IS IT TIME FOR 343 TO REMOVE THE SPARTAN CHARGE?

I think this should be kept in all fun for the not so good player too to get some kills 343 please leave it in

You just have to play as a bull fighter. Hit those thruster to move to the side. I don’t feel I’ve been killed enough by people spamming it to think it should be completely removed. Maybe a shorter distance of brust.

I don’t really mind the SC. But I think increasing the radar range would help with the the issues people have with it, along with a multitude of other complaints. lol

I think its a bit to late for them to remove sc, but they could add something to counter it, but you can easily just thruster out of the way, and the minimap is an easy way to see if someone is coming

> 2533274803286028;9:
> > 2533274866682248;8:
> > I don’t think shooting someone can knock them out of sprint unless they aren’t at full speed yet. Also, you can’t spartan charge until full speed.
> >
> > AFAIK, knocking someone out of sprint isn’t a matter of how many bullets it takes, it’s only a matter of whether they’ve reached full speed yet. Just wanted to clarify that.
>
>
> After testing this out in a custom game with a friend I found the following:
>
> 1. Hitting an opponent that is charging up to a full sprint will prevent them from reaching full sprint. In other words, it deactivates the sprint build up preventing them from being able to SC.
>
> 2, Once an opponent has reached a full stride sprint, no amount of bullets will knock them off the sprint.
>
> Obviously, I’m completely behind #1. However, a single bullet should deactivate the sprint of an opponent.

But think about it in other scenarios. You’re on top of Spire in a Warzone and an enemy is running from West Armory to Tankmaster Rok who just spawned. They obviously are sprinting if they don’t have a vehicle. You shoot them once and they are at walking pace. The time they have to escape is greatly reduced. I see how it would be helpful countering SC, but what about in other instances. And the fact that shields and health don’t regen while sprinting is already enough of a disadvantage to sprinting players.

> 2535417708290868;306:
> > 2533274803286028;9:
> > > 2533274866682248;8:
> > > I don’t think shooting someone can knock them out of sprint unless they aren’t at full speed yet. Also, you can’t spartan charge until full speed.
> > >
> > > AFAIK, knocking someone out of sprint isn’t a matter of how many bullets it takes, it’s only a matter of whether they’ve reached full speed yet. Just wanted to clarify that.
> >
> >
> > After testing this out in a custom game with a friend I found the following:
> >
> > 1. Hitting an opponent that is charging up to a full sprint will prevent them from reaching full sprint. In other words, it deactivates the sprint build up preventing them from being able to SC.
> >
> > 2, Once an opponent has reached a full stride sprint, no amount of bullets will knock them off the sprint.
> >
> > Obviously, I’m completely behind #1. However, a single bullet should deactivate the sprint of an opponent.
>
>
> But think about it in other scenarios. You’re on top of Spire in a Warzone and an enemy is running from West Armory to Tankmaster Rok who just spawned. They obviously are sprinting if they don’t have a vehicle. You shoot them once and they are at walking pace. The time they have to escape is greatly reduced. I see how it would be helpful countering SC, but what about in other instances. And the fact that shields and health don’t regen while sprinting is already enough of a disadvantage to sprinting players.

Agree. Yes, SC can be a bit tricky to avoid sometimes but that’s the point. You’re supposed to get good at the game, invent new personal strategies, create fighting (not sure if the correct word) techniques for your attack and defense. The whole ‘‘shot them and they stop full sprint’’ is ridiculous because you solve one ‘‘problem’’ but create 10 more. I say 343 should just leave it and continue it. One much better solution is a minimap with a better radius and then honestly you only have yourself to blame for being too slow to avoid it. I have avoided it plenty of times, it just takes good timing and fast thinking. I’ve honestly gotten killed more times doing the SC than someone doing it to me.

> 2533274793498650;304:
> I don’t really mind the SC. But I think increasing the radar range would help with the the issues people have with it, along with a multitude of other complaints. lol

Agreed. Either need to buff the radar up to 22-23m or nerf the range on the SC or both… both would work haha.

