage the game’s reputation and launch date quality, feel free to share it.
I’ve been promoting AAs on map for years. They would be just another map pick up then. No different from power weapons or vehicles. This would allow for new abilities without the spamming that comes from having them on spawn. It means you can limit exactly how many players can be using that one AA at any given time, and make players weary of spamming it and rushing in with said AA for fear of losing it to the other team. You can even go so far as to give them a limited number of uses just as a power weapon would have (and much more in line with the Halo 3 equipment), or a type of usage bar that either depletes as you use it or just naturally over time (just as the power ups from all the classic games worked, and this would force players to “use it or lose it”), or you could even have them tied to shields so that there’s a trade off and would give any player using them a disadvantage (not really my favourite as it might force a player to hide or wait when they otherwise wouldn’t have).
Point being. AAs on maps are far more versatile and are much more easily balanced, and just much more in keeping with the spirit of Halo I think.
> 2533275031935123;15934:
> > 2535447612273772;15932:
> > I think they did a good job with how sprint was implemented into this game.
> > First those who are say armor abilities should return and take sprint out wasn’t sprint a armor ability so sprint really wouldn’t be taken out. For those who say armor ability would affect map design it would actually let’s say a jet pack was on a map they would indeed need to add elements to the map such as a second story to actually make the jet pack viable.
> > I could go on for days about why sprint should stay but a short answer is this
> >
> > It adds for depth and skill to the game
>
> It’s like people don’t even read any more… Rather than just reiterate what someone else has said, let’s let Tsassi’s well written post prove you wrong.
>
>
> > 2533274825830455;15923:
> > > 2535444702990491;15918:
> > > - 2a) Map design.Disagree completely. Those of you pushing to up one BMS in leu of sprint should know better than to push this argument. If the overall speed is the same regardless then sprint wouldn’t impact map design nearly as much as you’re suggesting (if at all).
> >
> > No, you see, the overall time it takes to travel around the map is about the same due to the fact that the maps themselves are larger in size. This is the effect that sprint has had on map design: maps are larger than they used to be. If we maintain the Halo 5 BMS, but have smaller maps than we have in Halo 5, then the effect will be that the game flows as fast (if not faster, since players can also participate in combat while traversing the map).
> >
> >
> >
> >
> > > 2535444702990491;15918:
> > > The pace of Halo was too slow in H3 so Halo is (most likely) never, ever going back to that slower speed.
> >
> > By “pace”, do you mean the movement speed of players, or the rate at which the game progresses (say, how often players get into encounters)? Because there’s potential for confusion since most opponents of sprint refer to pace in the latter sense, and in that sense Halo 3 has not been demonstrated to be slower than Halo 5. In fact, there’s also some evidence that Halo 5 is not faster than Halo 3 in this sense [1, 2].
> >
> >
> >
> >
> > > 2535444702990491;15918:
> > > I agree with your train of thought but the complexity that advanced movement provides is indeed depth to those who master and/or appreciate what these newer age mechanics bring to the table. No longer will crouch jumping and/or strafing be enough (though those elements are still important, particularly in mid to long range 1v1’s), but you now have to be aware of many more movement techniques potentially coming your way during a firefight. This leads to more unpredictability which is good for replayability in FPS shooters.
> >
> > Taking into account all the negative effects of Spartan Abilities, there is a strong argument to be made that they do not provide a sufficient amount of depth to justify the complexity they add (see my comment here). With that said, Spartan Abilities in general are not the topic of this thread. When it comes to sprint in particular, it adds hardly anything to the depth, and removes some. It’s at best completely inconsequential to depth, and at worst detrimental.
> >
> >
> >
> >
> > > 2535444702990491;15918:
> > > Being able to predict exactly how long it takes for your opponents to spawn and traverse across the map becomes repetitive and boring.
