To be honest I really don’t mind fall damage in Halo. But I’m still curious about what others think about it. I also want to know what affect fall damage has in multiplayer.
Not a fan of fall damage. I believe CE had fall damage in matchmaking and then it was removed in later Halo’s. If we can learn from the past, then we should not include fall damage in the future.
I think Fall damage should be in Halo as it adds more depth to Air Combat. It eliminates that factor of people just exiting vehicles mid air because they know they wouldn’t die. Like for example in Halo Reach if you didn’t have a Jetpack and you were on a Falcon you needed to keep your hands on the gun or at the wheel because otherwise, you were -Yoinked!-. in a sense, it also helped bolster this team work factor the Falcon had as all 3 people in the vehicle were working together not only in killing enemies but also to stay on the skies, the fact that one could die by falling made the whole idea of exiting mid-flight less appealing in the first place
I prefer it. Especially now without armor abilities, you’re going to have to actually think or plan before leaping off a ledge or out of your Banshee.
Map design and soft ceiling have much to say about this. I think it is required after a certain height, for sure. It might not make the most sense canonically, but there you have it.
I like fall damage in actual play - regardless of canon.
Fall damage is good so long that it is from a certain height. Halo: CE fall damage height was way too low however. I think that the height required to take fall damage in Halo: Reach and Halo 4 is perfect.
But they REALLY need to get rid of that stupid -CRUNCH- stun effect when you land however. It is unnecessary and slows down gameplay as well as reduce the skill gap by making a good player unable to react as quick as he possibly can upon landing like in older Halos.
I think Halo 4 had it perfect.
I’d hope for fall damage, but the ability to reduce damage via the E.V.A thrusters like chief does in halo 4s campaign.
> Fall damage is good so long that it is from a certain height. Halo: CE fall damage height was way too low however. I think that the height required to take fall damage in Halo: Reach and Halo 4 is perfect.
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> But they REALLY need to get rid of that stupid -CRUNCH- stun effect when you land however. <mark>It is unnecessary and slows down gameplay as well as reduce the skill gap by making a good player unable to react as quick as he possibly can upon landing like in older Halos.</mark>
This does not make any sense… How in any way does it reduce skillgap when it happens to everyone? o.0 It’s like saying that boarding reduces skillgap because you can now kill vehicles easier.
I feel like it is a good balance to make you not jump from super high heights.
> I’d hope for fall damage, but the ability to reduce damage via the E.V.A thrusters like chief does in halo 4s campaign.
Maybe that’s one of the Spartan Abilities! O:
> > Fall damage is good so long that it is from a certain height. Halo: CE fall damage height was way too low however. I think that the height required to take fall damage in Halo: Reach and Halo 4 is perfect.
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> > But they REALLY need to get rid of that stupid -CRUNCH- stun effect when you land however. <mark>It is unnecessary and slows down gameplay as well as reduce the skill gap by making a good player unable to react as quick as he possibly can upon landing like in older Halos.</mark>
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> This does not make any sense… How in any way does it reduce skillgap when it happens to everyone? o.0 It’s like saying that boarding reduces skillgap because you can now kill vehicles easier.
> I feel like it is a good balance to make you not jump from super high heights.
It doesn’t mean anything, “it lowers the skill gap” is a buzzword around here, something people say to make their arguments sound more important. The stun was put for exactly what you said, to discourage players from jumping from to high.
> > > Fall damage is good so long that it is from a certain height. Halo: CE fall damage height was way too low however. I think that the height required to take fall damage in Halo: Reach and Halo 4 is perfect.
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> > > But they REALLY need to get rid of that stupid -CRUNCH- stun effect when you land however. <mark>It is unnecessary and slows down gameplay as well as reduce the skill gap by making a good player unable to react as quick as he possibly can upon landing like in older Halos.</mark>
> >
> > This does not make any sense… How in any way does it reduce skillgap when it happens to everyone? o.0 It’s like saying that boarding reduces skillgap because you can now kill vehicles easier.
> > I feel like it is a good balance to make you not jump from super high heights.
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> It doesn’t mean anything, “it lowers the skill gap” is a buzzword around here, something people say to make their arguments sound more important. The stun was put for exactly what you said, to discourage players from jumping from to high.
What I mean is when I am outshooting someone while falling and lose simply because I was unnecessarily stunned when I hit the ground, or am unable to get a surprise assassination on someone because I can’t melee while stunned. I am unable to use my superior reaction time and that is why I see the stun effect as bad.
We already have a discouragement to jumping off high places, that is why we have FALL DAMAGE. A good player should be allowed to take the risk of fall damage in exchange for a potentially good play, the stun effect takes away from that by deliberately slowing it down.
Just because it happens to everyone does not make it good. A similar thing is often said about many of Halo 4’s and Reach’s gameplay changes/additions.
-SMARTAN 427
> > > > Fall damage is good so long that it is from a certain height. Halo: CE fall damage height was way too low however. I think that the height required to take fall damage in Halo: Reach and Halo 4 is perfect.
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> > > > But they REALLY need to get rid of that stupid -CRUNCH- stun effect when you land however. <mark>It is unnecessary and slows down gameplay as well as reduce the skill gap by making a good player unable to react as quick as he possibly can upon landing like in older Halos.</mark>
> > >
> > > This does not make any sense… How in any way does it reduce skillgap when it happens to everyone? o.0 It’s like saying that boarding reduces skillgap because you can now kill vehicles easier.
