EDIT:
I wasn't addressing subjectivity.
I was pointing out that
1-much of what you brought up was extremely implementation-dependent, and
2-even regardless of whether something is "subjectively" or "objectively" better or worse, most of your points did not even begin to explain how something was better or worse in any sense at all!
I don't think I've ever seen you use an ! lol, so my bad if I somehow upset you. I wanted to point out how my post was subjective since I thought you were making a point that what I was saying is only an opinion. Regarding the matter of "better or worse," you don't see how me saying it gimps a player's progression is a negative? If 100% of your game time is with motion tracker, you'll perform exponentially worse than if your game time was 100% without motion tracker. Common sense? I think so. Anecdotal? Sure. Mutually exclusive? Nope.
I've explained, as well as others, why the current motion tracker is not ideal for competitive Halo, and how it causes poor player habits, especially within lesser-skilled players, ultimately leading to boring gameplay (opinion) that doesn't work for competitive play because it limits player movement. How does it limit player movement? Because you have to crouch/walk slow not to be seen, and that's a big limiting factor for a game like Halo where movement (running AND jumping) is important.
Initially, I was going to compare how motion tracker stalls gameplay similar to AA's, but it seems you missed this part:
Similar levels of frustrating is all I'm trying to compare here.
If you see this as grasping at the world's smallest straws then so be it, but chasing people around rocks is more frustrating then someone pressing pause on their death for a few seconds while I can look elsewhere, nor can that player attack me while doing so. So in essence, motion tracker has the potential to stall gameplay more than Armor Lock.
No radar makes you so lost when no one is using mics though, That's the big downside.
Destiny Radar or Soundbased radar are the best imo. You don't know exactly where they are but you know the general direction of the action.
Not necessarily. That's where the importance of visual feedback comes into play, like teammates' names that appear yellow when they're under fire and red when they're about to die, or however it functioned (you get the idea).
Are people honestly trying to debate that radar is bad for competitive play? This isn't even a question anymore. Radar should only be turned on for FFAs on certain maps, anything else is terrible for competitive play.
Yes.