Melee Damage Analysis:
determining the effects of melee on the sandbox and overall balance of the game.
PART 1: Default melee is overpowered
PREFACE
Halo Reach, being a new title in the Halo series, brought with it quite a few gameplay changes, many of which were quite controversial. What is unfortunate, however, is that most of these changes were poorly implemented/executed and thus polarized the community. On one hand you have the players that embraced the changes due to the new breath it gave to the series, despite its shortcomings, while on the other hand you have the players who wanted to embrace the changes but disliked the way they were implemented. Many fans left the scene entirely since Reach was a far cry from the Halo that they have grown to love over the past 10 years.
A Title Update was released a year later in the hopes of addressing the biggest concerns with the game and while it fixed things that were inherently flawed, it also brought with it a certain controversial change: the reintroduction of bleed through. This change has managed to polarize the community even further and I plan to address how to make this element work well within the confines of default gameplay in the hopes of unifying the community.
The solution brought forward is focused solely on the modification of the melee damage while keeping all other settings the same. It can be argued that better results can be achieved by changing certain damage and resistance settings in order to balance the weapon sandbox more effectively, but that kind of approach would be futile since it would deviate from the standard gameplay too much fragmenting the community even further when instead one universal melee setting can be agreed upon bringing the community together.
The purpose of this article is not to try and prove whether or not the reintroduction of bleed through was a good a thing but to show the most balanced settings for the melee damage with or without bleed through. Realizing this will reveal, that regardless of preference, the same goal can be achieved which is to reintroduce depth to CQC thus rewarding the better player. However, it is unwise not to expect the finer points of both sides of the argument regarding bleed through from showing up which would provide insight and a greater scope of understanding of the entirety of the game under their respective settings.
INTRODUCTION
A common combat strategy in Halo Reach is the double-melee: a type of attack in which a player charges directly at their target without shooting, in an attempt to quickly enter melee range and kill their target using only melees. This kind of attack is fairly effective in Reach, and it allows an attacker to kill their target with very little effort. Meanwhile, the victim is relatively helpless to this technique, especially when it is accomplished by using Sprint. What can be drawn from this is that the double-melee is an unskilled attack due to the overwhelming amount of success given the lack of effort necessary to execute.
One can argue that the best way to counter a double melee is to pop the enemy’s shields and finish them with a melee or headshot however there are 2 flaws to this argument. First is the assumption that there is enough distance between the two players to ensure that the enemy’s shields can get popped before getting hit with a melee. Secondly, even if the player manages to pop the enemy’s shields, he will be hit with a melee which will drop his own shields forcing him to find cover. Despite any potential skill that the victim had, he is helpless to the attack and, if he manages to survive, will be left shieldless and vulnerable for the next 5-6 seconds.
The term “herp a derp” is derived from this technique which is a proper term given that it mocks the intellect of what is happening. The fact of the matter is that it looks rather silly from either side of the encounter. Simply observe it from a neutral perspective and you will see how mind numbingly dull the double melee is, especially when both players go flying when they trade kills.
Reach introduced an intuitive shield system with a consistent visual indication of when the player is vulnerable to death however it is entirely thrown out the window when shooting becomes secondary to melees. People are generally very upset that a person who shoots a few times then melees is on equal footing with someone who simply melees without any shots. This is the root of the entire problem and the solution was thought to be to add bleed through. Bleed through would punish the player who attempted a senseless double melee however the Reach sandbox and UI were not designed for bleed through; it was a nice idea but it just didn’t work without larger, out of scope changes which will be discussed later in the article.
In short: bleed through was to be a quick fix but it is the actual melee that is overpowered.