like you, him, i accept your like but not your reasons.
> Both promote randomness too yet CoD is like, you know, uber-popular or something.
in COD, with 2 players with the same connection (LAN) the person who shoots better wins 100% of the time, at every range. halo isnt like this, which is why its terrible in this area. sure theres still recoil, but you can control recoil, and are actually forced to because if you just hold down the trigger you wont kill someone who is double tapping or single shotting their automatic. spamming, on the other hand, only effects ONE player who ISNT YOU and is 100% uncontrollable because its not you whos spamming (unless its close range, then both players will optimally spam, making close combat into a coin flip when both players are using DMR’s-only).
> In BF and CoD, it is a OHK with a melee hit, no matter from what direction you attack from.
you also cannot run at someone and melee them because if you do, you are dead. melees in these games really only work at melee range, and no other range. if they see you, they’ll shoot you, and you will die unless you are playing MW2 where you can super lunge like 10 feet for an instant kill thru latency. the person who melees faster does win in melee battles because its more powerful than shooting, however.
arguing other game vs halo is pointless, on the other hand, because if you compare the reach mechanic to any other halo games melee mechanic, the person who made more effort in melee combat won 100% of the time in halos 1, 2, and 3, while in halo reach, the player who makes LESS of an effort can win against someone who is shooting. the viability of shooting goes out the window in some close combat situations involving at least 1 melee in reach. why is it better to lose this viability to get ahead over the halo 3 melee system that retained it 100% of the time? short answer: its NOT better. its unintuitive, and makes melee combat infinitely more convoluted.
the melee system in halo 3 was easily the most intuitive, logical melee system in a halo game.
instead of the halo 3 melee system
shoot / damage other player -> both players melee -> the person who did more damage by at least ~26 damage lives, the other person dies.
we have the halo reach melee system
do i know what range shooting is viable and what range shooting is not viable? if i do know, is this person at the range where shooting is viable or not viable? if the person is at the range where shooting IS viable, shoot -> melee and he’ll die first (unless i miss a single bullet, then its probably back to not being viable again). if the person is at the range where shooting is NOT viable, dont shoot -> melee when they melee you -> jump back and headshot
if i do NOT know what range shooting is viable and what range shooting is not viable, i will NOT shoot -> melee when they melee me -> jump backwards then headshot.
thats even considering you know that at some ranges shooting simply is not viable! if you are not informed as to this fact, it becomes even worse!
> in MW2 you can specifically mold a slot into a Knifing-Commando that is nearly untouchable.
this is really only a problem over xbox live where latency is an issue, making the commando person nearly invincible, like you said. commando IS a problem, i agree. it should not have been in MW2, among other things.
> If I am to win consistently, I must learn how to kill a player before they activate AL or how to negate it completely.
what hes saying here is, against a good armor locker, you either snipe them in the head, or their use of armor lock can ‘cheat’ you out of kills that you would have otherwise gotten.
> Personally if I’d shoot the incoming grenade before I shoot the player that threw it.
can be done consistently tho?
> That and of course use Sprint or Evade as my AA.
you shouldnt have to use an armor ability to make the mini nuke grenades not matter. they could have at least given us an option to tone down the damage, radius, or fuse time so their terrible implementation didnt have to bleed over into every playlist.