But why is sprint used as the only reasoning to that? We also have weapons with more consistency and reliability at range, but no one ever mentions that. It's always only sprint's fault.
Because the weapons were also made to be more reliable at range BECAUSE of the increased mobility options - which is also the reason for stretching the maps.
It's a moot comparison, and it's constantly used as opposition to sprint when it's not a good argument.
It's not a moot comparison at all. If someone is arguing that sprint is needed to boost the speed of the game, it's perfectly reasonable to showcase how
that isn't true. You can rebutt by saying "you forgot about thrust and slide!", but neither of those things inherently require sprint and could be included w/o sprint - which makes such a rebuttal the truly moot point.
They gave us Legendary starts in Halo 4 and pulled back many of those design changes post launch. Then they gave us a more classic design approach with Halo 5. They also gave us many classic playlists in both Halo 4 and Halo 5, but usually these playlists don't have lasting power unfortunately. To say they "haven't at least tried to throw a bone to classic Halo fans" is a lie. Maybe you're just being hyperbolic and dismissing the things they've done in the heat of this discussion, but you know it's not true.
I wasn't clear, but talking I'm about throwing a bone within Halo 5, preferably while the game still had a sizable population. And I'm also not talking about a simple "classic playlist" which has meant either:
1) playing on forge re-creations stretched to accommodate H5 abilities and weapons, or
2)playing abilities off, on faithful re-creations but with H5s weapon/health balancing around to break the experience.
Those are half-assed. I'm talking about actual attempts to make an experience with the nuance of a classic game, but within the modern framework. That's why I specifically mentioned Evolved and Spartan II settings -
the former removed SAs, tweaked move speed, shield and health, had custom made forge maps and hand picked the weapons on map to keep gameplay fast, but more in tune with classic sensibilities
The latter kept Spartan abilities, but tweaked move speed, jump height and gravity such that playing with classic strategy and tactics was no longer a handicap, and a good player could move as effectively w/o SAs as anyone else could with them, but SAs still provided an element of risk/reward.
Also, I don't think H5 is "throwing a bone to classic fans" as much as it is a realization that Halo 4 MP was an unmitigated disaster and staying course would lead to complete market rejection.
To me, where Halo 4 and Halo 5 ended up makes sense. Halo 4 was already in development before Reach came out, so of course it was going to continue down that path since they were still a young studio following Bungie's footsteps. And Halo 5 makes sense because they gave us what many in the community wanted: a return to the classic formula while bringing in fresh ideas like thrust etc.
H4 was developed along side Reach, with very little interaction between the studios. They didn't really follow in Bungie's footsteps- the chose a path that pretty much ignored most of the Bungie principles they had to guide them: CE-3
H5 brought back Some classic principles - like Even Starts and Weapons on Map, but mechanically it seems they were more interested in legitimizing previously maligned ideas by pairing them with a classic rule set than they were at actually reclaiming classic nuance.