For Halo 6, I had an idea for the evolution of assassinations. Instead of the REQ assassinations, you only have the default assassinations, new or the ones we have now, but the victim has the opportunity to escape. Currently, getting an assassination usually is the result of crouch walking and camo, but what if in Halo 6, once you start to perform an assassination, you mash X or whatever your action button is, and the victim does the same. Whoever mashes their action button faster ultimately decides whether or not you are successful in knifing your enemy. This would not only add an exiting element to the game, but also make players feel like they actually earned their super special fancy satisfying kill. And it also gives the victim a chance to escape a (possibly) unfair death. How 'bout it?
Pretty sure that the majority of Halo players don’t want a button mashing mini-game for every assassination.
I believe assassination should be similar to how you get cover kills in Gears 4. In Halo 6 (or the next halo fps) there should be an opportunity for the person whom is being assassinated you hit their action but (which only appears for a very brief moment) which either start an counter-assassination animation or cause a similar effect to a spartan charge where the person whom was going to be assassinated has been knocked forward (because assassinations are from behind) but ther have lost their shields and some health and the assassin is unable to move for 1-2 seconds.
No,I dont want that I loss my hard earned assassination because of an quicktime event.
Not a good idea; quick-time events are annoying enough and it’d make the assassinations almost pointless.
Being able to break away from an assassination is too akin to a fighting game.
No thanks. I think it’s time for assassinations as a whole to go actually - the game is just far too fast paced for them to be useful anymore.
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> No thanks. I think it’s time for assassinations as a whole to go actually - the game is just far too fast paced for them to be useful anymore.
How?
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> > 2533274850493408;6:
> > No thanks. I think it’s time for assassinations as a whole to go actually - the game is just far too fast paced for them to be useful anymore.
>
> How?
I made this revelation while playing Reach a bit back and just compared the assassinations I had in that game with the ones I pulled off/attempted in Halo 5.
In Reach, because of the slower pace of the game (sprint being optional, map design, larger radar) every engagement isn’t a massive CF where teammates or opponents are within seconds of reaching you. Or, when someone realizes their goose is cooked via radar, they don’t have the option to just run away from the engagement if they don’t have sprint active. Think about maps like Sword Base, or Countdown, or Boardwalk. They’re multi-leveled maps with spread out teams and power weapons that encourage more individual engagements and stealth tactics, with an array of armor abilities at your disposal.
In 5, unless you’re off on a corner of the map by yourself (there are few maps where this is possible), you’re in the range of at least 6 different players who are going to try and take that kill. Either teammates, because they don’t realize you’re assassinating someone or because they’re -Yoinks!-, or enemies who have a free kill (throw in Spartan Charge/Ground Pound and it becomes even easier to kill a mostly stationary opponent). The shorter radar range also dictates that teammates will stick together a little better because there isn’t that wider buffer zone of detecting enemies. So if you happen to start assassinating someone, odds are either someone on your team will be closeby in the firefight, or someone on the other team will be. And if that engagement starts, a simple grenade toss battle can kill either your or your assassination target.
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> > 2535444968054556;7:
> > > 2533274850493408;6:
> > > No thanks. I think it’s time for assassinations as a whole to go actually - the game is just far too fast paced for them to be useful anymore.
> >
> > How?
>
> I made this revelation while playing Reach a bit back and just compared the assassinations I had in that game with the ones I pulled off/attempted in Halo 5.
>
> In Reach, because of the slower pace of the game (sprint being optional, map design, larger radar) every engagement isn’t a massive CF where teammates or opponents are within seconds of reaching you. Or, when someone realizes their goose is cooked via radar, they don’t have the option to just run away from the engagement if they don’t have sprint active. Think about maps like Sword Base, or Countdown, or Boardwalk. They’re multi-leveled maps with spread out teams and power weapons that encourage more individual engagements and stealth tactics, with an array of armor abilities at your disposal.
