I agree with a lot of what you're saying, I think you're right about how one of the reasons H5 feels hectic and fast is because of the number of inputs which are required to survive in certain situations. I personally quite like that (I can understand why people might not though), I enjoy how the game requires mechanical skill beyond just aiming.
Interesting take. I dont generally feel like more mechanical "skill" is required- just more dexterity. Its easier to clamber over a wall than spring jump over one. Its easier to thrust behind cover than it to locate your threat and strafe to safety or deal enough damage to back him off. Its easier to clear gaps when thrust, clamber and GP are around to bail you out. Without them, you are either pixel perfect or you fall.
I disagree with a couple of points though.
I feel like normal H5 has fewer breaks in the action, mostly because of how quickly you can get back into the fight after dying. There's been a number of times in the new playlist where I've respawned on one side of the map, started wandering over to where the fight is only to find everyone has already died. In normal H5 I find it's very rare that I'm having to wander around looking for the enemy.
I disagree, and I feel like this comes down to map design. In h3, more often than not, all it takes is a few steps and YOU have line-of-site to other high traffic parts if the map. Bungies philosphy was to use distance instead of obstacles to segment the map
In h5, there are walls and hallways EVERYWHERE, as a means to segment the map. This is likely intentional- meant to counter the fluidity that would otherwise be provided by SAs. The result is a maze like design that provides pockets of downtime.
I don't really understand this idea that prolonging engagements makes the game feel slower either. Obviously it'll increase the amount of time a match lasts for but a firefight which ends with both combatants still alive is still action therefore it doesn't make the game feel slower to me.
I guess this comes down to semantics. If the point of an engagement is kill someone, then many would consider the option that completes that objective more frequently to be the faster option.
I feel like there's two distinct types of 'pace' which we're discussing simultaneously here: the pace at which a match progresses and the speed of the moment to moment gameplay. I think the H3 playlist has a faster 'match pace' but the moment to moment gameplay feels slower to me whereas the reverse is the case for normal H5.
I cant argue with that.
I feel like h3 feels fast because you are constantly in engagenents and they are decided quickly.
It feels slow because movement is deliberate
H5 feels fast because you are constantly making a lot of inputs. It feels slow because egagements often reset.
One thing I've noticed is that the normal radar doesnt seem to slow down match progression in h3 they way it did in h5. Which, again, i think boils down to the different approach to segmenting maps. If the h3 playlist didn't have radar it would be SOOO fast.