First, calling out OP for putting this under the Maneater forums and not KF3's.
Mods probably need to move this.
would your team consider making the character usage of running and sliding for players easier in combat, just like used in Titanfall and cold war
So one thing that few people seem to bring up in suggestions like these is a consideration as to how adding what could collectively be called "increased movement" would affect the game as a whole, and what means for level designs, Zed kits, player kits, etc.
KF titles have had more grounded movement than others as part of their base designs, partially because having a bunch of more-or-less regular Joes being able to perform exotic stunts would be out-of-focus for what the devs intended, and partially because it's easier to program and balance around the more simplified movement.
Take KF1 for example.
The players shuffle around like they have a load in their pants, and up until the higher difficulties the Zeds
barely move faster outside of raged large Zeds...but you shouldn't need to run fast when you have zero-falloff-hitscan weapons. Two perks move faster than the others to compensate for poor long-range offensive power (Berserker) and poor damage with hard-to-reliably-use weapons (Field Medic). The only other way for players to move more quickly is by holstering your guns and running with your knife out because it's an easy way to balance mobility vs. ready firepower, as letting you sprint and shoot at full strength would break the game. (Think of it as either forcing you to commit to a reposition with the knife because you can't shoot, or forcing you to commit to standing your ground if you decide to return fire on an incoming horde and thus running the risk of being killed because you didn't get out of dodge.)
KF2 adds sprinting and breaks the "knife out for faster" runspeed rule with it, which meant that the Zeds
had to compensate for the added player mobility, or else the game would've died out a week after release due to being able to conga line the Zeds without any trouble and the game would pose no challenge whatsoever. Hence why they now sprint to catch up to slower perks, and have much less forgiving/closer spawn points as a counter force
of sorts to perma-sprinting Zerks and Medics (and Survivalists, and Gunslingers, and SWATs...).
I dunno if you've noticed, but the fast Zeds and spawn systems are two of the most complained about features of KF2 because they counter certain playerbase habits and make headshotting lots of things harder, which is why most people prefer the perks that don't have to aim or can just eat damage and run in the highest difficulties.
So adding even more burst movement to KF3 means that the Zeds have to get even more stuff to counter players being able to use
that in their toolkit. Think about that before players are given more get-out-of-being-surrounded tookit features.
And don't even get me started on the much-requested feature of "added verticality"
a la DOOM 2016/Eternal and pretty much every single recently released "boomer shooter" under the sun. If players could chain-wall-run, double jump with dash inertia, and slide tech for instakill jump kicks like in Titanfall, do you think the KF2 Zeds would seriously have a chance?