Close range combat is all but dead.......

Perhaps one of the biggest reasons that the game feels less like Halo to me. Playing BTB slayer now essentially boils down to:

  1. Scope your weapon ( optional) doesn’t matter if DMR, Carbine, Light Rifle, whatever

  2. Find target on screen equating to about 1 cm tall on a 55 inch TV screen who is looking back at you the same way

  3. Begin the waltz by step left and fire then right fire, repeat until one is dead. Varying the dance pattern may improve results depending on ability of opponent to guess

That’s pretty much it unless opponent has power weapon which may be likely. Then it’s a one shot killl with a self uttering " well gee I guess I will remember that guy after insta red pawn"

The occasion is rare when you are using assault rifle in close quarters in a corridor and melee. It happens don’t get me wrong, but not like previous Halo titles where you don’t spawn with ranged weapons unless it was Big Team Battle Rifles (Halo 3). Now a light rifle can take you out in less than a second.

Is it fun? Meh. Not as much as it used to be where you has to move around the map to either find a weapon or engage the enemy. Throw in active camo and forget it. Last night I played an entire team with active camo… Come on…

Someone may come on and say “adapt!” Well everyone has and this is what it boils down to for the 20k still even playing.

You know when close combat died though? Halo 2, and it wasn’t even particularly healthy in Halo 1 with the CE pistol running about. Problems with the DMR now, and any other scoped semi-automatic weapon, can just be simplified as the balance problems associated with Halo’s original and improvised multiplayer with some tweaking here and there within the constraints of fan (ie. fanatic) expectations for more of the same with each and every game.

If you want a more balanaced experience, try Unreal Tournament 3, Section 8, Space Marine, or just about any other shooter that isn’t a slave to its own conventions.

What are you talking about? BTB maps yes, it is mostly long range. Other maps not really. Considering Sprint and the bullet count it takes to kill with Carbine/DMR/BR/Lightrifle the game is geared more towards close-range, not to the point of Reach, Reach was pretty much all close-range. H3 had a more range-favored set-up than this. I think they need to actually open up the maps a bit more because of the use of Sprint.

> Reach was pretty much all close-range.

Have you looked at even your own stats?

Long range will always be dominant in BTB when players are given the choice to use long range weapons.

4v4 would be fine if the maps weren’t similar to BTB ones.

Interesting. I would say CQC is damaged due to spawn stickies and the over saturation of cqc power weapons and the BS.

cqc is still heavy in non btb playlists IMO.

I mean, I don’t want to say sprint has to do with this problem, but I’m pretty sure sprint is a contributor to this problem…

people either sprint up and double melee or run away. CQC situations are some of the most prefabricated boring scenarios in this game.

> I mean, I don’t want to say sprint has to do with this problem, but I’m pretty sure sprint is a contributor to this problem…
>
> people either sprint up and double melee or run away. CQC situations are some of the most prefabricated boring scenarios in this game.

Eh…it probably adds to the problem. But as far as the double beat down goes its not as big as a factor like in reach since we have bleed through now.

> You know when close combat died though? Halo 2, and it wasn’t even particularly healthy in Halo 1 with the CE pistol running about. Problems with the DMR now, and any other scoped semi-automatic weapon, can just be simplified as the balance problems associated with Halo’s original and improvised multiplayer with some tweaking here and there within the constraints of fan (ie. fanatic) expectations for more of the same with each and every game.
>
> If you want a more balanaced experience, try <mark>Unreal Tournament 3</mark>, Section 8, Space Marine, or just about any other shooter that isn’t a slave to its own conventions.

got it and love that game , and still go back to it every now and then and play, good fast paced gameplay, weapons do seem more balanced, has several team objective maps, and slayer maps.

> I mean, I don’t want to say sprint has to do with this problem, but I’m pretty sure sprint is a contributor to this problem…
>
> people either sprint up and double melee or run away. CQC situations are some of the most prefabricated boring scenarios in this game.

Sprint as a base trait leads to elongated map design.

With elongated maps, the power positions are going to be those that offer the longest lines of sight.

And since maps are elongated and bigger in general, Rifle Play is favored heavily over CQC Play.

See: Complex

I swear I’ve made this post word for word before…

> > I mean, I don’t want to say sprint has to do with this problem, but I’m pretty sure sprint is a contributor to this problem…
> >
> > people either sprint up and double melee or run away. CQC situations are some of the most prefabricated boring scenarios in this game.
>
> Sprint as a base trait leads to elongated map design.
>
> With elongated maps, the power positions are going to be those that offer the longest lines of sight.
>
> And since maps are elongated and bigger in general, Rifle Play is favored heavily over CQC Play.
>
> See: Complex
>
> I swear I’ve made this post word for word before…

Even if their was no sprint, people would still be picking off players like flies because of the HIGH AIM ASSIST.

  • If movement speed was increased you still have high aim assist

  • If their was no sprint then people would die a lot faster.

Sprint has its flaws, but do not blame it for long range combat entirely.

O yea, There is no descoping. If we had that and lower aim assist, maps like complex would not be so bad.

If you miss close quarters fighting, then maybe you shouldn’t play on the largest maps in the game? Go do Rumble Pit or Multi Team, even normal 4v4 slayer. This feels like one of those DMR posts where they’re complaining that they can’t beat Assault Rifles when 3 feet away.

