EDIT: Also... youre literally doing what youre accusing that other poster of doing by limiting the topic to your frame of "micro gameplay", sprinting affects both.
I never said sprint doesn't affect both.
I'm saying the
intention behind sprint was not to increase the the pace of a match but rather to make the game feel faster.
Also, if we're going to broaden the scope of the discussion then we should probably go beyond the small scale arena style combat.
If you were to remove sprint from Warzone for example then it would certainly slow the game pace down.
You could elaborate why you feel it's flawed beyond just saying it is, but the video literally just showed how the bolded isnt true...
You cover the same amount of ground in the same amount of time without an animation eating your potential movement options.
Your hypothetical is a false equivalency, because the speed/scale isnt halved in Halo 2 vs. Halo 5. The video demonstrates that.
So when there's no mechanical component to sprint making the game "faster", youre arguing that the aesthetic of it just makes the game "feel" faster for... reasons, I guess.
And the point is that not only does it not make it faster, but this "feel" actually makes the game pace slower overall in the grand scheme of things, but youre also ignoring that while saying that the poster has a "limited view" or whatever.
If its purpose was to "make the game feel faster", I have no reason to see how that's true. 343i Halo doesnt feel faster to me anecdotally, but we can see that there are concrete reasons for that without just personal tastes being taken into account.
It's flawed because it's making the assumption that the singular reason for Truth being a larger map is due to sprint. It ignores the fact that Truth is not in fact a straight up remake of Midship but rather a reimaginging. There are a whole host of reasons why that distance may have increased. It's also flawed for all of the reason I have been explaining in this thread.
When it comes to perception of speed the "ground you cover" is a function of the player's size, not of the fraction of a given level you cross.
You yourself said the following:
make the levels bigger to accomodate for the speed change
The levels are larger - you are crossing a greater distance relative to the size of the avatar when sprinting - ie: you are covering more ground.
Thus, it feels like you're moving faster - because you literally are.
My example was not intended as an equivalency - it's a hypothetical demonstration.
Let me rephrase and it might make more sense:
Take a level in Halo 3 - shrink it to half its original size whilst keeping the size of the player the same (alternatively, imagine that every player is now twice the original size). Then halve the player's speed.
It will take exactly the same amount of time to cross that level in normal Halo 3 vs hypothetical shrunken Halo 3.
However, in hypothetical shrunken Halo 3 your movement will feel slower - that's because you'll be covering less distance relative to the size of your avatar.
The inverse is sprint - maps are now larger relative to the size of the player, however, you cross those maps in the same or less time - you are covering more distance so it feels faster. It's not just aesthetics - that is a mechanical difference resulting in an increase in the perceived speed.