> >
> > This is something that’s not at all affected by sprint since the amount of time it takes for a player to traverse across the map can be arbitrarily long, regardless of player speed. It’s only bounded from below. A player, if they so choose to, can make it arbitrarily difficult to estimate when they will arrive regardless of whether there is sprint or not.
>
> As you can see from what Tsassi said, the “complexity” and “skill” aspect of what you said is total rubbish.
Lol
first argument:
sense sprint requires the map to be larger and you are saying you would prefer smaller maps with no sprint wouldn’t that encourage spawn trapping a lot more to me
second arguement:
the flow of the game is fine from old and new halo
third argument:
ill give an example for this one instead
on the map white cell you sprint up to cam grab cam jump off of the map ground pound back on the map if spartan abilities were taken out said moves wouldn’t be a thing
fourth argument:
whats boring about about using sprint to get into a good position from a bad one
secondly your not running from your base to the enemy I don’t know what lv of halo 5 you play at but champ onyx league you hold a position close to the center it’s called controlling the map ( most maps you will likely be at the center of the map take regret for example you must hold top mid to win) your probably running around the map looking for people which is wrong and isn’t how halo is played in any way shape or formed it’s called control the map control the power weapons
> 2535464451695009;15935:
> > 2535447612273772;15932:
> > I think they did a good job with how sprint was implemented into this game.
> > First those who are say armor abilities should return and take sprint out wasn’t sprint a armor ability so sprint really wouldn’t be taken out. For those who say armor ability would affect map design it would actually let’s say a jet pack was on a map they would indeed need to add elements to the map such as a second story to actually make the jet pack viable.
> > I could go on for days about why sprint should stay but a short answer is this
> >
> > It adds for depth and skill to the game
>
> Armor Abilities as map pickups are less damaging to the original Halo formula than basing the entire game around sprint or Halo 5’s Spartan Abilities. AAs wouldn’t affect map design if they’re complementary to the maps they are placed in, meaning they are placed based on what makes sense for the map when it didn’t have Armor Abilities. It most likely would affect the map’s pace and flow when in action, but not their design. Not every map needs sprint, and not every map needs jetpacks. Could Sandtrap use jetpacks to improve it? Not really. Could it use sprint instead? Absolutely.
>
> As for why sprint should stay, we’ve debated this point countless times throughout this website and on bungie.net. It doesn’t expand depth or the skill range if the other design choices, such as the new map design and the functionality of shields and health, are contradictory to what sprint is meant to do.
Being good at any halo required you to know how to move around the map well I don’t know what game you are playing but halo 5 doesn’t distrup the golden triangle shooting, nades, and melee that is the original formula if you didn’t know but knowing how to move around the map without any advantages was what halo is and was that’s what made a good player good and a bad player bad so is halo 5 basing its entire gameplay around sprint no it’s basing its gameplay around thrust and extra movement machanics you probably never took the time to actually hone your skills with them
plus wasn’t sprint a armor ability so shouldn’t you be on my side of the argument or isn’t just you want to have an advantage over someone like other games such as CoD
staying true to fair abilities was andnis what halo is if I’m able to use a jet pack so should you when you spawn other than that it’s just weapons that’s what halos original formula is and was
> 2547348539238747;15937:
> > 2535447612273772;15932:
> > I could go on for days about why sprint should stay but a short answer is this
> >
> > It adds for depth and skill to the game
>
> *Please see previous page for my link on the “depth vs complexity” ExtraCredits video.
>
> Sprint doesn’t really add depth to the game, it just adds to the complexity.
>
> Depth = The amount of choices given to a player
> Complexity = The amount of things a player has to learn/remember or calculations a player has to do in order to achieve the basics.
>
> See the issue is that with sprint, especially the sprint in Halo 5, the player has to remember more in order to achieve the same goal. In Halo CE-3 (and even Reach to a degree) players were given the maximum amount of depth for as little complexity as possible. Example;
>
> Goal: Move at maximum speed from A to B
> - Halo CE-3: Push the left stick. Depth: Player can move at maximum speed in any direction while also has full choice and control over direction to look, with full use of weaponry. - Halo 4/5: Press and push left stick. Depth: Player can move at full speed while only facing forward, and you lose use of weapons. Also don’t get shot.You are doing more, for less control.
