Equipment/Ability Button changes during demo

Did anyone notice that for the first half of the gameplay demo the hookshot icon indicated that it could be activated via the right bumper but once the player picks up and uses the drop shield it changes to the left bumper? What is up with that?

I would think it would just be left bumper always. I wonder what this means for equipment mechanics.

> 2533275022841799;1:
> Did anyone notice that for the first half of the gameplay demo the hookshot icon indicated that it could be activated via the right bumper but once the player picks up and uses the drop shield it changes to the left bumper? What is up with that?
>
> I would think it would just be left bumper always. I wonder what this means for equipment mechanics.

I was actually thinking about that as well…trying to figure out which abilities will be in infinite based off the controls shown on screen so far. What I was thinking, was that since RB appeared to be reload rather than X, melee will now be B which basically means no more boost? Unless they moved to X but seems like that would be an awkward choice placement for that ability. And also, I noticed something using LB like you said, which had me thinking grenades would go back to L instead of LB, which probably means modified ADS and zoom back to pushing in on the joystick?

But who knows! Maybe they dude playing the demo wasn’t using standard controls and just had a custom setup and i’m looking into it to much. Lol

I’m guessing the overall controls are something like this:

  • A: jump, clamber - B: melee - Y: switch gun - X: sprint toggle - Right trigger: fire - Left trigger: grenade - Left joystick press: crouch, slide - Right joystick press: zoom in - Right bumper: action, pick up weapon, activate equipment - Left bumper: activate equipment - Left/right joypad: change grenade type - Up joypad: toggle flashlight or night vision - Down joypad: something like Artemis from halo 5 or show significant objects type of thingThis seems most likely to me but I still don’t get the left bumper/right bumper change in the demo once the drop shield is used. It seems like there are too many conflicts with right bumper. Like if you are standing on a gun with the option to pick it up can you not use equipment at the same time?

Is it possible that it was a bug and left bumper is always use equipment?

I honestly think when the person playing grabs the shield it was meant to drop the grapple shot, because you can see the symbol change at the bottom of the screen but they just wanted to showcase the things you could do with it. If I were to guess is there will be single use equipment like the drop shield and then rechargeable equipment like the grapple shot.

IMO the dropshield is a one time use and the grapple shot can be used infinitely, so they’re two different types of equipment mapped to two different buttons

> 2533274846978810;5:
> IMO the dropshield is a one time use and the grapple shot can be used infinitely, so they’re two different types of equipment mapped to two different buttons

2 different buttons for equipment wouldn’t make much sense though cause there wouldn’t be enough buttons for all the controls. For example:
LT-grenade
RT-Fire weapon
RB-action/reload
LB-equipment
LS-crouch/slide
RS-zoom in
Y-switch weapons
B-melee
X-sprint
A-jump
Left/Right D-pad-switch grenades
Up D-pad-Flashlight/Night vision
Down D-pad-show objectives

This standard button layout wouldn’t allow 2 different buttons for equipment.

> 2533274826926032;4:
> I honestly think when the person playing grabs the shield it was meant to drop the grapple shot, because you can see the symbol change at the bottom of the screen but they just wanted to showcase the things you could do with it. If I were to guess is there will be single use equipment like the drop shield and then rechargeable equipment like the grapple shot.

Yeah that is a good point. 343 has confirmed that equipment will function differently in campaign and multiplayer. I bet in campaign you will have the option of equiping some kind of movement equipment that never runs out while in the multiplayer they are pickups with limited use. For example you pick up the grapple and you get 5 uses. The number 1 over the grapple I think supports this idea. Why would equipment have a count if you can only have one?

The question still stands though: why does use equipment change from right bumper to left bumper?

hmm what if sprint was double move forward? (minecraft style)
Then x could have its own function

> 2533275022841799;7:
> > 2533274826926032;4:
> > I honestly think when the person playing grabs the shield it was meant to drop the grapple shot, because you can see the symbol change at the bottom of the screen but they just wanted to showcase the things you could do with it. If I were to guess is there will be single use equipment like the drop shield and then rechargeable equipment like the grapple shot.
>
> Yeah that is a good point. 343 has confirmed that equipment will function differently in campaign and multiplayer. I bet in campaign you will have the option of equiping some kind of movement equipment that never runs out while in the multiplayer they are pickups with limited use. For example you pick up the grapple and you get 5 uses. The number 1 over the grapple I think supports this idea. Why would equipment have a count if you can only have one?
>
> The question still stands though: why does use equipment change from right bumper to left bumper?

Ya I have no idea why it would switch buttons, I just can’t see it staying that way, maybe that was their way of not making the player drop the grapple shot? But I like your idea of number of uses of equipment rather than it be rechargeable.

> 2533274826926032;6:
> > 2533274846978810;5:
> > IMO the dropshield is a one time use and the grapple shot can be used infinitely, so they’re two different types of equipment mapped to two different buttons
>
> 2 different buttons for equipment wouldn’t make much sense though cause there wouldn’t be enough buttons for all the controls. For example:
> LT-grenade
> RT-Fire weapon
> RB-action/reload
> LB-equipment
> LS-crouch/slide
> RS-zoom in
> Y-switch weapons
> B-melee
> X-sprint
> A-jump
> Left/Right D-pad-switch grenades
> Up D-pad-Flashlight/Night vision
> Down D-pad-show objectives
>
> This standard button layout wouldn’t allow 2 different buttons for equipment.

Yeah, I guess you’re right. Maybe the dropshield uses the same button as the grenades and you toggle between them with the D-Pad

Halo 5 and MCC allow the player to choose their controller layout. I haven’t checked earlier titles; but it is safe to assume that its just a controller scheme. As for button difference. Could be because the grappleshot is a constant ability in campaign whilst the dropshield, thus 343 wants the player to still be able to use it whilst carrying equipment. This alternatively means that the buttons may be the same in multiplayer as grappleshot is a confirmed pickup for it.

Perhaps we are able to toggle between different abilities.

> 2533274892878579;11:
> Halo 5 and MCC allow the player to choose their controller layout. I haven’t checked earlier titles; but it is safe to assume that its just a controller scheme. As for button difference. Could be because the grappleshot is a constant ability in campaign whilst the dropshield, thus 343 wants the player to still be able to use it whilst carrying equipment. This alternatively means that the buttons may be the same in multiplayer as grappleshot is a confirmed pickup for it.

True but there’s only so many buttons and functions that can be tied to each other (or shouldn’t be tied to one another). One of my personal issues with Halo 5 was how inefficient it was with the button layout. It needed one too many buttons to implement boosts when both Destiny and COD: Advanced Warfare implement near identical boost functions in their games without needing a dedicated button.

I think and hoping what we saw here was a UI glitch due to nonstandard control layout by the person playing. Equipment, reloading and context sensitive actions were all done to the right bumper until it got swapped for a shield then it read out at left bumper. I think the UI is the culprit not the scheme itself. Perhaps our player was using something akin to Recon scheme on Reach and the UI gets confused in its current state?

FWIW here’s what the standard scheme should be IMHO:

  • LT: Grenade - RT: Fire - LB: Equipment - RB: Melee - LC: Sprint - RC: Scope - Y: Swap weapons - X: Reload/Context Sensitive Action - A: Jump - B: Crouch toggle (or hold) - D-Pad: Flashlight, grenade swap and equipment swapI really just hope control scheme options are fully customizable not just to the button assignment, but the individual functions. If I’m a weirdo who wants to hold crouch to swap weapons i should be allowed to do that. I remember how God-awful Halo 5’s control schemes were and while it seems like this game is more streamlined, more customization for the player is not a bad thing in this case.