> 2533274801176260;18:
> Uhm… no, they didn’t? They doubled down on abilities, they doubled down on ADS (which was already hinted at by introducing zoom spread buffs in Halo 4). You could say they refined it, but “ditched” is wrong in every possible sense of the word.
> The majority of adjustments was in how certain aspects of mulltiplayer handle (loadouts, ordnance, killcams, etc.), which isn’t gameplay changes but gametype changes.
The core design of Halo 4 was based around players selecting their own loadouts and dropping in their own power weapons. The notion of map control was thrown in the corner and there was no emphasis on movement. Halo 5 took movement as the base of the game, and gave map control the center stage again. There’s practically nothing the gameplay designs of these two games share spiritually. You do not get from one to another by “refinement”. Ditching classes is not a “refinement” of the concept, it’s an abandonement. Almost all of the mechanics introduced in Halo 4 were abandoned and are nowhere to be seen in Halo 5.
Armor abilities and Spartan abilities are two entirely different concepts. For armor abilities, the idea is to give each player a single ability that suits their playstyle. The individual armor abilities are very distinct. You have an invisibility, a jetpack, an x-ray vision, an auto-turret, a hologram, a healing field, and a boost pack. It’s a smorgasbord of mechanics that have no unifying intent and no obvious interplay. And why would they? They are designed to give players distinct classes with a particular play style, and the player will only ever have one of them at once.
Spartan abilities are whole another story. Almost all of them cohesively focus on a single task: movement. They are designed to be chainable, giving rise to lots of combo moves, because every player has every Spartan ability in their hands at all times. They have all from the beginning designed to work together as a set.
Even just looking at the concrete abilities, there is only one armor ability in Halo 4 that was promoted to a Spartan ability for Halo 5. There’s nothing these two sets of mechanics share in design philosophy. All they share is the arbitrary name “abilities” and a single mechanic.
> 2533274801176260;18:
> they doubled down on ADS (which was already hinted at by introducing zoom spread buffs in Halo 4)
Really? You’re going to bring up a mechanic that was not present in Halo 4 in any way or form as evidence of how similar the two games are?