>
> Things get even worse when you compound it with other Halo 5 design choices.
>
> Goal: Regenerate shields.
> - Halo CE-3: Don’t take damage for a few seconds. Depth: Player has full use of all abilities available, including moving at maximum speed. - Halo 5: Don’t take damage and don’t sprint before full regeneration. Depth: Player has use of some abilities but looses the ability to move at maximum speed.As you go through the list you see how depth (choice) is taken away from players, and it’s being replaced by more complex mechanics that are past off as actual depth.
You say sprint doesn’t add depth then how would i super jump, how would I thrust slide mind you there are two ways to do this both require sprint there are many things you needs sprint for my guy not just running and staying alive if you thought about some of these I can name off like 4 things off the top of my head that you need sprint for and your telling me sprint doesn’t add depth? It’s because you are using it wrong believe me I consider myself a top teir play not a pro of the slightest but I play on the more skilled side of halo 5 skill gap
sprint isn’t as fast as you can move in halo 5 if you didn’t know
well would you want someone running while they are hurt doesn’t make sense or seems realistic to me although it’s a game and that shield recharge timer although not stated by 343 I thought was put in as a compromise for classic fans who didn’t want sprint in the game and it’s was also for balance I don’t think you want to have to shoot someone 5 times for them to just start running away it would turn the game into COD
in short sprint doesn’t offer many options but the things you can do with sprint offers depth and replay ability with out sprint a lot of and I mean a lot of movement would be taken out of the game
This is why people can’t see why non sprint halo was so good and why the community is so empty right now. They were either not around playing games back then or trapped into the Callofduty way of doing things. original halo developers thought outside the box offering a different and unique style of play. Halo of today’s age really has nothing more to offer than if i played a COD game. we now have plenty of games that has surpassed Cod while halo seems still trying to chase CoD’s coattail.
> 2535447612273772;15942:
> > 2547348539238747;15937:
> > > 2535447612273772;15932:
> > > I could go on for days about why sprint should stay but a short answer is this
> > >
> > > It adds for depth and skill to the game
> >
> > *Please see previous page for my link on the “depth vs complexity” ExtraCredits video.
> >
> > Sprint doesn’t really add depth to the game, it just adds to the complexity.
> >
> > Depth = The amount of choices given to a player
> > Complexity = The amount of things a player has to learn/remember or calculations a player has to do in order to achieve the basics.
> >
> > See the issue is that with sprint, especially the sprint in Halo 5, the player has to remember more in order to achieve the same goal. In Halo CE-3 (and even Reach to a degree) players were given the maximum amount of depth for as little complexity as possible. Example;
> >
> > Goal: Move at maximum speed from A to B
> > - Halo CE-3: Push the left stick. Depth: Player can move at maximum speed in any direction while also has full choice and control over direction to look, with full use of weaponry. - Halo 4/5: Press and push left stick. Depth: Player can move at full speed while only facing forward, and you lose use of weapons. Also don’t get shot.You are doing more, for less control.
> >
> > Things get even worse when you compound it with other Halo 5 design choices.
> >
> > Goal: Regenerate shields.
> > - Halo CE-3: Don’t take damage for a few seconds. Depth: Player has full use of all abilities available, including moving at maximum speed. - Halo 5: Don’t take damage and don’t sprint before full regeneration. Depth: Player has use of some abilities but looses the ability to move at maximum speed.As you go through the list you see how depth (choice) is taken away from players, and it’s being replaced by more complex mechanics that are past off as actual depth.
