Seriously, how do some of you guys defend such a trashy ability?
I have no issues with sprint (Couldn’t care if we have it or not) no issues with the Thruster pack or ground pound, but Spartan charge. I thought Halo 5 was trying to limit sprint usage by not making shields recharge while sprinting, yet, you have an ability that has extra range, insane lock on, effective mid air, and knocks back and stuns enemies. Why, 343, just why.
Because it is super easy to counter, if you are aware of your surroundings. It is only a one hit kill to the back, but takes longer to recover than a regular melee. If someone spartan charges you, and you melee them as they hit you, you can hit them again before they can do anything to you.
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> Because it is super easy to counter, if you are aware of your surroundings. It is only a one hit kill to the back, but takes longer to recover than a regular melee. If someone spartan charges you, and you melee them as they hit you, you can hit them again before they can do anything to you.
The counter is inconsistent. I have pulled it off multiple times, and I have had other times where the melee has just lunged and done nothing.
I’d rather it just be removed. It can already be a bit of a cluster with people ground pounding, sliding thrusting and sprinting around, having to watch your Radar 24/7 (Radar is a part of the problem) for some guy about to SC you is too much sometimes
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> Because it is super easy to counter, if you are aware of your surroundings. It is only a one hit kill to the back, but takes longer to recover than a regular melee. If someone spartan charges you, and you melee them as they hit you, you can hit them again before they can do anything to you.
I agree. Its easily countered by both melee and strafing with the thruster pack. Such an ability wouldn’t be allowed if it was impossible to counter.
if you see it coming you can easily thrust out of the way, which seems to cause less and less people to use it. i find it doesnt normally lock on for me and i just miss.
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> > 2533274832089275;2:
> > Because it is super easy to counter, if you are aware of your surroundings. It is only a one hit kill to the back, but takes longer to recover than a regular melee. If someone spartan charges you, and you melee them as they hit you, you can hit them again before they can do anything to you.
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> The counter is inconsistent. I have pulled it off multiple times, and I have had other times where the melee has just lunged and done nothing.
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> I’d rather it just be removed. It can already be a bit of a cluster with people ground pounding, sliding thrusting and sprinting around, having to watch your Radar 24/7 (Radar is a part of the problem) for some guy about to SC you is too much sometimes
I might consider your point if you set aside the fact that the radar is, always has, and always will be a huge part of Halo as well as any other shooter. Every ability in the game is avoidable.
sometimes you melee and it does nothing because the charge throws you out of melee range. Even if you try to time it idk whats wrong with it
Okay, it has a counter, but it’s still not the most balanced thing. Anyone got any ideas for balancing it?
I still stand behind my opinion of some on shouldn’t even able to Spartan charge while taking damage. But yeah you can counter it if you see them.coming. To bad the majority of the time the charge comes from behind. And with the smaller radar they can essentially lunge and hit you before they show up on it. They need to put the radar back to 30m or maybe even make it 50m
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> Okay, it has a counter, but it’s still not the most balanced thing. Anyone got any ideas for balancing it?
Make the radar the same size as it was before or bigger.
I have a hard time jumping on the anti-SC wagon because my results on both the giving and receiving end are inconsistent.
Sometimes I can easily shred somebody who tries to charge me, and other times I get rekt up the wazoo. Sometimes my own charge against somebody else sets up a quick kill, and at other times I get curbstomped without hurting them. As such, I have a hard time considering it OP. I would expect to both get very consistent kills and to get consistently killed by it for it to pass my personal “Is it OP or not?” test.
I think it’s pretty balanced. The one issue I do have with it is that sometimes I feel like I get 1-hit-KO’d by it from a frontal charge. I may be getting shot just before and just not noticing it, but I do sometimes think it happens despite full shields.
Otherwise: pretty easy to counter if you see it coming. Nub is rushing you and you can see it coming a mile away. Start hosing bullets into them and then melee them just as they hit you with their charge and they’re done for. Or do the aforementioned double melee. Or simply strafe or thrust out of their way and let them charge past you.
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> I think it’s pretty balanced. The one issue I do have with it is that sometimes I feel like I get 1-hit-KO’d by it from a frontal charge. I may be getting shot just before and just not noticing it, but I do sometimes think it happens despite full shields.
I think that the Legendary armor mod makes the SC into a 1-shot kill from the front. I haven’t heard any exact science on it though…
I hate that stupid Spartan Charge, and if it weren’t for Sprint it wouldn’t be in here.
Shooting them in the face doesn’t stop them fro running back shooting them in the back does 
I understand knocking the receiving player away as a counter to the sprint+melee that plagued Reach and 4, but why would they give incentive to use it anyway in the form of extra damage and the like?
I see no problem with it.
The Splinter Grenade is also OP. You cat do anything at all if it hits you. At least the plamsa you could take the enemy out with you.