IS IT TIME FOR 343 TO REMOVE THE SPARTAN CHARGE?

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> It’s actually easy to counter as it is if you’re in front of them. Melee them as they make contact and then quickly get a headshot in with a magnum or BR. Regardless, it’s far too late for it to be removed now.

Or use the thruster pack to get out of the way. I don’t understand why people complain about the Spartan charge so much

I like the feature and think it works well plus it makes sense that they would have that type of ability

343 is amazing! (Bungie is better though)
Spartan charge is ok…

Damage fall-off might help. The farther away you activate it from the defender, the less damage it does.

For some reason I would always thrust out the way when I see someone charging at me but it always makes contact. Its like the sc lockes on to you lol, but seriously getting killed by it reaaally anyone’s me. I wouldent mind it being removed or at least nurfed.

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> I honestly haven’t had too many issues with Spartan Charge. I would be fine with altering it to a certain extent, however I feel decreasing it’s damage to be only 1/2 shields, as suggested in a previous post, wouldn’t make much sense. It’s essentially a sprinting melee so nerfing it to do less damage than a standard melee attack just wouldn’t be logical.
> I don’t agree with altering other gameplay aspects (sprint and radar range) to basically also change SC, if you want SC altered then the alterations need to be made to SC itself. I would agree with lessening the tracking and/or eliminating the reticle drop.
> I think the hardest thing is keeping in mind that if you want SC changed it still needs to be viable, and there still needs to be benefits to using it. One bullet knocking you out of Sprint would virtually negate any use of SC except when used from behind which is where it’s arguably not any more effective than a standard beatdown with or without boost.

Intelligent and well worded post. I think we are thinking along the same general lines. I like the SC and would like to see it stick around in the game. However, unlike other new abilities such as the “Ground Pound” (GP) it doesn’t have a good balance. The GP ability enhances the game because it’s only effective in certain specific moments. Also using it comes with certain liabilities such as the fact that your frozen in one place while it charges. This makes it a well rounded ability that where you must carefully pick and choose your moment to use it.
Contrast that to the SC, and the attacker has a serious undue advantage as cited in my OP. Now, I understand everyone has their own opinion regarding sprint, but my opinion is that sprinting should primarily be a feature which allows a player to get across maps and into fire fight engagements more quickly. It really isn’t designed as an evasion tool as evidenced by the regeneration timer penalty associated with it. The game ALREADY prevents players from reaching a full stride sprint when hit with bullets by reseting the sprint timer each time a player is hit. The ONLY modification I’m suggesting is that you allow this same treatment to be applied to a player who has already achieved a full stride sprint. This would prevent the kind of insane frontal SC kills that the game is completely inundated with. Example: I’ve had plenty of times where I’m in a wide open space and my opponent who is in full stride rounds the corner and B-lines right at me. I typically have my pistol out, so I might get 3-4 shots on him as I back up. Still he closes in on me takes a massive lunge with the SC knocks me to half-life and one-shots me with his pre-equipped SMG. THAT IS NOT BALANCED. A bulet should knock him out of his sprint and a one-on-one fire fight should ensue so that the player who lands their shots best wins. I’m all about keeping the SC. It should be there to punish players who are not moving around well enough in the game. My suggested adjustment would still allow the SC to be used at opportune times (just like the GP) by striking opponents from behind and the flank when they fail to move appropriately.

Spartan charge definitely makes it a little bit more interesting. I don’t really use it as I like to just use precision weapons but there is a few guys who are using it quite effectively.

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> First of all, excellent post OP.
>
> Though I’d like to say I haven’t really had any problems with SC, maybe because my enemies haven’t used it on me often? Maybe I’m to mobile?
>
> Your nerf ideas sound great, because if it really does need to be nerfed, may I suggest needing to be more accurate, aka no auto lock with a charge? So high risk of misses yeah?
> That or the distance you lunch at them, or maybe a ‘debuff’ you obtain after connecting a hit, such as slower turn speed, some sort of ‘stun’?
> I don’t like the idea of a bullet stopping your sprint, like if you’re sprinting to make a jump and last second a guy shoots you and you fall and die, rip sprinting skill jumps lol, unless you just ment the recharge for the SC being available is reset, then that could be plausible.
>
> It’s funny, everyone has thier own opinion of Sprinting in Halo, interesting to see us now discussing an ability based around sprinting.

Thanks for your post Colten822. Nerfing or tweaking the SC in various creative ways as you mentioned is certainly another way to go. Some of the things you mentioned are good ideas. Take note however, that as the game currently stands, a bullet will knock you out of achieving a full stride sprint by reseting the internal sprint timer and forcing you to hit the sprint button and start over again. That’s already built into the game. My only adjustment is allow the same treatment to apply to a player who has already reached a full stride sprint. That’s it. This adjustment wouldn’t impose any differences from the way the game currently operates in your ability to do quick evasive sprint jumps.