>
> In 5, unless you’re off on a corner of the map by yourself (there are few maps where this is possible), you’re in the range of at least 6 different players who are going to try and take that kill. Either teammates, because they don’t realize you’re assassinating someone or because they’re -Yoinks!-, or enemies who have a free kill (throw in Spartan Charge/Ground Pound and it becomes even easier to kill a mostly stationary opponent). The shorter radar range also dictates that teammates will stick together a little better because there isn’t that wider buffer zone of detecting enemies. So if you happen to start assassinating someone, odds are either someone on your team will be closeby in the firefight, or someone on the other team will be. And if that engagement starts, a simple grenade toss battle can kill either your or your assassination target.
I actually have very few of those problems except for assassination stealers, those kind of people make me wish their xbox would get stolen and they could never afford a new one.
Unfair death? They had every opportunity to stop you from assassinating them, if they die, it’s their fault. Besides, the assassinations are hard earned enough, there is no need for an annoying button mash sequence EVERY TIME you assassinate someone.
I think assassinations should count as a kill for the assassinator 100% of the time. A teammate stealing it should get assist.
This has always been mind boggling to me.
Assassinations are way too hard to earn to get wasted. As someone said, we don’t want any quick time events in multiplayer and preferable none in the campaign. It slows down the game in a negative way.
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> No,I dont want that I loss my hard earned assassination because of an quicktime event.
I do completely agree. I do still have to finish my assassination commendation for H5 and losing assassinations for that reason would only be frustrating.
No I don’t like it, and I rarely ever get camo assassinations. Not because I don’t have camo a lot. But I’d rather go for a perfect kill if they are not right in front of me.
But people fighting back in assassination is just way too different and is something that I don’t like. Along with the fact that 343 has been known to change things that don’t need to be changed, this would be added to the list.
> 2535420477589133;1:
> For Halo 6, I had an idea for the evolution of assassinations. Instead of the REQ assassinations, you only have the default assassinations, new or the ones we have now, but the victim has the opportunity to escape. Currently, getting an assassination usually is the result of crouch walking and camo, but what if in Halo 6, once you start to perform an assassination, you mash X or whatever your action button is, and the victim does the same. Whoever mashes their action button faster ultimately decides whether or not you are successful in knifing your enemy. This would not only add an exiting element to the game, but also make players feel like they actually earned their super special fancy satisfying kill. And it also gives the victim a chance to escape a (possibly) unfair death. How 'bout it?
Definitely not. I run up on people and assassinate them. If you get assassinated then thats on you. I dont feel scrubs that don’t pay attention should have a chance to escape.
If that was the case I would just turn off assassinations and go for the back smack
> 2535420477589133;1:
> For Halo 6, I had an idea for the evolution of assassinations. Instead of the REQ assassinations, you only have the default assassinations, new or the ones we have now, but the victim has the opportunity to escape. Currently, getting an assassination usually is the result of crouch walking and camo, but what if in Halo 6, once you start to perform an assassination, you mash X or whatever your action button is, and the victim does the same. Whoever mashes their action button faster ultimately decides whether or not you are successful in knifing your enemy. This would not only add an exiting element to the game, but also make players feel like they actually earned their super special fancy satisfying kill. And it also gives the victim a chance to escape a (possibly) unfair death. How 'bout it?
No because then no one would actually want an assassination and go for back smacks instead because of the possibility of getting reversed by who can button mash faster.
wasnt there a thread about this yesterday? well honestly sneaky up behind them is earning the assassination, winning a button mash to survive is cheesing a player who out played you out of their kill.
There was already a post like this a week or to ago and my answer is still no. Assassinations should not be some reaction time based mini game it could completely ruin them and make it so no is ever assassinated unless they are new to the game or have a bad reaction time.
No, if people can’t pay attention why should someone else be essentially punished because of some dumb quick time event? That’s not fair to those who actually earn their kills. I don’t want noons to have all these crutches simply because they aren’t as good as someone else