Complaining about the lack of CQC in the one playlist that is least suited to it. Um…What???

> If you miss close quarters fighting, then maybe you shouldn’t play on the largest maps in the game? Go do Rumble Pit or Multi Team, even normal 4v4 slayer. This feels like one of those DMR posts where they’re complaining that they can’t beat Assault Rifles when 3 feet away.

Agreed.

> > If you miss close quarters fighting, then maybe you shouldn’t play on the largest maps in the game? Go do Rumble Pit or Multi Team, even normal 4v4 slayer. This feels like one of those DMR posts where they’re complaining that they can’t beat Assault Rifles when 3 feet away.
>
> Agreed.

There are insane amounts of CQC in multi-team.

INSANE AMOUNTS

> > I mean, I don’t want to say sprint has to do with this problem, but I’m pretty sure sprint is a contributor to this problem…
> >
> > people either sprint up and double melee or run away. CQC situations are some of the most prefabricated boring scenarios in this game.
>
> Sprint as a base trait leads to elongated map design.
>
> With elongated maps, the power positions are going to be those that offer the longest lines of sight.
>
> And since maps are elongated and bigger in general, Rifle Play is favored heavily over CQC Play.
>
> See: Complex
>
> I swear I’ve made this post word for word before…

Sprint didn’t require maps to be bigger. Certain Affinity chose to make maps bigger. Sprint as an optional ability does little to necessitate larger spaces. If it did, maps like Skyline wouldn’t work, and it’s arguably one of the best 4v4 maps in the game.

Put players in smaller maps and you’ll find them using sprint less.

As it is, though, I actually think sprint has helped make CQC more interesting. Along with the thruster pack, it enables players to be more agile in enclosed spaces, giving greater depth to player movement skills and abilities.

The problem is ranged fighting has inherent advantages in Halo, and it always has. Playing this way is just safer. Also, as per legacy, long-range rifles have been typically more powerful and more flexible in usage than automatic weapons, such as the AR. They’re also much more dynamic relative to player skills.

Basically, CQC in Halo has always suffered because the CQC weapons just aren’t that interesting, and it’s even more a problem now that we have the ability to choose our primary weapons. Who would choose to use a risky, less powerful CQC weapon like an assault rifle or suppressor (HAHAHAHA) when you can choose a more powerful weapon that empowers you at a wide range of distances and grants you the safety of range and cover during engagements?

Finally, with a lack of objectives to move players in big-team games, and power weapons that are bestowed upon players without them having to really do anything, why would any player move from a sniper nest?

One of the largest flaws in Halo 4’s design is it doubled and tripled up on player incentive in certain areas while leaving others out to dry. Dominion is a perfect example. The territories already are a huge incentive to capture because you can’t win the game without taking them. 343 then decided it would be a good idea to also drop tons of vehicles and power weapons in those very same locations, ensuring a much greater concentration of player presence in those areas while leaving other spaces on these maps empty.

It’s just careless design as a whole, but the CQC thing? That’s just 343 and Certain Affinity being incapable of thinking outside of the box while forcing popular game mechanics into Halo. CQC’s always been a problem in Halo. Always, and it would have been a great area to improve on by, I don’t know, making the CQC weapons worth using and perhaps giving players incentive to play that way?

Crazy idea, I know.

> > If you miss close quarters fighting, then maybe you shouldn’t play on the largest maps in the game? Go do Rumble Pit or Multi Team, even normal 4v4 slayer. This feels like one of those DMR posts where they’re complaining that they can’t beat Assault Rifles when 3 feet away.
>
> Agreed.

Uh…how does seen like a DMR post where I can’t kill someone from 3 feet?..wouldn’t I use the assault rifle, if I was 3 feet away.

Great logic btw to say it is my fault because I play my favorite playlist with more players and bigger maps, which I liked in previous titles, and vehicle play, which is largely missing in the playlists you suggest, that I should play other playlists or heck even another game.

The size of the map wouldn’t matter if people didn’t spawn with ranged weapons. Take Ragnorok/Vahalla for instance, in Halo 3 you actually would cover the entire map. Now in Halo 4 there are games where you may at best make it to the middle of the map. I am just pointing out how different it is gameplay wise. If you like it better then great for you, I don’t think I do.

The H4 defense force is hilarious…go play another playlist…most have already left the game as 90 percent of peak population has opted for something else.

The hill was also important in halo 3. Very.

Close quarters combat is not dead. I do a lot of it. I like BTB for close quarters.

boo flinch yay descope. -Yoink- them for not saying they can fix it. what’s that line of code say? get hit by bullet, initiate flinch ui thing, right? yeah, or they could just change that to the descope command.

i’ve been doing okay in CQB and am excited for the weapon balance. i hope the shotty and the scattershot get a range boost, you only really get a decent go with them around corners or with speed boost…

Close range combat is all but dead…or is it?

IMO< no.

Evidence, you ask!

Well, I have:

Melee 4419 kills;
Beatdown 269 kills;
Assassinations 698 kills;
Retribution 63 kills;
Assault Rifle 2942 kills;
Suppressor 2130 kills;

No,CQC and close range combat is alive and well…if you decide to engage in such combat! And, that is in BTIS, for the most part!