I have been thinking a lot about how to best make assassinations fit better into Halo’s gameplay loop and give them a reason to exist and actually be used in high level play. Some of the main ideas I have right now are:
An overshield after performing an assassination, to essentially guarantee your safety through the animation and potentially after
An ammo/equipment refill upon performing an assassination
A delayed respawn for the player that was assassinated to give your team a temporary player count advantage
My issues with the ammo/equipment refill is I worry that this could damage Halo’s scavenging loop, as you could have someone extend their power weapon or grappleshot for the entirety of a match by getting assassinations and potentially camping.
For the delayed respawn I like that it sort of adds to the disrespect of getting assassinated, and extending a respawn timer in competitive play would be a pretty big deal. My issue is that it would not really affect certain game types like one life modes or free for all as much, but I still think this is my favorite of these ideas right now, as it probably the least intrusive in terms of changing the flow of gameplay from other games, and gives you a solid reason to assassinate.
Any thoughts on these ideas or other ideas for balancing assassinations? Maybe a combo of some of these ideas?
I honestly think that the longer respawn would be the best addition out of what you threw out there. I think an overshield during/after an assassination would be a bit too imbalanced, since then it’d be harder to save teammates in the middle of the animation, and I don’t see how it would make sense after getting the kill. Maybe a full recharge of shield after the kill, but even then it seems a bit too overpowered to even have happen. As for ammo, unless it replenished ammo for things like ARs, BRs, pistols, pretty much bullet powered weapons, I agree that it might allow for people to have power weapons for longer than they should.
I’m not too sure how it could be improved to provide an advantage that’s not too crazy other than increased respawn time. Another thing to note is how the radar currently works in flighting, I’m not sure if it’s going to be changed by the time launch comes around, but if it stays the same the fact that you only see people on it when they shoot or sprint helps a lot with getting an assassination.
I don’t think there is any reason to balance them IMO. The entire reason I’ve always thought has been, is risking death in favour of doing a cool -Yoink- animation lol. Since, assassinations weren’t mandatory in Reach, you could still back smack if you wanted.
> 2533274868196390;2:
> I honestly think that the longer respawn would be the best addition out of what you threw out there. I think an overshield during/after an assassination would be a bit too imbalanced, since then it’d be harder to save teammates in the middle of the animation, and I don’t see how it would make sense after getting the kill. Maybe a full recharge of shield after the kill, but even then it seems a bit too overpowered to even have happen. As for ammo, unless it replenished ammo for things like ARs, BRs, pistols, pretty much bullet powered weapons, I agree that it might allow for people to have power weapons for longer than they should.
>
> I’m not too sure how it could be improved to provide an advantage that’s not too crazy other than increased respawn time. Another thing to note is how the radar currently works in flighting, I’m not sure if it’s going to be changed by the time launch comes around, but if it stays the same the fact that you only see people on it when they shoot or sprint helps a lot with getting an assassination.
Yeah maybe it reloads non-power weapons and delays enemy respawn time? Otherwise non team based modes or non respawn modes have no value in assassinating. Also, the radar has been reverted to a motion sensor for this flight, and I am assuming it will stay that way for launch. Not sure.
> 2533274949369837;3:
> I don’t think there is any reason to balance them IMO. The entire reason I’ve always thought has been, is risking death in favour of doing a cool -Yoink- animation lol. Since, assassinations weren’t mandatory in Reach, you could still back smack if you wanted.
I get that but it just kinda sucks putting yourself at a disadvantage in competitive play. The fact that pros never assassinate kinda sucks. It would be really cool to see in a pro match someone get assassinated and then respawn delayed and just absolutely disrespected.
> 2533274925072192;5:
> > 2533274949369837;3:
> > I don’t think there is any reason to balance them IMO. The entire reason I’ve always thought has been, is risking death in favour of doing a cool -Yoink- animation lol. Since, assassinations weren’t mandatory in Reach, you could still back smack if you wanted.
>
> I get that but it just kinda sucks putting yourself at a disadvantage in competitive play. The fact that pros never assassinate kinda sucks. It would be really cool to see in a pro match someone get assassinated and then respawn delayed and just absolutely disrespected.
I like the respawn delay idea. Gives a tactical reason to use it. Risk reward.
The ammo and overshield ideas can get in the bin tho haha.
