Simple question.
Discuss your opinions below.
Simple question.
Discuss your opinions below.
For Spartans, no. Unless it’s higher than say 100 feet or more when you reach terminal velocity in fall which takes 8 seconds or more to reach.
I kind of think fall damage is already fairly well calibrated in Halo 4. I mean extreme falls should kill but at the same time it shouldn’t interfere too much basic vertical map gameplay interaction.
It messed with maps too much in reach. It also doesn’t make sense when a spartan can fall from space and live…twice. Halo 4 does it well.
Fall damage should stay, it should be based on how fast you fall, not how high. so if someone steps off the edge of a two story plat form, they don’t die, they might get some damage, but they will not die. If the same person goes flying out of a teleport at high speeds straight down, they’ll die.
I think Reach and 4’s fall damage should stay and was fine. Getting rid of it anyway would rupture the new ODST fanbase currently making drop-pods in forge.
Certainly not, but make it a custom game option for sure.
> Fall damage should stay, it should be based on how fast you fall, not how high. so if someone steps off the edge of a two story plat form, they don’t die, they might get some damage, but they will not die. If the same person goes flying out of a teleport at high speeds straight down, they’ll die.
Kind of on the lines with my post regarding terminal velocity etc.
Imo they should just scrap it all together, but if they do bring it back I hope they get rid of the stun you receive on impact because it completely destroys momentum jumps.
> Certainly not, but make it a custom game option for sure.
I wouldn’t be opposed to removing fall damage. I just don’t see what it adds to the game.
On some maps you might not want players jumping down from one spot to another, but there are other ways to accomodate for that.
At any rate, it’s not a significant issue one way or the other.
> I wouldn’t be opposed to removing fall damage. I just don’t see what it adds to the game.
>
> On some maps you might not want players jumping down from one spot to another, but there are other ways to accomodate for that.
>
> <mark>At any rate, it’s not a significant issue one way or the other</mark>.
Very true. A few times in campaign perhaps.
> I wouldn’t be opposed to removing fall damage. I just don’t see what it adds to the game.
>
> On some maps you might not want players jumping down from one spot to another, but there are other ways to accomodate for that.
>
> At any rate, it’s not a significant issue one way or the other.
Fall damage was so annoying Reach.
I don’t see why people would want fall damage. Why exactly? As I see it, it only hinders the skill gap. It hinders skill gap in that way that people would always only want to use one flat, hindering a lot of outsmarting-moments.
> > I wouldn’t be opposed to removing fall damage. I just don’t see what it adds to the game.
> >
> > On some maps you might not want players jumping down from one spot to another, but there are other ways to accomodate for that.
> >
> > At any rate, it’s not a significant issue one way or the other.
>
> Fall damage was so annoying Reach.
>
> I don’t see why people would want fall damage. Why exactly? As I see it, it only hinders the skill gap.
For map designers.
For the purpose of flow, I might want players to be able to shoot down from a ledge, without being able to jump all the way down from that ledge.
A good example is Damnation from Halo CE. The top ledge above the overshield. If players could just jump down without any harm it would effect the flow of that map. Now there are other ways to solve this issue, such as placing a fence along that ledge that can be shot through but people can’t move through. Fall damage is simply the most natural.
Personally, I feel skill gap is irrelevant to the discussion. And on second thought, it’s probably best we leave fall damage in, at least as an optional feature.
Disregarding matchmaking, leaving fall damage in for customs allows for the creation of several fall-based gametypes. For example, a sumo gametype.
> > > I wouldn’t be opposed to removing fall damage. I just don’t see what it adds to the game.
> > >
> > > On some maps you might not want players jumping down from one spot to another, but there are other ways to accomodate for that.
> > >
> > > At any rate, it’s not a significant issue one way or the other.
> >
> > Fall damage was so annoying Reach.
> >
> > I don’t see why people would want fall damage. Why exactly? As I see it, it only hinders the skill gap.
>
> For map designers.
>
> For the purpose of flow, I might want players to be able to shoot down from a ledge, without being able to jump all the way down from that ledge.
>
> A good example is Damnation from Halo CE. The top ledge above the overshield. If players could just jump down without any harm it would effect the flow of that map. Now there are other ways to solve this issue, such as placing a fence along that ledge that can be shot through but people can’t move through. Fall damage is simply the most natural.
>
> Personally, I feel skill gap is irrelevant to the discussion. And on second thought, it’s probably best we leave fall damage in, at least as an optional feature.
>
> Disregarding matchmaking, leaving fall damage in for customs allows for the creation of several fall-based gametypes. For example, a sumo gametype.
As I want the skill gap to be as I high as possible I would rather have no fall damage. Leaving it as an optional custom game option is only a plus though.
> As I want the skill gap to be as I high as possible I would rather have no fall damage. Leaving it as an optional custom game option is only a plus though.
Again, I don’t see how it’s relevant to the skill gap.
I’ve heard people make the opposite claim, that Halo 2 was inferior to Halo CE because it removed fall damage.
Yet I haven’t seen an argument as to why. The only reason fall damage exists is to prevent people from accessing certain parts of the map from other parts. Nothing to do with skill.
> > As I want the skill gap to be as I high as possible I would rather have no fall damage. Leaving it as an optional custom game option is only a plus though.
>
> Again, I don’t see how it’s relevant to the skill gap.
>
> I’ve heard people make the opposite claim, that Halo 2 was inferior to Halo CE because it removed fall damage.
>
> Yet I haven’t seen an argument as to why. The only reason fall damage exists is to prevent people from accessing certain parts of the map from other parts. Nothing to do with skill.
Hence, superbounce in Halo 2. But again, it should be related with when your closer to terminal velocity (falling for 5 or more seconds should hurt you).
> > As I want the skill gap to be as I high as possible I would rather have no fall damage. Leaving it as an optional custom game option is only a plus though.
>
> Again, I don’t see how it’s relevant to the skill gap.
>
> I’ve heard people make the opposite claim, that Halo 2 was inferior to Halo CE because it removed fall damage.
>
> Yet I haven’t seen an argument as to why. The only reason fall damage exists is to prevent people from accessing certain parts of the map from other parts. Nothing to do with skill.
1 flat = Very little skill gap.
More flats = Allows for outsmarting, height advantage and so on.
The more flats and the more fluid movement between them allows for more outsmarting and is allowing better players to place themselves smarter.
Falls damage leads to forced encounters, but no fall damage allows for outsmarting at different flats.
I don’t mind fall damage. I just want:
-reduced landing stun time (the duration you can’t move when you have a hard fall)
-an increased fall timer (it’s absurdly short in Halo 2 and 3 while it’s very long in Reach and Halo 4, which is a good thing)
-fall damage reduction/ fall timer reset
> It messed with maps too much in reach. It also doesn’t make sense when a spartan can fall from space and live…twice. Halo 4 does it well.
I agree that Halo 4 does it pretty well. You do have to realize that in Reach you play as Spartan IIIs, who are slightly weaker(but the Noble 6 surviving part is the only fault) In general I don’t care whether it returns nor is scrapped.
It sometimes may promote smarter plays, more tactical incursions.
OR
It can promote pretty much ridiculous plays, suicides and many more.
This is pretty much only a personal preference for casuals like me.