Assists should be 25 OR 30% NOT 40% Damage

> IMPORTANT NOTE: This suggestion was first made as a possible update idea for Halo: Reach and not Halo 4, hence the emphasis on Reach in some parts. Of course, I have edited the post, but please keep this in mind while reading.

If you’ve played at least Halo 3 and Halo: Reach, and tend to look at the post-game carnage more than once every 50 games, then you must have noticed that assists are a whole damn lot harder to get in Reach compared to other games.

Of course, if you use an automatic weapon like the AR all the time, and have a decent team, it’s possible to get a few of them. But fact remains that the better players tend to use the DMR or the Magnum most of the time since it (DMR) is more versatile at most ranges, and it is the starting weapon in most semi-competitive or competitive settings. This is a trend since Halo 2 (at least the BR) and is expected to return in Halo 4.

As much as I hate to say this, a lot of people seem to judge skill based on stats now, due to the lack of any form of ranking besides the Arena’s divisions in Halo: Reach. And the support kind of player, those who are willing to die in order to keep their teammates alive by putting shots into the opponents, aren’t quite rewarded as much as they should be anymore, and it has for result of making them look worse than they are.

All of that because it seems that the requirement for an assist has been increased in Halo: Reach. That, or the DMR / Magnum just doesn’t deal a precise enough amount of the damage (which I believe is somewhere between 2 and 3 DMR shots) to obtain the assist without having to shoot 3 complete shots, like the BR once did. But 3 DMR / Magnum shots are, mind you, more than half of what it takes for a kill. Here’s the reasoning behind 3 DMR shots being more than half of what is needed to kill, 2 being less than assist-worth for those who don’t understand. Skip the quote if you do.

> Facts:
> • “100” is the damage value a Spartan can take (shield + health) before death.
> • It takes more or less 7 DMR shots to kill a Spartan. And 5 if a headshot is hit when the shields are broken.
> • A DMR shot deals [100 / 7 = 14.285] AT LEAST 14.29 damage. The true value is 15, but the 7th cannot deal that much damage due to Spartans not having enough health to show the full damage.
> • It takes 40% damage towards to obtain an assist as of now
> • It takes 60% damage (5 shots) to obtain a headshot kill using the DMR
> • Meaning, the game expects a player to do 2/3 of the damage towards a headshot kill to obtain an assist using the DMR or the Magnum.
> • 2 DMR shots = 30% total damage
> • 3 DMR shots = 45% total damage

This said, I thought it would be great if the damage requirement for an assist could be lowered, to make it possible to end games with more than 10 assists without it being an incredible feat, somewhat like back in Halo 2 or 3.

This couldn’t happen in Halo: Reach and caused somewhat of an upset. But Halo 4, it’s far from too late.

So the solution to fix the assist system again, would be to <mark>make the assist damage requirement 25 or 30% instead of 40%.</mark> And if possible, get rid of the 5-second-to-kill window. Nothing has been said about the shields in Halo 4, so it’s better to avoid talking too much about it. But the assist should NOT be cancelled unless that the damage is recovered.

TL;DR - The damage requirement for the assist medal is too high (40%) for an utility weapon such as the DMR or the BR, as it forces the player to go over half of the damage needed for a headshot kill to get an assist (3 shots out of 4 (BR) / 5 (DMR). It should be lowered to 25 or 30%, so that 2 shots are needed from either, and that assists don’t mean stolen kills, but a fair contribution towards a kill. As of now, assists just work with non-headshot weapons.

If you have a better idea for numbers, feel free to post them. Feel free to do it even if you don’t… and please do if you support this idea!

Thanks for reading.

I don’t really mind to be honest, since you can just assume that assists are worth more in Reach. I’d rather see more in-depth stats such as shots fired, % of shots hit, etc.

IMO calling out a one-shot and having your teammate say “got him” is much more satisfying than seeing +1 assist at the end of the game.

Very thorough post. I do feel Halo 3 did it right, it accurately recorded how much you actually helped your teammates with assists.

+1… getting an assist in reach is ridiculous. I think I’ve had like 1 assist spree in my hundreds of hours. Getting 10 assists in a game is a lot harder than getting 30 kills. Also, like you said. An assist more accurately describes a stolen kill than an assist these days. If someone ends up with 10 assists in a game they’re considered a victim of highway robbery, not a valuable team asset.

What about 25% of their total health? Think about it, that is quite a big difference when getting into a 1 on 1 fight.

> What about 25% of their total health? Think about it, that is quite a big difference when getting into a 1 on 1 fight.

25% could work even better, in the case that the calculations were wrong and that a DMR shot is just under 15% damage.

An assist shouldn’t mean “we both deserved this kill” but just, “I helped them get it”.

In all honesty, contributing to a kill is an assist. 1 bullet from a burst of a BR should be an assist.

