Slightly Live
Dirty tag dodger
TrounceX said:So you would argue then that pressing a single button to jump takes an equal amount of skill to throwing a well placed grenade?
That to me is not an equal balancing mechanic.
Hopefully that makes sense, it does in my head but I'm not very good at conveying my thoughts in writing.
A single button to jump? Just like pressing a single button to throw a grenade?
Obviously you are flavouring one side with bias in your crude example.
Jumping away from a grenade in Halo 3 was never a sure fire way of avoiding the intended result. You had to time the grenade, judge the distance proximate to yourself. The are other things to take into consideration such as the enviroment - where to jump to and whether or not you are currently in motion. Then there were random variables such as the grenade's bounce and whether or not it would explode when you expected it to.
Throw some common host and connection related lag into the equation and escaping grenades by jumping was never as simple as, say, activating Armour Lock and avoiding all damage.
Most of the time jumping negated some, if any, of the damage and good players expected others to jump and threw grenades with that expectation in mind.
I agree that jumping is not a direct counter balance to grenades but it's an effect limiter and one that took skill, timing, precision and often times luck to use to it's fullest potential.
In Reach, this has been stripped away. When a grenades comes at you, only Armour Lock can guarantee a player any safety.