How bout not jumping as high

How about not jumping so high in halo 5? I don’t like the super jump really, but idk what do you guys think, maybe I’ll change my mind

Last time they did that was in reach.

That worked out really well.

No Halo has GREAT vertical combat. Un parallel to any game, and that’s one of the few things that hasn’t really been changed through out the Halo’s.

If I can’t jump on top of a crate with a single jump there is a problem. Looking at you Reach.

Why do you want to reduce the jump? I don’t see a real reason to reduce the jumping height.

How about jumping as high as we could in Halo 2 and 3? It was great for the flow of vertical combat.

> How about not jumping so high in halo 5? I don’t like the super jump really, but idk what do you guys think, maybe I’ll change my mind

As with before…any real reason why you think it should be changed??

(Not liking something doesn’t count as a real reason.)

> If I can’t jump on top of a crate with a single jump there is a problem. Looking at you Reach.

This.

~ Duck.

It doesn’t seem realistic or necessary

> How about jumping as high as we could in Halo 2 and 3? It was great for the flow of vertical combat.

Totally agree.

> It doesn’t seem realistic or necessary

Why does it have to be realistic…? This is a science FICTION game isn’t it? Things don’t have to be realistic. On top of that, some things are jut better for gameplay mechanics. Being able to jump high keeps the game fluid, I wouldn’t want a lower jump height.

> It doesn’t seem realistic or necessary

When you’re playing as a genetically augmented super-solider, jumping higher than a regular person is the definition of realistic.

> It doesn’t seem realistic or necessary

Realistic in a SciFi game about super soldiers that can perform super human feats?

> It doesn’t seem realistic or necessary

I think the above posts have explained the realistic part, but how is jumping high not necessary? I think being able to jump over many obstacles is extremely necessary for the flow of combat. With crates, barriers, and even vehicles a high jump height is essential to properly navigate some portions of maps without getting killed.

Keep it the same. As others have said it works perfect with the Halo type combat. I remember using it all the time in H2 and H3 when I was above someone and I would jump off a ledge above them and shoot down while I flew through the air. Worked perfectly, same goes for jumping up to someone while you’re shooting them and then finishing them off with a melee.

Where’s the fun in just little hops? That’s one of the things I hated about Half-Life 2.

> It doesn’t seem realistic or necessary

What part of futuristic science fiction do you not understand?

> > It doesn’t seem realistic or necessary
>
> When you’re playing as a genetically augmented super-solider, jumping higher than a regular person is the definition of realistic.

A genetically augmented supersoldier in a powered exoskeleton at that.

> If I can’t jump on top of a crate with a single jump there is a problem. Looking at you Reach.
>
> Why do you want to reduce the jump? I don’t see a real reason to reduce the jumping height.

The real reason is that Sprint is in the picture. With sprint, you can cover long horizontal distances with a jump. If the jump height in Halo 4 were that of Halo 3, you would be able do jump ridiculous distances.

In short:
With Sprint - Lower Jump Height (H:R, H4)
Without it - Heigher Jump Height (H1-3)

Strafing occurs on the X axis.

Forward movement occurs on the Y axis.

Jumping occurs on the Z axis.

These three movement options should be balanced against each other. Forward movement speed should be fast enough so players can effectively navigate the Y axis. Jump height should be high enough so players can effectively navigate the Z axis. Movement acceleration should be fast enough so players can effectively strafe on the X axis.

Halo maps are unique in the fact that they can have highly vertical structures placed in close horizontal proximity to each other. The balance in player movement, between the Y and Z axes, between fast forward movement speed and high jump height, allows for these types of multi axis map designs.

The equality between the Y and X axes, between forward movement and side to side movement, between map positioning and effective damage resistance, is a unique aspect of player movement in Halo. Players can choose to position themselves favorably, using forward movement, or players can choose to increase their effective damage resistance by strafing side to side. Both Y axis and X axis movement need to be effective for the deepest Halo gameplay.

> It doesn’t seem realistic or necessary

This is science fiction. Nothing is meant to be taken seriously.

High jump acts as a defense against splatter happy vehicles. they were unnecessarily nerfed in Reach to give reason to use Jetpack, which broke map flow, and Armor lock, which slowed down the pace of the game overall.

High jump is important. If you were looking for realism, Halo is certainly failing on that category intentionally.

Jumping is like, one of the main things in Halo that makes it special.
There are so many possibilities in movement in Halo compared to modern shooters where you are just a slow tiny soldier.

Agile Spartans ftw!

I like the high jumping.

> It doesn’t seem realistic or necessary

How is it unrealistic? You’re wearing power armor. Your supposed to be able to jump high due to robot muscles and watnot.