In terms of mechanics with respect to multiplayer… I’d really prefer it if gameplay mechanics were kept relatively simple, with more advanced options based on player ingenuity instead of additional buttons. Case and point, grenade jumps instead of extra buttons to more effectively exploit map design. Or… well developed strafing instead of. “push button, rapidly accelerate in direction.”. Obviously, you can only go so far with the concept… I certainly feel H5 went a bit overboard with button/ability clutter though.
In terms of reasoning… Well, all these flashy abilities must be considered when developing maps. When you have so much freedom as a result of said abilities much of the map structure falls apart. Furthermore, advanced options based on player ability equates to a larger skill gap. A larger skill gap is arguably healthy for a competitive shooter.
Moving to weapons… Variety is good but redundancy isn’t. I’m increasingly feeling H5 has too much of the latter. Picking up weapon X should provide a unique option to the alternatives. A better scope, longer RRR, larger bullet mag/homing areas or a sllightly different RoF doesn’t qualify IMO.
I also feel gameplay would be improved in an arena setting if the sandbox for a given map consisted of a few power weapons, a power up, a few areas with grenades and one or two non-major power weapon pickups (aka, condense the weapon sandbox on maps). There is no need for maps being littered with toys around every corner. It devalues the importance of the toys. And if you want the toys you should have to fight for them. Add weapon variety by changing which toys are available on a map by map basis.
A few general things…
One, hit markers on grenades. All this mechanism does is promote spamming grenades to sniff out opponents. If you want to determine the location of an opponent or when to press them it shouldn’t be as simple as tossing a grenade to a spot.
Two, the cone size for the various aim assist mechanisms should be standardized across all non-power weapons (including autos). Weapon A shouldn’t be an upgrade over B simply because it’s inherently easier to aim with it with no action on the part of the player. Find another way for weapons to provide an edge (case and point, old style SR shield melting, scatter bouncing shots, LR scoped/unscoped hits, DMR body shots, homing, TTK, etc.).
Obviously the above would apply for future titles…