>
> You say sprint doesn’t add depth then how would i super jump, how would I thrust slide mind you there are two ways to do this both require sprint there are many things you needs sprint for my guy not just running and staying alive if you thought about some of these I can name off like 4 things off the top of my head that you need sprint for and your telling me sprint doesn’t add depth? It’s because you are using it wrong believe me I consider myself a top teir play not a pro of the slightest but I play on the more skilled side of halo 5 skill gap
>
> 1) sprint isn’t as fast as you can move in halo 5 if you didn’t know
>
> 2) well would you want someone running while they are hurt doesn’t make sense or seems realistic to me although it’s a game and that shield recharge timer although not stated by 343 I thought was put in as a compromise for classic fans who didn’t want sprint in the game and it’s was also for balance I don’t think you want to have to shoot someone 5 times for them to just start running away it would turn the game into COD
>
> in short sprint doesn’t offer many options but the things you can do with sprint offers depth and replay ability with out sprint a lot of and I mean a lot of movement would be taken out of the game
Don’t get me wrong, but you really seem to have no clue what you’re talking about.
How does enhanched mobility not distrupt the golden triangle? For every single one of them (Ground Pound, Sprint, Clamber, Spartan Charge) you absolutely have to let your gun down.
Enhanched Mobility added nothing but restriction into Halo. Because every player has every ability right from the start, you have to design every single map around all of them, which leads to horrible maps. They look different, but play the same. No variety, no replayibility.
There is a huge difference between additions & restrictions. Equipments are additions. They will effect certain maps, but you don’t have to design your maps around them. You can have a map without any of them and it doesn’t break the gameplay.
And how in the hell is sprint well implemented in Halo? Literally every aspect of the game had to change and it still doesn’t fit into Halos Sandbox. And there was no compromise for “classic” fans, we’re not “classic” Fans, we are Halo Fans.
> 2535447612273772;15940:
> > 2533275031935123;15934:
> > > 2535447612273772;15932:
> > >
>
> Lol
>
> first argument:
> sense sprint requires the map to be larger and you are saying you would prefer smaller maps with no sprint wouldn’t that encourage spawn trapping a lot more to me
>
> second arguement:
> the flow of the game is fine from old and new halo
>
> third argument:
> ill give an example for this one instead
>
> on the map white cell you sprint up to cam grab cam jump off of the map ground pound back on the map if spartan abilities were taken out said moves wouldn’t be a thing
>
> fourth argument:
> whats boring about about using sprint to get into a good position from a bad one
>
> secondly your not running from your base to the enemy I don’t know what lv of halo 5 you play at but champ onyx league you hold a position close to the center it’s called controlling the map ( most maps you will likely be at the center of the map take regret for example you must hold top mid to win) your probably running around the map looking for people which is wrong and isn’t how halo is played in any way shape or formed it’s called control the map control the power weapons
First point:
Actually, that’s the opposite. I’ve had more instances of spawn killing in Halo 5 than I have in Halo 3. Granted, I’ve played significantly more Halo 5 than Halo 3 (thanks for removing progression in Halo MCC, 343). Spawn trapping can only occur in games like TF2 where spawns are set. Halo places spawns based on proximity to enemies (sometimes). Usually, the game will try and spawn you either close to allies or away from enemies.
Second point:
I think Tsassi did a fine job of addressing this. You, on the other hand, did not. You cannot make a statement without backing it up.
Third point:
I’d rather have a game that flows properly than some useless abilities that hardly make a difference to gameplay. Or, even worse, does damage to gameplay. Do these “cam jumps” really provide you with any noticeable advantage or benefit other than “looking cool”?
Fourth point:
For exactly the reason Tsassi pointed out. You’re basically not punished for playing poorly. You can run away from the encounter, and prolong the firefight. That’s the problem with Sprint. It doesn’t encourage wise or tactical gameplay.
I don’t really understand how Sprint positively affects this, when an increase in BMS can accomplish the same thing, but also allow you to fight in case any enemy just so happens to be running towards you.