If you think UT is closer to Halo than Quake then I don't know what to say.
Also momentum..again. In order for it to be momentum base it needs to do something with that momentum. Your character's weight needs to be felt...which doesn't happen in Titanfall since the momentum conservation in that game is just limited to carrying on to move forward with your wall run after a jump. I already gave examples of how momentum in a parlour base first person game would look like with my example of Dying Light and Mirror's Edge.
Well, you may not know what to say to me... but I definitely know what I want to say to you regarding this, and it isn't short... so get comfortable.
Saying that it's a case of weight needing to be felt is on its own pretty much meaningless and incredibly vague. That's basically just arguing that your character needs to feel "heavy" in or for a game to be momentum based. This description would honestly apply
more to games like Halo 5 (or hell, Killzone), where the character's weight is extremely noticeable moreso than many games that extremely momentum focused, but the character feels a lot lighter (such as Quake when compared to Halo). How heavy the character feels doesn't matter... if we're simply using application of weight to determine a game to be based on momentum, then honestly pretty much every game in recent memory would apply.
I'm not familiar with Dying Light, so I'm going to ignore that one. I am however familiar with Mirrors Edge, so I can use this example to demonstrate how it's similar in execution to games like Quake, Titanfall, 2D Sonic etc, as opposed to games like Halo 5, Unreal Tournament or Megaman X.
So, let's say in Mirrors Edge your base running speed is 5. The game has a "sprint" ability, and if used you character then achieves a speed of 7. This is where momentum in many games end. However, this isn't the case in Mirrors Edge... not only are you able to hold this higher speed, but successive parkour will allow the player continue to gain momentum, and maintain it in a non-binary way. The game will never take this new speed away from you unless you as a player fail to maintain the momentum. You can see this to be true also in Quake by way of strafe jumps, rocket jumps, plasma climbs etc.. as long as the player successfully maintains their momentum, they will never be forced to move at the base speed of 5 ever again. This is also true for Titanfall as well by way of wallrunning, ramp jumps etc. It may have less tools at its disposal to maintain momentum than something like Quake, but it's just as successful in letting the player actually do so. On the 2D side of things, this applies to Sonic the Hedgehog too, who can maintain speeds higher than his base running speed by way of rolling and momentum transferal (such as jump at the top of a loop).
Now then... let's look at Unreal Tournament this way. You have your standard running at speed 5, you can then perform a dodge that moves you at speed 10.. but consider now what happens the moment your character lands from that dodge... you're back at speed 5. This is a hard limitation of the games design.. there is
absolutely no way to maintain your momentum over time. You can prolong moving at speed 10 for a bit via dodge jump (or wall dodge jump), but that quick burst is all you're getting, is the fastest you're able to move (excluding a handful of special circumstances like getting hit with an impact hammer), and you
will lose this momentum in short order, guaranteed. This should all actually be self evident when you consider that to even initiate the higher speed in the first place (and to top it back up each time after landing) you actually
have to momentarily cease pressing the direction you intend to move in completely. This is all very well comparable to Halo 5, where you have your character's default run speed (let's say 3.5... UT would have it's walk in comparison at say about 2)), your sprint (let's say 7) and then you have that burst of speed you can obtain from the jetpack trust that actually functions
almost identically to a dodge in UT (at let's say 8.5). Like UT you can combine the dodge with a jump in order to prolong the effect.. but once you land from it? Done. It's over. In regards to 2D gaming, you can apply pretty much all of this to Megaman X and how his dash works (wall dashing jumping included). It's all the same template, a momentary burst of speed, with a fixed cap, that the player loses after either a very short window of lateral movement, or once they hit the ground. The important thing to note about each of these examples is that despite a skilled player being able to minimise the downtime to move thorough the arena/stage faster than a lesser skilled player (which to be fair applies to basically any game in existence, as evidenced by all the speedruns),
the highest speed the player can consistently maintain is actually the base run (or sprint) speed. The games by design give the player no way to consistently maintain, or build momentum... "momentum conservation" essentially doesn't exist. It's all start and stop, and the skill is simply in minimizing the window you spend at "stop". With Mirrors Edge, Quake, Titanfall and Sonic the "stop" only happens as a result of the player failing to use the provided tools to maintain or increase the momentum they've already built.
And that's why regardless of how great a game Unreal Tournament is, it should never be compared to Quake, Mirrors Edge, Sonic, Tribes, or yes, even Titanfall in regards to handling momentum.