A sliding melee should win against a normal melee

kinda bored of the melee trades so just thinking of ideas to make it more interesting kinda like how the sword cancels an enemies melee damage.

By sliding, I also mean anyone traveling faster than sprint speed (even with a grapple) should cancel out their opponents melee damage.

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Just plain physics: if someone standing still melees you back when you make a sliding melee, you both punch each other with the same speeddifference behind it. If you come to a target with a speed of 30 km/h and hit it or stand still and hit a target who comes to you with 30 km/h, both hits will be with the same force. :wink:

If anything the sliding playing should be at a disadvantage: since because he is sliding, he can only hit the other in the legs or lower belly at most, while the other still can hit him in the head. Sure, the standing player have to aim his melee a bit lower to be able to hit, but when he does it should be the sliding player who loses the trade due to still being able to be hit in the head.

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physics doesnt decide game design. lets just pretend when two people hit each other, someone is missing if the other person is faster, even if both hit.

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As nice as that sounds let me bring it back down to reality:

The melee system is already a broken mess of randomness with the poor collision and desync. You add random damage values to the mix and it would NOT be fun.

For what it’s worth, Halo CE and Halo 2 both had melee damage bonuses for momentum based attacks (really just when you were doing a jumping melee and coming down on top of someone). So it’s been in the game before.

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it wouldnt be random, the guy moving faster than sprint wins. if both are moving faster than sprint then its the usual trade.

i liked halo 3’s. i was able to cancel out myy oppenents melee if i won. i was very good at winning the melee battles and it rewarded movement skill a lot. Now melee is just a quick way for your opponent and you to die and is best avoided.

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Well

  1. How do you think the game will fare calculating momentum if it can’t even calculate distance properly yet?
  2. Halo 3’s current melee system is a result of an update that occurred a couple of months into its run. The original melee system had constant trades even if you got the first shot, melee’d a split second faster, etc. Basically…its the system we have now in Infinite. So I imagine they’ll Halo 3 patch it sooner or later.

its not hard to calculate if a player is moving faster than sprint when he hit the melee button.

they can’t even get the game to work half the time

By your logic, Thrusting into a Melee should allow me to 1 shot my enemy.
Before you agree with me, remember that that’s literally Spartan Charge and we definitely do not need that in this game.

So, no. I think Melee should be consistent across the board unless using a weapon that specifically enhances melee damage like Sword, Hammer or Banished Bladed weapons.

If you’re bored of melee trades, then get better at avoiding melee trades, aka getting better with your gun so you delete them before melee even becomes a viable action to take.

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thrust is a pick up so why not?

Sure if it’s a power pick up, 1 stock and spawns every 5 minutes.

you realise spartan charge is a knock off sword weapon with a cooldown that only depletes shields. Hardly a power pickup. however i dont agree with just being able to pick it up unless its obvious your opponent has it equipped. The little streak effect is not good enough. I dont think ive ever paid attentiion to whether someone has an equipment. I’m always surprised when they activate it.

That’s a you problem. Melee is fine, no change needed. Get good or get back to H5.

4 Likes

the classic git gud response. Even pro players have boring melee trades. It cant be solved with “git gud”

Mdr ca cest typique les commentaire de joueur call of duty peut etre devrait ils rajouter aussi la position allonger et pourquoi pas meme faire comme call of duty ou qud on tire ds les pied on met un head shot :rofl::rofl::sob::rofl::sob::rofl::sob: non mais serieux il serait yem0s de faite des critique constructif car ca cest completement stupide mdr

If you are looking at it from a physics standpoint, if you are sliding, or even running and try to melee, I like my chances standing still. The person standing should have a better chance of landing a solid melee because they aren’t not moving, and their feet are planted so from a canceling perspective, they should knock the sliding/running spartan on their -Yoink!-.

it did that in h2, could be fun in this game since infinite already has a lot of h2s mechanics. One shot melee with sentinel beams always fun

Even with this, melee trades would still exist. The best way to remove melee trades is to add a melee parry (like the sword and gravity hammer already have). If you punch someone at the same time as the other guy punches you, it parries and you have to try again.

The parry system from 5 is already in the game. If you’re a certain amount of shots “up” on your opponent, you “red bar”. Go into a custom game to understand this. Pretty sure I red bared many times while I played this game and did a parry and the enemy died or vice versa.

In h5 the magnum was a 5 SK with 5th shot on the head , and a 3 shot melee. If 2 people were fighting each other and both go for a desperate melee trade, i think the threshold in 5 was that your 5 shots (last shot on body) would activate a parry on your end if your opponent only went for the 3 shot melee.

This also bleeds into other weapons and damage values. The basic principle is your damage has to be higher on them, than theirs on you before the melee happens. There’s a threshold for the weapons though. Just like in 5, 4 shots wouldn’t be enough over 3 I believe and it had to be 5. Try it out in a custom game in infinite and it will help you avoid melee trades so you can red bar.

it would still exist. just less often and slide melee would become a skill especiiallly when tryying to slide shoot melee