> 2533274884893602;7:
> idk i like the idea of assassinations just being a flex. I dont think they need to serve a gameplay purpose
It kinda grinds the gameplay loop to a halt and serves no purpose other than looking cool. I always had them on in Halo bc I like them, but I understand why 343 wanted to take a step back and reevaluate their place in Halo to actually contribute to the game’s mechanics and skill gap.
I love assassinations they are one of the main reasons I still play halo 5 cant wait for them to make a return. The added respawn delay is a very good idea and yeah adds to the “disrespect” makes them wallow in shame
What if assassinations were insta-kill melee kills from behind that don’t halt gameplay? We can even issue a unique ‘assassin’ medal for it.
Seriously tho, I’m three games over assassinations. We can go ahead and roll the clock back on that one. Come at me.
But to OPs point: it is better game design to reward behavior than to punish behavior. Long respawns are not only infuriating (see Halo 5 Warzone), but it also punishes a player who themselves may have had assassinations turned off because they don’t want to deal with that nonsense. IF ANYTHING, reward the player for using it.
I don’t see how it was a big deal to take them away anyways. You never HAD to assassinate someone and I always left them on and chose the appropriate time to perform one. One life modes especially.
What would be cool would be slight speed boost, since you are stuck in animation, a speed boost would be helpful if you end up getting caught in the act allowing for a possible quick escape.
Assassinations don’t need be balanced or rebalanced (while aside from ensuring your team can’t Yoink you). All they need to be is a standard point of contact action (No MTX assassinations) with the only reward being the satisfaction you get when you plunge your knife into your opponents liver. I understand why people don’t want to use them, they are lengthy and people want to stay in the action but that shouldn’t be reason to take them out completely and try to find a reason to justify using them when you add them back in later. Look at other popular games with assassinations like Battlefield, Titanfall 2, Call of Duty, and ironically Halo: Reach and you see you get no real benefit other than you flexing on your opponent by gaining the upperhand/punishing them for their lack of situational awareness.
I think Assassinations should remain disabled IN MATCHMADE MP ONLY to fit the new fast moving and fast paced gameplay.
However, Assassinations should be activated in MP when you backsmack while in Active Camo. Active Camo normally reveals your Spartan, but if you backsmack with Active Camo, you play the Assassination animation and do not reveal your Spartan.
Maybe for campaign purposes only, assassinating an enemy in this manner also extends your Camo duration.
This extension can also be added to Custom Games to facilitate some game modes.
Otherwise, when not in Matchmade MP, all normal Assassinations should remain enabled.
I don’t get the debate on balancing assassinations. The previous halos made it optional: hold for animation, click for instant beat down. If people want to take the risk for showboating reasons, let them. The sweaties can just do the instant version.
> 2533274806883637;16:
> I don’t get the debate on balancing assassinations. The previous halos made it optional: hold for animation, click for instant beat down. If people want to take the risk for showboating reasons, let them. The sweaties can just do the instant version.
I never saw assassinations as gameplay problem, even if i got assassinated. People just cry about it because they disable it and are the ones getting assassinated.
> 2533274925072192;1:
> I have been thinking a lot about how to best make assassinations fit better into Halo’s gameplay loop and give them a reason to exist and actually be used in high level play. Some of the main ideas I have right now are:
>
> - An overshield after performing an assassination, to essentially guarantee your safety through the animation and potentially after
> - An ammo/equipment refill upon performing an assassination
> - A delayed respawn for the player that was assassinated to give your team a temporary player count advantage
>
> My issues with the ammo/equipment refill is I worry that this could damage Halo’s scavenging loop, as you could have someone extend their power weapon or grappleshot for the entirety of a match by getting assassinations and potentially camping.
>
> For the delayed respawn I like that it sort of adds to the disrespect of getting assassinated, and extending a respawn timer in competitive play would be a pretty big deal. My issue is that it would not really affect certain game types like one life modes or free for all as much, but I still think this is my favorite of these ideas right now, as it probably the least intrusive in terms of changing the flow of gameplay from other games, and gives you a solid reason to assassinate.
>
> Any thoughts on these ideas or other ideas for balancing assassinations? Maybe a combo of some of these ideas?
It would be cool if u could sneak up behind them and drain whatever amount of shield the have to recharge yours. If your fully shielded and they are partially your gain the left over of there’s as over shield. If there fully and your fully you get and extra full bar. If ur both at nothing you gain nothin. Like that