> 2533274948963729;266:
> I disagree on the fact that it should be removed, but it needs to be fixed. It needs to have a set distance to travel, and if it does not make SOLID CONTACT with anything by that point, it should not deal any damage. I’ve had many moments where I’ll boost back just before they charge (literal milliseconds), and they just keep going the extra distance, or stop where I was and still deal the damage. I’ve even had moments where I see them getting closer from behind, boost forward, and I’ll just end up getting killed and teabagged. The range on it needs to be fixed so that it can be evaded by escaping it’s maximum range before it reaches you. I’ve even juked out of the way, and still had the damage dealt.

This is a great point. The SC dash should not be > than a reverse thrust. Nor should the SC be able to “lock-on” as it does. Side thrusting just doesn’t work that well as the defender is too often hit while in the middle of their animation sequence.

> 2535419579948330;274:
> It’d be cool if thrusting to the side when someone is Spartan charging you activated and actual counter, like and animation where you spin off and hit them with the butt of your gun in the back of the head.

Cool idea! I like it!

> 2533274834394695;279:
> > 2533274803286028;9:
> > > 2533274866682248;8:
> > > I don’t think shooting someone can knock them out of sprint unless they aren’t at full speed yet. Also, you can’t spartan charge until full speed.
> > >
> > > AFAIK, knocking someone out of sprint isn’t a matter of how many bullets it takes, it’s only a matter of whether they’ve reached full speed yet. Just wanted to clarify that.
> >
> >
> > After testing this out in a custom game with a friend I found the following:
> >
> > 1. Hitting an opponent that is charging up to a full sprint will prevent them from reaching full sprint. In other words, it deactivates the sprint build up preventing them from being able to SC.
> >
> > 2, Once an opponent has reached a full stride sprint, no amount of bullets will knock them off the sprint.
> >
> > Obviously, I’m completely behind #1. However, a single bullet should deactivate the sprint of an opponent.
>
>
> I don’t even see people spartan charge enough to warrant this amount of hate. Most people I fight will drop out of a sprint to shoot at you. As for your points, the bullet knocking them out of a sprint build up makes more sense than stopping a Spartan sprinting at full speed dead in his tracks with a single bullet. Considering the armor and shielding Spartans have, they should be able to shrug off bullets. Maybe a more powerful weapon could stop them at full sprint, but smaller weapons like a pistol would be like trying to stop a speeding train.

Dude, what planet are you on? First, nobody is “hating” anything. Did you read any of this thread? Second, it’s about gameplay…not about what your imaginary concept of Spartans are and how they would react to things in the real world. Are you being serious?

You won’t see me complaining if it’s removed. Don’t like its execution and don’t see any reasonable balances to make it workable.

> 2535460970721475;286:
> > 2533274803286028;33:
> > > 2535436194833899;30:
> > > They won’t remove it, it’s part of the game. You can easily boost dodge it or like others have said, melee + quick shot. I think what would be better than removing it, which I don’t agree with anyways, would be to simply increase the amount of time you have to sprint before you get up to “full speed” to do the charge. It’s honestly only about two seconds of sprinting before you can do it, so if they added a little time to that, it might help balance things out, at least on the smaller maps where people seem to have more of a problem with it.
> >
> >
> > I’m not a programmer, so I don’t know if removing it or not is feasible. As I mentioned earlier, a good compromise would be to allow a bullet strike to deactivate a full stride sprint. As it stands now, no amount of bullets will knock out an opponents full-stride sprint. Note: A bullet strike will however reset an opponents charge up time to reach full stride.
>
>
> Ok, if you were a fully armored, augmented, and shielded Spartan, do you really think a glancing bullet would stop you from high tailing it out of anywhere? Maybe a grenade could stop a Spartan, but bullets? The sprint mechanic would be broken (not entirely), because I could hang out across the map, peppering opponents with the AR and they would lose tactical advantage. And that’s unfun. Sure maybe reduce the slide and “fix” the hit detection (nothing wrong IMHO) but asking them to remove something they just added is ridiculous. You’re just a whiner who keeps trying to sound intelligent, in my opinion.