> > > I feel like it is a good balance to make you not jump from super high heights.
> >
> > It doesn’t mean anything, “it lowers the skill gap” is a buzzword around here, something people say to make their arguments sound more important. The stun was put for exactly what you said, to discourage players from jumping from to high.
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> What I mean is when I am outshooting someone while falling and lose simply because I was unnecessarily stunned when I hit the ground, or am unable to get a surprise assassination on someone because I can’t melee while stunned. I am unable to use my superior reaction time and that is why I see the stun effect as bad.
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> We already have a discouragement to jumping off high places, that is why we have FALL DAMAGE. A good player should be allowed to take the risk of fall damage in exchange for a potentially good play, the stun effect takes away from that by deliberately slowing it down.
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> Just because it happens to everyone does not make it good. A similar thing is often said about many of Halo 4’s and Reach’s gameplay changes/additions.
>
> -SMARTAN 427
But it’s not bad either. It makes you think even more tactically in a game. “Should I take the jump or should I not.” A smart player would know when to jump down and not.
It adds more to timing as well, and I think it’s a good element to keep the players thinking instead of running around crazy jumping from all sorts of heights.
You still got the drop on the person and if you’re not able to take that just because of a half of seconds stun to the ground then maybe you’re not as good as you say?
In my opinion it never bothered me and it came off as very natural feeling in the game.
And as said, the same thing can be said about everything.
“Duuuh, if boarding wasn’t in the game I’d be still alive getting kills with my vehicle!”
> > > > Fall damage is good so long that it is from a certain height. Halo: CE fall damage height was way too low however. I think that the height required to take fall damage in Halo: Reach and Halo 4 is perfect.
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> > > >
> > > >
> > > > But they REALLY need to get rid of that stupid -CRUNCH- stun effect when you land however. <mark>It is unnecessary and slows down gameplay as well as reduce the skill gap by making a good player unable to react as quick as he possibly can upon landing like in older Halos.</mark>
> > >
> > > This does not make any sense… How in any way does it reduce skillgap when it happens to everyone? o.0 It’s like saying that boarding reduces skillgap because you can now kill vehicles easier.
> > > I feel like it is a good balance to make you not jump from super high heights.
> >
> > It doesn’t mean anything, “it lowers the skill gap” is a buzzword around here, something people say to make their arguments sound more important. The stun was put for exactly what you said, to discourage players from jumping from to high.
>
> What I mean is when I am outshooting someone while falling and lose simply because I was unnecessarily stunned when I hit the ground, or am unable to get a surprise assassination on someone because I can’t melee while stunned. I am unable to use my superior reaction time and that is why I see the stun effect as bad.
>
> We already have a discouragement to jumping off high places, that is why we have FALL DAMAGE. A good player should be allowed to take the risk of fall damage in exchange for a potentially good play, the stun effect takes away from that by deliberately slowing it down.
>
> Just because it happens to everyone does not make it good. A similar thing is often said about many of Halo 4’s and Reach’s gameplay changes/additions.
>
> -SMARTAN 427
By that logic, it lowers the skill gap to need to reload when you’re out shooting your opponent, doesn’t it?
I like it for balanced reasons.
It would be a nightmare if everyone could jump off of Spire with no consequences, but I have jumped off of Spire and survived without the lifts.
I never bothered to practice, but I believe there are sweets spots on the bottom of Spire that can save you.
I don’t really prefer fall damage or stun. I feel it limits the amount of creativity a player can pull off in a game. More specifically BTB games where the maps are much larger with high buildings. For example, jumping from a rooftop to jack a wraith, or exiting a banshee before it gets blown up by an incoming rocket. Just some cool stunts you could pull off in the past.
I’m fine with a fall timer, but that’s about it.
I like fall damage that can be decreased by crouching as you land a la Halo CE.
That added a some nice depth to the gameplay!
To clarify what I said earlier, I LIKE getting hurt and taking damage from jumping too high. It balances the high jumps.
In regards to the stun effect, all it takes is that half a second of being stunned for the player you got the drop on to hear you/see you on the motion tracker and turn around and kill you because you WERE ALREADY WEAK FROM THE FALL.
The fall damage already punishes you for jumping too high,(which as I said is good) meaning that you are often lower health and it takes less to finish you off. The stun just holds you in place and makes you even easier to kill since you are already weak from fall damage and also can’t defend yourself.
I just believe that the stun effect on top of fall damage just punishes you TOO much for taking the risk of the jump. It completely stops your movement and ability to attack, AND hurts your health/shields.
Halo: CE(1) and Halo 3: ODST both had fall damage but no stun effect. But you don’t see people jumping off of insanely high places there without thinking twice now, do you? At least not the smart players…
Halo 2 and 3 had no fall damage or a stun effect. So of course you see players very gladly jumping out of banshees and such without a care.
The stun effect stops map movement every time someone hits the ground on very vertical maps such as the anniversary Reach versions of Hang 'em high, Damnation, and Prisoner. The original CE versions of these maps played smoother without everyone stopping every time they hit the ground, because there was no stun effect in CE. Yet everyone was careful on when they decide to jump because there was fall damage.
That is my opinion and understanding of this.
-SMARTAN 427
> I like fall damage that can be decreased by crouching as you land a la Halo CE.
> That added a some nice depth to the gameplay!
This is actually a good way to replace the stun effect. You take less damage by crouching at the right time, but you have to move slower for a split second as a result. But either way you can still move, shoot, melee, grenade, aim etc.