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> > > 2533274826203061;11:
> > > It clearly needs tweaking. My greatest issue is that if you melee someone who is charging you, they don’t seem to take any damage, or at least they don’t most of the time. Also, look at the stupid stun time it causes and how forgiving the hit registration and range is.
> > >
> > > Spartan Charge Nonsense - Look at the absurd range and stun it causes
> > >
> > > More Nonsense - Once again absurd range. I tried to melee but keep forgetting that meleeing while jumping in this game is useless. There is such a large delay between the button press and the actual melee.
> > >
> > > Spartan Charge Hit Detection - I jumped out of the way and thrustered, and it still registered.
> > >
> > > Attempted Sword Block - Melee the no shields sword guy, and he takes no damage… Broken melee mechanics when compared to past games. This should have been a trade.
> >
> >
> > Nothing was wrong in any of those. Your legs got hit in the last one, it’s a Fing sword you expect to trade? I gues you want TP range to be useless.
>
>
> You could trade with a sword/melee sword block in every game, at least prior to H4.
>
> Nothing wrong with SC? It is such a noob tactic that is difficult to counter. First off, many times if you melee them at the same time, your melee wont register, you will also get stunned while they can almost immediately shoot. Furthermore the hit detection of the SC is so forgiving; the threshold for counting as a hit is absurdly large. Even if my legs were hit then I should take less damage.

I agree, also the sc is like the nc its hard to counter and a noobish tactic lol.

The Spartan charge feels fantastic when you pull it off and devastating when it happens to you. Yes, It may seem game breaking at times; but so can the SMG, a popcorn spluttering bullet hoses; and that’s a base weapon. Anything beyond short-range will render both the SMG and the Spartan charge useless. Its risky business charging head on into a situation and it can sometimes end up successful; but that tactic is usually reserved for maps like the rig, and you are awarded with invisibility and a scattershot on such map.

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> For some reason I would always thrust out the way when I see someone charging at me but it always makes contact. Its like the sc lockes on to you lol, but seriously getting killed by it reaaally anyone’s me. I wouldent mind it being removed or at least nurfed.

Exactly my point. The tactics available to the defender are not sufficient to overcome the frontal SC as the game currently stands. My suggestion is to allow a bullet strike to knock an opponent out of sprint. I believe this adjustment would fix the current imbalance and make it so the SC is only useful at certain opportune times.

agreed, Spartan Charge is the cancer of Halo 5

I have no problem with the SC

> 2533274861132440;251:
> The Spartan charge feels fantastic when you pull it off and devastating when it happens to you. Yes, It may seem game breaking at times; but so can the SMG, a popcorn spluttering bullet hoses; and that’s a base weapon. Anything beyond short-range will render both the SMG and the Spartan charge useless. Its risky business charging head on into a situation and it can sometimes end up successful; but that tactic is usually reserved for maps like the rig, and you are awarded with invisibility and a scattershot on such map.

Thanks for your post. The only point I’d make is that the SC is used on EVERY map and an undue advantage is awarded to the player using the SC. For example, I’ve played on Pegasus where I’lll be standing in a wide open area. My opponent who is in full stride rounds the corner, I put in like 3-4 pistol shots as I back up, then I get lunged at with the SC (as I’m in the middle of a side-thrust animation) and I’m rendered half-life. I’m then immediately killed by his pre-equipped SMG/AR. This happens all of the time, but most often in FFA. I would like to see a bullet strike knock an opponent out of their sprint. Then the attacking player would have to stop and partake in a 1v1 fire fight and the player who lands their shots best would win. Note: bullets already take a player out of sprint who is charging up to a full stride. The only additional adjustment I would like to see if for bullets to knock a player out of sprint even after they’ve reached full stride. This would do nothing but enhance the game and make it so that the SC is only effective at specific opportune moments.

No they should keep the Spartan charge.

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> No they should keep the Spartan charge.

So do I.

I’d like to see a lot done with it. This is where I think they should also have frontal assassinations. I wouldn’t mind it one bit if the counter to a SC was frontal assassinations. Of course timing would be critical and the charge would still be lethal when someone’s back is turned. If facing however, the risk would be a hell of a lot greater. I’m not sure how to explain it more to balance it so that frontal SC can work, yet they are more risk based and can get you killed. It’s just something I think would be cool.

Spartan charge is hard for me to get to work. I rather stay at far ranges and shoot through a sniper scope

I find SC more effective as a quick assassination then face to face combat. There has been numerous times i have charged an enemy and he was able to kill me after i make contact from around a corner. I notice that my shields drop nearly every time from being hit with a melee attack then gunned down before the charge animation was over. If anything the defending spartan doesn’t stumble enough or at least needs to be disoriented after such a hit.

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> > 2533274802359621;2:
> > It’s actually easy to counter as it is if you’re in front of them. Melee them as they make contact and then quickly get a headshot in with a magnum or BR. Regardless, it’s far too late for it to be removed now.
>
>
> Or use the thruster pack to get out of the way. I don’t understand why people complain about the Spartan charge so much

I agree i happen to like it. I have bad days and good days with it but its fun to use.