Get a life pal. Another dope comparing what their imagination tells them about how a Spartan would respond to things in real life. Really? It’s a game and I’m putting forth a SUGGESTION that I believe would enhance the gameplay. I don’t expect everyone to agree with me, but as this thread clearly indicates, I’m not the only one who feels the game is suffering an imbalance in this one particular area. Did you even read my OP? Seriously, don’t post things unless you’ve read the thread. You just sound stupid.

> 2533274876585558;290:
> I think spartan charge should be left as is, why? because it adds some game variation. However, I think they should add a counter to it (why? because every action should have a pro and con, its called balance). I think if you are being spartan charged and you dodge and punch at the same time then you should COUNTER the charge and grab them and flip them over you dealing damage to them and relatively none to you. This would make it so noob players can run around SC’ing everyone but the good players can say, oh let me use skillful timing and map awareness to counter this.

I heard someone mention this idea earlier as well. I think that has the potential of being a really great creative solution.

First of all I am not going to read this wall and second THE ANSWER IS NO!!!

> 2533274849158223;300:
> I just wanted to say nice job on your post. You explained your point clearly without being a jerk. That being said I like the spartan charge. Have a nice day.

Thanks MaximusAgustus. For the record, I like it too. I would just like to see some parameters changed that allow the game to be brought back into balance.

> 2533274926249510;291:
> I just Melee them back and get a headshot

The timing on this is tricky for the defender (I was only able to do this like 50% while practicing with a friend in a custom game). Meanwhile the SC’ing opponent has no timing issues at all. Additionally the SC’ing opponent gets bonus damage over the defender and their reticule suffers no bounce unlike the defender whole reticule drops about an inch. This all adds up to an imbalance in my opinion.

> 2535417708290868;306:
> > 2533274803286028;9:
> > > 2533274866682248;8:
> > > I don’t think shooting someone can knock them out of sprint unless they aren’t at full speed yet. Also, you can’t spartan charge until full speed.
> > >
> > > AFAIK, knocking someone out of sprint isn’t a matter of how many bullets it takes, it’s only a matter of whether they’ve reached full speed yet. Just wanted to clarify that.
> >
> >
> > After testing this out in a custom game with a friend I found the following:
> >
> > 1. Hitting an opponent that is charging up to a full sprint will prevent them from reaching full sprint. In other words, it deactivates the sprint build up preventing them from being able to SC.
> >
> > 2, Once an opponent has reached a full stride sprint, no amount of bullets will knock them off the sprint.
> >
> > Obviously, I’m completely behind #1. However, a single bullet should deactivate the sprint of an opponent.
>
>
> But think about it in other scenarios. You’re on top of Spire in a Warzone and an enemy is running from West Armory to Tankmaster Rok who just spawned. They obviously are sprinting if they don’t have a vehicle. You shoot them once and they are at walking pace. The time they have to escape is greatly reduced. I see how it would be helpful countering SC, but what about in other instances. And the fact that shields and health don’t regen while sprinting is already enough of a disadvantage to sprinting players.

I’ve heard this counter argument a few times regarding allowing bullets to deactivate sprint. And I get it. I’m primarily an arena player who plays team slayer and FFA. And it’s in FFA that’s it’s particularly bad. As a matter of fact, I’ve run around doing nothing but SC in a few games and was able to generate a positive K/D doing so. That just isn’t right. I guess my take on “sprint” is that it should be a tool to assist you getting around the map and that’s it. If you’re being shot at, you should evade & cover or engage. That’s just my personal line of thinking. But the way the game works, it’s a LOT MORE than that. It’s an offensive weapon that isn’t easily countered. But I’ll concede that thought should be given by the game developers as to how this will affect all game-types before implementing any changes (should they feel compelled to do so). Other good ideas have been generated in this thread which would tweak the SC without touching the sprint feature as well.

You know Greshman, I really hate to say it but I think you’re fighting a losing battle here, though I appreciate your passion for the game.