If in Halo 4 the Br is a 4 shots weapon and the DMR is a 5 shots weapon than no,make 3 DMR shots an assist and 2 BR shots an assist.

That would work on Reach instead…

Soooo, you want assists to be easier to get. You want to be rewarded for less effort. No thanks.

Generic response: skill gap, blah blah blah, casuals, blah blah blah, competitive players know better than game developers.

Why shouldn’t assists be 1% of the damage? As far as I’m concerned, an assist is an assist.

IN all honesty I’d like to see some sort of credit for simply doing damage, as in teamplay it can sometimes be more useful to simply distract your opponent than kill him and therefore possibly place him in a favorable respawn point, as an example. Another good example would be when you unload full clips of ammo sniping with a DMR or BR hitting several people on the other team, but they keep ducking behind cover and recharging shields, yet you’re hitting them dead-on over and over and over not accomplishing anything. Would also be good for automatic weapons since it rewards you for accurate shots as opposed to shooting wildly.
I know the main focus on any game is killing, ergo all medals are based around kills and wins…but something recognizing that you took one (or several) for the team. I mean assists are ok, but they honestly require quite a bit of luck, as you have to have a teammate or other player finish the job for you…and if they’re not there, you get nothing.
I really like the idea of team play and getting some sort of recognition for it, but considering the majority of teams are random players, I don’t like the idea that my performance, especially in the area of team play is based on the other random players giving a crap and shooting where I’m shooting.
I’m not meaning that it should be some sort of major point, but some sort of small recognition for damage dealt (bullet hit count perhaps?) would be nice…kinda like the doublekill to the assist’s overkill.
It could also be used as an interesting achievement if implicated…in multiplayer get a high damage dealt percentage without getting an assist or kill.

The assists medals were a really dumb addition they added into Reach. Assists were perfect the way they were through Halo CE - Halo 3. There was no reason to change them.

The only reason I can see why they added a medal is so the casuals will feel they accomplished something while shooting someone…

> Soooo, you want assists to be easier to get. You want to be rewarded for less effort. No thanks.
>
>
> Generic response: skill gap, blah blah blah, casuals, blah blah blah, competitive players know better than game developers.

Assist rewards should be removed, and if you deal any damage whatsoever to the target, you should get an assist. If you contribute one shot, it is more than enough to give your teammate the advantage.

>Generic response: skill gap, blah blah blah, casuals, blah blah blah, competitive players know better than game developers.
Sir, your ignorance is showing.

why not have 1-49% distraction medal

50-99% assist medal

> why not have 1-49% distraction medal
>
> 50-99% assist medal

That’s basically what I was referring to…but maybe instead of a distraction medal have an end-game damage (I would say bullet, but sniper bullet =/= DMR bullet =/=needler shot) award based on how much dealt over the entire game…or something like if you’ve dealt out 100% damage (100 being enough to kill a single player, even if it’s distributed among 4) you get 1 medal.

Well when somebody does 40% damage to 5 opponents, and i do 30% damage to 10 opponents, it makes it look like i did nothing that game when i actually did a lot more helping than my teammate.

40% is just to high of a percentage to distinguish team shooting from shooting someone once.

> > why not have 1-49% distraction medal
> >
> > 50-99% assist medal
>
> That’s basically what I was referring to…but maybe instead of a distraction medal have an end-game damage (I would say bullet, but sniper bullet =/= DMR bullet =/=needler shot) award based on how much dealt over the entire game…or something like if you’ve dealt out 100% damage (100 being enough to kill a single player, even if it’s distributed among 4) you get 1 medal.

that’s very intricate. It could work but it’s just as effective to have 2 distraction medals = 1 assist

> > > why not have 1-49% distraction medal
> > >
> > > 50-99% assist medal
> >
> > That’s basically what I was referring to…but maybe instead of a distraction medal have an end-game damage (I would say bullet, but sniper bullet =/= DMR bullet =/=needler shot) award based on how much dealt over the entire game…or something like if you’ve dealt out 100% damage (100 being enough to kill a single player, even if it’s distributed among 4) you get 1 medal.
>
> that’s very intricate. It could work but it’s just as effective to have 2 distraction medals = 1 assist

I really don’t see how maintaining a damage count that turns 100% damage into a medal is complicated…but if you say so…

It mattered more when the Arena was based off stats, but yeah, been saying this since day 1.

Good lord, going back and reading all the responses, I can see how I got my 3 mains banned trying to argue with such idiocy.

I agree with this. As damage goes I think if you drop someone’s shields as much as halfway I believe you should get the assist. Not really worried about the overall stats but since those stats are there it would be nice to get rewarded with an obvious assist.

Oh yes and since the new slayer gametype is being released where you’re scored by points. Meaning assists and kills are both crucial. Assist should be given when an obvious assist has taken place. I shouldn’t have to drop someone’s shields just to get credit or said points.