For the uninitiated, crouch jumping is a mechanic where you can increase the height of ledges you are able to jump on by holding crouch after jumping, like a simulation of pulling your legs up in real life.
I never really thought much about it growing up, some games had it, some didn’t, but it always felt natural/intuitive, and today I feel like it is a way to increase the ceiling of player movement by a simple combination of two existing movements.
However I’ve heard that some people dislike it, and some actively hate it. Some of the arguments I’ve heard is that if a player needs to be able to get somewhere, then ledges should be lower and not gated, and that the whole mechanic is useless and just introduces an extra button press for no reason.
I can see the merit in some points, and others I feel like are nitpicky, but I’m interested in broadly knowing how Lemmy feels about it.
I think we need a Plank button, for those times when you need to sniper shot someone in the prone position whilst in midair. Think of the possibilities:
- Jumping into a tunnel completely ready to snipe
- Other examples
I thought crouch jumping was when you crouch first then jump so your jump is more explosive, thus gaining more height.
I’ve never played a game with the crouch jump you’re describing but that sounds awkward.
Super Mario Bros 2 did the one you’re talking about. I think Mario 64 onwards as well. However, the one OP is talking about is common in Half-Life.
What games use crouch jumping like that? I thought that had to be wrong, but apparently in CS:GO you can just barely clear higher objects if you crouch and then immediately jump.
It might sound awkward, but IMO it is very intuitive, if you imagine crouching as bending the legs instead of going down.
Like someone else mentioned above, Mario 64 is the one I had in mind. I can’t recall any others at the top of my head.
I don’t think it adds anything and the extra button press probably reduces accessibility.
In counter strike it’s just a game mechanic, and if you can’t do it there are certain positions you can’t get into, or you’d have to go a longer way round. Past a certain rank pretty much everyone can do it reliably but it’s definitely a barrier for new players
I play on a 1.6 server full of boomers and theyre constantly banning people for doing this. Theyre completely unhinged and will ban you if you kill them too much.
Thats the only time ive ever had anyone get angry about it. Its been part of the game since the beginning and was always used it competitive play.
Are they just mad because they can’t do it? I haven’t been playing as long as 1.6 (I picked up counter-strike around 2016) but I can do it and pretty much everyone I queue with has figured it out. I always felt like counter strike mechanics are fairly in-depth and compared to things like counter-strafing and recoil control this was fairly easy to figure out
Theyre just old and cranky old guys “just want to play casually” but are always trying really hard. The only reason I play there is because its active and its not full of awps
It feels completely natural to me, but I think it is unintuitive, and games which feature it without explaining it are disadvantaging people with less gaming literacy.
It’s similar to the mechanic in shooting games, where reloading while there is at least one bullet in the gun results in a faster reload (because the gun doesn’t need to be cocked).
It’s realistic, but I feel that it should be ignored, in the same way each bullet from the old mag magically transfers into a new mag.
It shouldn’t be ignored full stop. It depends entirely on the game. A purely arcade shooter should probably ignore it and most do (halo, overwatch), but a sim certainly shouldn’t (tarkov, arma). And a mixed game can decide for themselves (battlefield, cod).
Now I want an fps game where you have to stop and load each round into magazines for a while.