A few points to make, first, you are proposing that the sprint deactivation be extended to people already at full sprint. To be honest with you, I expect that 343 may have tested that before release, and it probably didn’t work for people trying to get away, charge a base, make it to a vehicle, etc…

Second, I haven’t read everything posted on the thread, (I literally do not have the time nor patience) but while skimming it I noticed that those people who bothered to post a proper argument tend not to support this change, there are a lot of people who post in support but don’t bother to engage in discussion. So I’m handing that win to the nay crowd.

Thirdly, it’s not really possible to separate Spartan Charge from sprint, by its nature it’s required to be tied together unless there is a completely different option, I seem to see that your problem with Charge is the charge itself, not the sprinting, so you’re kind of proposing to fix one problem by modifying an unrelated mechanic that just happens to impact the original problem. Which will create a whole new set of problems.

Unfortunately there is no easy fix, though a good step may be to increase radar range and see how it goes, give people more time to react. But my suggestion, and I’m not trying to be a -Yoink- here, is to work on your reaction and situational awareness, its how I got better at Halo in general over the years, and in this game in particular. I think thats kind of the only way to solve this, either 343 can release a classic playlist, which I hope they do for those who prefer it, more options is a good thing, or people have to adjust. I’m not the most accepting of changes to Halo, you can check my posts, a lot of them are downright hostile to 343i’s meddling, but I think we do have to overcome this and adapt.

I’ll say this, you’ve done a heck of a job on this thread, kudos for standing up for your ideas.

> 2533274884387290;319:
> You know Greshman, I really hate to say it but I think you’re fighting a losing battle here, though I appreciate your passion for the game.
>
> A few points to make, first, you are proposing that the sprint deactivation be extended to people already at full sprint. To be honest with you, I expect that 343 may have tested that before release, and it probably didn’t work for people trying to get away, charge a base, make it to a vehicle, etc…
>
> Second, I haven’t read everything posted on the thread, (I literally do not have the time nor patience) but while skimming it I noticed that those people who bothered to post a proper argument tend not to support this change, there are a lot of people who post in support but don’t bother to engage in discussion. So I’m handing that win to the nay crowd.
>
> Thirdly, it’s not really possible to separate Spartan Charge from sprint, by its nature it’s required to be tied together unless there is a completely different option, I seem to see that your problem with Charge is the charge itself, not the sprinting, so you’re kind of proposing to fix one problem by modifying an unrelated mechanic that just happens to impact the original problem. Which will create a whole new set of problems.
>
> Unfortunately there is no easy fix, though a good step may be to increase radar range and see how it goes, give people more time to react. But my suggestion, and I’m not trying to be a -Yoink- here, is to work on your reaction and situational awareness, its how I got better at Halo in general over the years, and in this game in particular. I think thats kind of the only way to solve this, either 343 can release a classic playlist, which I hope they do for those who prefer it, more options is a good thing, or people have to adjust. I’m not the most accepting of changes to Halo, you can check my posts, a lot of them are downright hostile to 343i’s meddling, but I think we do have to overcome this and adapt.
>
> I’ll say this, you’ve done a heck of a job on this thread, kudos for standing up for your ideas.

Thanks AlphaTango217. I appreciate your thoughtful comments and to be quite honest I’m liable to agree with just about everything you said. I love Halo 5 and like I mentioned in my OP, I think it’s the best FPS out there. It’s just unfortunate that this one aspect of the game is conspiring to create an imbalance in my opinion (particularly in FFA). In the end, those with a dissenting point of view regarding my “sprint suggestion” may in fact be right. Most of these view points came from Warzone players which is a playlist I play little of. And yes, I have lots of room for improvement in my gameplay, so maybe I’ll improve on my ability to deal with the SC. Meanwhile, some of the other suggestions mentioned by others in this thread might be a better solution (ex, decreasing the SC slide range, reducing it’s “lock-on” ability, nerfing the damage taken, or by creating a counter-move the defender could preform with a well timed button push). Anyway, this is the last time I believe I’ll post on this thread. Thanks to all of you who gave constructive feedback on here.

I love Spartan Charge :frowning: