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> A common complaint was how clamber would make crouch jumping obsolete, and how trick jumping in Halo 5 would be dead. Well anyone who has tried to master the trick jumps on maps like Truth, Fathom, or Regret will tell you those are clearly false. There are crouch jumps all over the place, and trick jumping has never been deeper than it is in Halo 5.
And no thanks to Clamber. It was a matter of chance that jumping in Halo 5 was saved by a couple of quirks with the physics of thrusting and stabilizing. All jumps in Halo 5 that don’t require you to thrust towards an object or crouch stabilize are as easy as they were predicted to be due to Clamber. Clamber still is an unwanted crutch in an otherwise interesting system of mechanics. The situation reminds me a bit of Halo 2, actually. An otherwise shallow aspect of the game is unintentionally saved by a set of button combinations requiring precise timing. Nonetheless, Clamber is as much of a crutch as it was before release.
With that said, I can admit the potential of Thruster Pack and Stabilizer came totally out of the blue to me, as it came to everyone. Well, the same launch method that can be used with Thruster Pack was also possible with Evade in Reach already, which is why I have been advocate of these boost mechanics ever since. I’m interested to see whether this was a one time thing, or whether 343i actually realizes to capitalize on these aspects of the game’s physics and develop something interesting. For example, the way Stabilizer works is definitely not the right way of doing things as it should be independent of aiming. And as already mentioned, Clamber is only detrimental to gameplay, and should be removed.
Moreover, even if some of these Spartan Abilities have something meaningful to add to gameplay, the fact still remains that jumping in Halo 5 is far too useful. Most of the easy trick jumps are well enough to take almost any route. There’s barely any control over how players move when various combinations of Spartan Abilities allow them to jump over twice as far and twice as high as without abilities. Players have too many routes available to them, which makes map control less meaningful. Removing Sprint and Clamber should significantly cut this down, as those turn out to be the main offenders, and neither of them really has anything to offer to gameplay anyway.
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> Another one was how easy it was to aim in Halo 5, and how it takes no skill to shoot. I saw this all the time, the main scapegoat was the sniper, but most people, even pro’s like Frosty, have about a 50% accuracy rate with the sniper. 40-60% accuracy with any wep is considered normal in Halo 5, so clearly its not that easy if even the best players in the world are missing around half their shots.
None of these numbers really mean anything unless you can compare them to numbers from previous games. In every Halo where the sniper has bullet magnetism sniping, especially no-scoping, has been very easy to those where it has none (which are Halo CE and 3). We don’t really know whether the sensation is true without actual data to compare, but many players, myself included, certainly feel that aiming in Halo 5 is easier than it was in some previous games. Without proper data, this certainly isn’t something you can claim people were “wrong” about.