Disarming option idea

Hey guys, I don’t know if anyone had this idea, but I don’t see anything about it on the first few pages.

I had this idea that we could have the possibility of disarming enemies from their weapons.

Here is how I picture the whole thing to work.

In the start you have 2 weapons yourself. With the Y button you can change this. Now, if you hold the Y button you will put the weapon you’re currently holding away and go to fists only. So you still have 2 weapons, but when holding Y you go to fists/melee. By pressing Y again you’ll grab your gun back again.

Now that you’re in fists mode you can use those as melee too, and maybe somehow implement a kick feature too? But anyway, if you go close to another enemy (Like when you hi-jack a vehicle) you can press the X button and a little animation will pop up (a quick one) that will make you disarm your enemy.

When you finished disarming him you will both be in fists mode. And the enemy you just disarmed is stunned for a while like someone who had just been hi-jacked.

I think it would be awesome to have this feature/option! Imagine a guy shooting rockets at you, but he misses you twice and now he is reloading! You are out of ammo and quickly go to fists and disarm him! Now you’ll both have a neat fist to fist fight! :smiley:

Share your thoughts! :slight_smile:

This idea sounds pretty cool, especially for custom games (Maybe even machinima?). However in matchmaking I don’t see anyone actually opting to disarm when they can simply melee for the kill. It’s just quicker and you’re guaranteed to do damage.

Especially since you have to preform two tasks as opposed to just one when preforming a melee. One to “switch” to fists and a second task to actually preform the disarm. Time taken to do this leaves you vulnerable.

> This idea sounds pretty cool, especially for custom games (Maybe even machinima?). However in matchmaking I don’t see anyone actually opting to disarm when they can simply melee for the kill. It’s just quicker and you’re guaranteed to do damage.
>
> Especially since you have to preform two tasks as opposed to just one when preforming a melee. One to “switch” to fists and a second task to actually preform the disarm. Time taken to do this leaves you vulnerable.

Hmm… You are right about it taking more effort than simply using your weapon as melee. I am glad you like the idea though, and maybe it can be better if we change some things… You know, it is just an idea and for it to make it you need to polish it well. :stuck_out_tongue:

And it would definitely be great for machinima and customs indeed!

I have many ideas… But there’s always something wrong with it!

> This idea sounds pretty cool, especially for custom games (Maybe even machinima?). However in matchmaking I don’t see anyone actually opting to disarm when they can simply melee for the kill. It’s just quicker and you’re guaranteed to do damage.
>
> Especially since you have to preform two tasks as opposed to just one when preforming a melee. One to “switch” to fists and a second task to actually preform the disarm. Time taken to do this leaves you vulnerable.

> This idea sounds pretty cool, especially for custom games (Maybe even machinima?). However in matchmaking I don’t see anyone actually opting to disarm when they can simply melee for the kill. It’s just quicker and you’re guaranteed to do damage.
>
> Especially since you have to preform two tasks as opposed to just one when preforming a melee. One to “switch” to fists and a second task to actually preform the disarm. Time taken to do this leaves you vulnerable.

Pretty much this. But it’s a clever idea, and I like the way you’re trying to diverse and empower user control a bit more.

Sadly, I can’t see 343i taking the extra step to implement Custom Games-Only aspects, so the idea may never come to light.

We’ll just have to wait and see, though.

I think that’d be cool for campaign, but it’d be a balancing nightmare for MP.

> I think that’d be cool for campaign, but it’d be a balancing nightmare for MP.

Well maybe not. If you go for fisticuffs what you can add is a set of new options for hand-to-hand combat that compensates for your lack of guns. Say the option to grapple your opponent and snag his secondary weapon (whatever that happens to be). Or you can a drop kick for an extra powerful melee hit (without it being a one hit kill) with a stun and/or knock back effect that comes at the cost of potentially being sent off course, stalled, or just stopped from weapon fire during the lunge or lead up.

Overall you have a bit of balance in the trade-off between shooting and more technical punching, and you can adjust the fine balance with the duration, delays, and other effects involved with the various stages of brawling. And you can use the new set of melee attacks to help balance out other CQC weapons that might not otherwise allow for much of a response if you kept things to the usual Halo. All in all I’d like to see this in Halo 5. It’s a hell of a lot more interesting and meaningful at any rate than assassinations.

> However in matchmaking I don’t see anyone actually opting to disarm when they can simply melee for the kill. It’s just quicker and you’re guaranteed to do damage.

The approach I would take is that anything you do while “brawling” does damage AND does something else too that’s of significant enough value to justify bringing your fist to a gun fight. See. stealing your opponents secondary weapon, you hit him and then set yourself up for a blind combo that however it turns out would simply be fun to try. That in particular, building pathways for fun gameplay into gameplay mechanics, is of dire importance for Halo 5 because adhering to the basic conventions of matchmaking has been thoroughly played out with nearly 10 years of online multiplayer. There’s not much else we can do with the same old -Yoink-, which leaves experimentation (with the expressed purpose of simply trying to innovate gameplay, never mind what it means for our notions of matchmaking) as just about the only course of action to keep this franchise going.

> > I think that’d be cool for campaign, but it’d be a balancing nightmare for MP.
>
> Well maybe not. If you go for fisticuffs what you can add is a set of new options for hand-to-hand combat that compensates for your lack of guns. Say the option to grapple your opponent and snag his secondary weapon (whatever that happens to be). Or you can a drop kick for an extra powerful melee hit (without it being a one hit kill) with a stun and/or knock back effect that comes at the cost of potentially being sent off course, stalled, or just stopped from weapon fire during the lunge or lead up.
>
> Overall you have a bit of balance in the trade-off between shooting and more technical punching, and you can adjust the fine balance with the duration, delays, and other effects involved with the various stages of brawling. And you can use the new set of melee attacks to help balance out other CQC weapons that might not otherwise allow for much of a response if you kept things to the usual Halo. All in all I’d like to see this in Halo 5. It’s a hell of a lot more interesting and meaningful at any rate than assassinations.

I like those balancing ideas, so maybe it could work.

I think a good way to implement this idea and keep it balanced for the most part is introduce a “parkour” feature. When you have both guns away you can sprint towards and object and your spartan will automatically vault/ climb up, where as the traditional way of climbing things would be jumping. Now Disarming/ stunning an opponent seems a little OP so I would say a simple stun would be good, i.e. punching or pushing the player back a few feet or punching them so they turn a full 180 would disorientate the opponent. Now to avoid players going into fist mode only, the feature would only be available when players have a sidearm. If a player has two primaries, AR, BR, DMR, etc, or primary and power weapon or two power weapons, then the feature will not be available. Now once the player wants to return to their weapon they will be equipped with their sidearm not primary, to avoid stunning a player and then using a shotgun or spraying AR ammo into them.

Another thought would be after stunning an opponent you are automatically returned to your sidearm, but thats just a thought.