My last batch of jumps on The Rig that I haven't uploaded yet that includes several stylistic approaches which are useful for specific situations that insist success with little use of spartan abilities.
To put that shortly, these jumps may not be too prevalent in common gameplay, but rather be used when certain situations call.
There are a lot different things in this video, so I'll just give some general information as an overview.
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To start off, I'll mention that in a lot the jumps I do I include a crouch jump. If it wasn't obvious enough, you just need to crouch during a jump (best around the apex). This is what you'll often see me use for the jumps where I don't clamber.
When performing a stabilizer jump, note that the more horizontal speed you have the higher your potential of attaining more height when activating your stabilization jets early in a jump. Keep in mind that if you repeatedly crouch and uncrouch while stabilizing, you can maintain your height for longer. Try to find a good balance when striving for distance and height.
When in need of distance, it's encouraged to let a stabilize last longer than you ordinarily would, followed by beginning a ground pound, then cancelling the ground pound with a thrust. If you combine this with an initial thrust, you'll perform what's called a "Mason jump" as it's known to be first developed by 343i's Pro Team player Mason "Neighbor" Cobb.
Spring jumps give a player ~130% the normal jump height and are accomplished by landing crouched from a fall, then uncrouching at the exact same time as you jump next. This useful for, if you couldn't guess, getting to high points and even far points.
To perform what's known as a bum jump, you'll want to sprint, thrust, then slide (crouch), jump, and finally stabilize. This is extremely useful for clearing large gaps. If you begin your bum jump with a thrust in mid-air, it's considered an early bum jump.
A drop thrust could give a player a great amount of height. It involves using sloped geometry next to another piece of geometry. If you approach these adjacent objects, jump, and thrust while against the probably vertical, wall-like piece of geometry, your vertical momentum will quickly be shifted to bring you downward and "wedge" with the sloped piece. If done correctly, you should be shot upward with a fair amount of speed.
Thrusting-ramp jumps are similar to bum jumps, however you don't slide to do it. For these you just want to thrust up an incline and jump slightly afterwards such that you hit the short bump you'll get between your thrust and jump. You can also think of these like thrusting-overjumps in that you're essentially getting a bump by thrusting into the top of geometry, except you'll have an additional jump.
A bit odd of a jump is a prop-ghost jump. To do one of these, you're going to need an object that has normal physics (able to be moved) next to a phased (dev) object, so as an example, a crate next to a wall. To do it, stand on the crate, crouch walk into the wall, stand up while walking into the wall, then double tap your jump button to perform two back-to-back jumps.
Barrel launches aren't very practical, but are fantastic for getting height. For these, you'll (surprisingly) need to use a barrel by tipping it on its side, sprint at it perpendicularly, then thrust nearly at the same time as you hit the barrel. If successful, you'll be launched with significant speed, allowing you to get to places either faster or that you wouldn't normally be able to get to otherwise.
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Hope that helps! If you have any trouble, questions, or concerns, please let me know in the comments!
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Halo 5: Guardians © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Halo 5: Guardians, and it is not endorsed by or affiliated with Microsoft.
Halo 5 Trick Jumps - The Rig Leftover Jumps n' Stuff
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