Ground Pound Being Remapped? But..

So the word on the street is that Ground Pound will be Remapped to the punch button instead, so that crouching in the air is possible, and allows for greater mobility for players if they so choose.

However… This means we will no longer be able to punch while in the air, which granted doesn’t happen so often, but it will definitely happen at some point, and will make you miss it as soon as it happens. The issue is that there are no other buttons that it can be mapped to anymore. A is reserved for clamber while held. the only other options left is sprint, but that doesn’t work really either. In all honesty this means that One of the New abilities would have to be taken out for the controller to fully be free. The options however really only are Clamber, maybe thrusters, or just don’t include ground pound, am I right?

If they remapped to clambe it wont be an issue as clamber has a distance to object limitaion

> 2535424094525136;2:
> If they remapped to clamber it wont be an issue as clamber has a distance to object limitaion

True. Hopefully they will do that then, because that wouldn’t really mess with anything too much since you cannot jump while in the air. In addition, you most likely do not want to ground pound towards a wall either.

Why wasn’t it the melee button in the first place…

Easy fix could be if you are within melee distance of someone in the air when you hit melee it will actually melee, instead of ground pound.

Why not make ground pound a combo button where you press LB and RB together. Then again might be a bit dodgy idk. Haven’t actually played H5 yet so I’m not sure how cluttered the controls feel.

Why not remap it to the left stick? You can’t initiate a sprint while in air anyways, so while jumping, so the left stick becomes useless while airborne.

> 2533274807544947;7:
> Why not remap it to the left stick? You can’t initiate a sprint while in air anyways, so while jumping, so the left stick becomes useless while airborne.

I’d agree if it weren’t for the fact that I enjoy being able to press sprint prematurely (a couple seconds) before I hit the ground as it follows through when you do hit the ground.

> 2553380145877048;5:
> Easy fix could be if you are within melee distance of someone in the air when you hit melee it will actually melee, instead of ground pound.

That’s way too complicated. Remember this is 343. Look at mcc

where was this announced? I would love to see the source

I think it should be remapped to sprint while in air. You never try to sprint in the air, it’s pointless. And although you probably wouldn’t want to ground pound towards a wall, it’s entirely possible that you can have a bridge or something clamber-able above you and want to pound downward instead.

They just need to take ground pound out of the game. It is lame and gimmicky

I feel like the controls are to clustered as it is. They don’t feel natural to me personally. I don’t see how it would change game play much if they just removed it all together. Or at lease make it where it can be disabled. Btw I play bumper jumper!

I like the idea of a burst button for the thruster and then have the thruster ability button.
I use BJ so let’s use X as burst thrust, A is thrust assist.

Thinking with X doesn’t change much BUT thinking with A does a little. For me, it’s a good thinking :slight_smile:
A is to sprint and sprinting shows off our thrusters assisting with a slow burn. We also tap A (sprint) to hover while in the air. So far, thrust assist is holding true to its title.
Now what happens when we hover is totally up to what we’re doing when we want to do something next;

  1. If you’re not already aiming, thrust assist puts you into GP charge. If you’re already aiming, you enter air-stabilize mode.
  2. From here you can cancel from one into the other BUT you can’t cancel back. You have to unstabilize and restablize to be able to have have that choice again.
  3. If aiming, getting hit won’t put you into GP mode. You have to re-tap A to hover as an awareness 'thang. Getting hit in GP mode does not cause one to drop.
  4. If you are charging a GP, Right Bumper/melee now engages the move. If you scope, you air-stabalize.
  5. If Auto-Stabilizers are on, crouching switches one over to GP so that one can retain the ability to drop when unscoping.

I would offer that keeping crouch for auto-stabilizers on for switching over to GP would maintain a connection from the Beta to returning players and that the “benefits” of the Gandhi-Hop come from jumping and bobbing (and landing and ducking), not floating like a hot air balloon.

> 2533274803562826;10:
> where was this announced? I would love to see the source

Quote:
We are bringing back the Gandhi hop and changing GP. We want nades to be useful and balance w/ abilities like thruster.

Punch button could work (RB) if not Left Control Stick. My biggest problem was not being able to use/aim it b/c u can’t hold an a/b/x/y button with your right hand and aim with the right control stick at the same time…

why not remap it to sprint?

They could just get rid of clamber and

> 2533274836815839;3:
> > 2535424094525136;2:
> > If they remapped to clamber it wont be an issue as clamber has a distance to object limitaion
>
>
> True. Hopefully they will do that then, because that wouldn’t really mess with anything too much since you cannot jump while in the air. In addition, you most likely do not want to ground pound towards a wall either.

Why don’t they just get rid of clamber in the first place, and then remap it to the A button?
Heck, why don’t they just get rid most of the the armor abilities?

Ground Pound and Spartan Charge are really the only two abilities that aren’t game breaking.
And maybe thrust… But it would definitely need some fixing considering it already gets abused.

And there you have it, a less cluttered control scheme!

With clamber, crouch jumping is basically useless.

> 2533274835781046;18:
> With clamber, crouch jumping is basically useless.

In its current state, yes crouch jumping is useless. But what if they were to change clamber so it would be more meaningful when someone did it. Some people maybe wondering meaningful, why would climbing over something be meaningful?

What I mean is change clamber in a way so that crouch jumping would be the more viable option, and clamber should be used out of desperation when there is no other option. To do this is very simple.

When you clamber, cause about a second of delay for your gun to come up and be able to shoot. Done. If you can make the crouch jump you don’t need to risk being taken off guard, if you can’t make the jump or you are a new player who isn’t very well skilled in crouch jumps, then you may run into being punished for taking the easy way out.

As for the ground pound being remapped, I think it is good that crouch jumping, and Ghandi hopping will be viable again. The only thing is where are you going to put it? Some people said make it to melee, but what if that messes with hitting someone in mid air. Some people said make it to sprint, but with most control schemes (more specifically bumper jumper) that will make it much more challenging to players for aiming because you’ll have to claw.

My suggestion is keep it the same as it is now, but instead of letting go of the crouch to trigger the ground pound, you push the melee button. This way jump and punch is still in, and Ghandi hopping and crouch jumping are back.

> 2533274835781046;18:
> With clamber, crouch jumping is basically useless.

Basically but 3 big differences:

  1. CJ isn’t useless, it’s different. CJ means you’re more mobile and able to execute nearly every move one might have the resource for.

  2. Clamber allows skilled jumps to remain and rewards those that can make those jumps without having to. No players aren’t as “punished” for missing jumps but well timed jumping players are rewarded by a few extra moments of free mobility versus clamber’s “pausing” effect.
    For all the things claimed to slow down gameplay, clamber is a gameplay pace increaser for all.

  3. Ground Pound charging can be used for greatly effectual jumps that are sweeter than standard CJ’s.The result is that the flow of player movement is less restricted for all AND those that can make those jumps can continue to play unabated by “foreign” movements.

A glass half empty look would view those jumps that you “can only make with clamber” as penalising CJ’s, however it is all in the intent on the position of the map and the gametype being played.
Arena intended maps, especially Forged, can limit the amount of non-CJ locations. With other gamemodes, and since we lack certain other gravity defying abilities, we can still make geometry that isn’t as restricted as Arena attempts to focus itself to be.