So I was thinking about some of the new H5 features and I think the rationale for some of them could be this. Fight the player not the game. This means that the game’s mechanics and features should be such that it’s a test of skill between players, not a test of how well you can operate the game. Fighting the game would mean the game itself makes it hard to physically play, such as terrible controls. Another way of “fighting” the game is making players stress and work hard for minor elements that should either always be there or have no impact on games. Here we have skill jumps and weapon spawns. It’s fighting the game if players need to memorize when each weapon spawns and which areas can be skill-jumped. Thus the implementation of weapon timers on your HUD, clamber and spartan chatter.
There is really no point to skill jumps. They don’t take that much skill and it’s pointless to have. If anything it should not disrupt gameplay since those jumps could always have been made. Only because crouch is needed then do “skill jumps” come about. Weapon timers eliminate the need to memorise spawns. Memorising information to get weapons is pointless since you could always grab them in the first place. Likewise for spartan chatter. It provides information that you could always access, but hindered due to teammates not communicating.
“Fight the player not the game” is kind of hard to explain. In a way it’s when things you could always have done get hindered due to a variety of reasons. So features are added to reduce the hindrances and make it such that it’s easier to do it, but not affecting the flow and way the game plays. I would also like to add that there is a difference between these changes and spoonfeeding players. It does not spell out everything, it just gets rid of the more pointless features/ lack of features. Bear with me since I can’t put this into words very well.