My fellow spartans you all need tissues. you are crying for a stupid reason. Stop camping and get out of the base. Actually stay there!! i need more reqs from guys that dont know how to play other than camping. All of these new abilities make halo 5. We had to change when reach came out and reach was a great addition to the franchise.
> 2533274803286028;1:
> I would like to begin this discussion by first congratulating the entire 343 team on what I believe to be the best FPS ever. You folks have done an amazing job and the credit belongs to you. In addition, it has become evident that the 343 team is in fact listening to the Halo community as evidenced by upcoming December update soon to be released. It is because of this that I have been inspired to share my opinion.
> My request is simple. Please consider removing the Spartan Charge (SC) from the game. As you all know, one of the keys to success in any multiplayer game is the ability to achieve balances that allow players to utilize different strategies and tactics each with their own varying strengths and weakness. The genius of Halo 5 is that this has been basically achieved even with a bevy of weapon types, maps, vehicles and spartan abilities. The exception to this is the SC which unfortunately favors the attacking opponent using this ability.
> First, lets examine the SC from the attacker’s prospective. An attack to an opponent from behind yields an instant kill while a frontal attack renders their opponent half-life (i.e. shields eliminated + half their life taken). In addition, their reticule doesn’t budge vertically after SC contact. If they had their sites set a head level before SC contact, then it will be set there after as well. This makes it so they have a virtual instant kill immediately after a frontal SC attack regardless of the weapon type they are holding. Combine this with radar that only shows 18m (which I feel is otherwise fine) and the attacker has a lot of advantages in their column.
> Now lets look at this from the defender’s perspective. First, I’m going to come out and say that it’s the defender’s responsibility to protect their rear (no pun intended!). If they’re getting hit from behind, that’s often going to be positioning errors (ex. hanging out in one zone too long). So let’s focus on defending frontal SC attacks. There are a number of things the defender can do to counter the SC attack, but in the end they come up terribly short when compared against the advantages gained by the attacker. First, they can side-thrust out of way. Sounds good, right? Yes, when successful and the attacker misses they get stuck in an animation sequence that renders them at a big disadvantage, but this happens far too infrequently. Personally, I have found this defense to unreliable at best. I can’t tell you how many times my opponent has connected with a SC while I’m in the middle of a side-thrust animation. Second, the defender can shoot the charging opponent knocking them out of their sprint. Now, I’m not exactly sure how many bullets it takes to achieve this, but it’s certainly a lot more than one or two. I have had multiple instances where I’ve put in like 3 pistol shots and they’re still charging ahead. One potential fix to all of this would be to make so that a single bullet strike of any type will knock an opponent out of their sprint making a SC impossible. Third, the defender can preform a simultaneous melee which knocks out the opponents shield. This is another one that sounds better than it is in actuality because executing this is tricky at best. The timing has to be very exacting for the defender while the attacker has no timing issues at all. I was only able to do this as a defender like 50% of the time while experimenting in a custom game with my friend. Add to this the disadvantage of a limited radar, having your reticule knocked down about an inch after contact and having the no time to choose the most ideal weapon (AR/SMG) for a post SC fire fight and your left with an imbalanced outcome.
> What’s the result of all of this? You have players running around scoring kills while having to shoot few to no bullets with relative impunity. This has the effect of impairing an otherwise perfect game where the skilled player who lands their shots best comes out on top.
> Please do something to fix this 343!
> -Bill Gresh
> aka Greshman
Yeah, I have felt that the Spartan Charge is a little OP, especially when I first started playing Halo 5 multiplayer. But now that I’m really use to Halo 5, I think I’ve got the counter to it down well. The best way to dodge a Spartan Charge is to jump, THEN thrust at the peak of your jump. You’ll go a much farther distance, and I’ve been able to defeat Charging opponents many times with this trick. The only problem with this trick is that it takes time. You have to pay attention to your radar and notice when you see a red dot moving at a high speed. Often times I kind of jump-thrust in the attacker’s direction, flying over their head, which really disorients them so I can take them out no problem. Since I learned this, I really haven’t had a problem with Spartan Charge. Once my opponent understands that I can counter a Spartan Charge easily, they don’t often try it again. I think there are much more important things 343 should be worrying about.
> 2533274831716474;141:
> > 2533274803286028;1:
> > I would like to begin this discussion by first congratulating the entire 343 team on what I believe to be the best FPS ever. You folks have done an amazing job and the credit belongs to you. In addition, it has become evident that the 343 team is in fact listening to the Halo community as evidenced by upcoming December update soon to be released. It is because of this that I have been inspired to share my opinion.
> > My request is simple. Please consider removing the Spartan Charge (SC) from the game. As you all know, one of the keys to success in any multiplayer game is the ability to achieve balances that allow players to utilize different strategies and tactics each with their own varying strengths and weakness. The genius of Halo 5 is that this has been basically achieved even with a bevy of weapon types, maps, vehicles and spartan abilities. The exception to this is the SC which unfortunately favors the attacking opponent using this ability.
> > First, lets examine the SC from the attacker’s prospective. An attack to an opponent from behind yields an instant kill while a frontal attack renders their opponent half-life (i.e. shields eliminated + half their life taken). In addition, their reticule doesn’t budge vertically after SC contact. If they had their sites set a head level before SC contact, then it will be set there after as well. This makes it so they have a virtual instant kill immediately after a frontal SC attack regardless of the weapon type they are holding. Combine this with radar that only shows 18m (which I feel is otherwise fine) and the attacker has a lot of advantages in their column.
> > Now lets look at this from the defender’s perspective. First, I’m going to come out and say that it’s the defender’s responsibility to protect their rear (no pun intended!). If they’re getting hit from behind, that’s often going to be positioning errors (ex. hanging out in one zone too long). So let’s focus on defending frontal SC attacks. There are a number of things the defender can do to counter the SC attack, but in the end they come up terribly short when compared against the advantages gained by the attacker. First, they can side-thrust out of way. Sounds good, right? Yes, when successful and the attacker misses they get stuck in an animation sequence that renders them at a big disadvantage, but this happens far too infrequently. Personally, I have found this defense to unreliable at best. I can’t tell you how many times my opponent has connected with a SC while I’m in the middle of a side-thrust animation. Second, the defender can shoot the charging opponent knocking them out of their sprint. Now, I’m not exactly sure how many bullets it takes to achieve this, but it’s certainly a lot more than one or two. I have had multiple instances where I’ve put in like 3 pistol shots and they’re still charging ahead. One potential fix to all of this would be to make so that a single bullet strike of any type will knock an opponent out of their sprint making a SC impossible. Third, the defender can preform a simultaneous melee which knocks out the opponents shield. This is another one that sounds better than it is in actuality because executing this is tricky at best. The timing has to be very exacting for the defender while the attacker has no timing issues at all. I was only able to do this as a defender like 50% of the time while experimenting in a custom game with my friend. Add to this the disadvantage of a limited radar, having your reticule knocked down about an inch after contact and having the no time to choose the most ideal weapon (AR/SMG) for a post SC fire fight and your left with an imbalanced outcome.
> > What’s the result of all of this? You have players running around scoring kills while having to shoot few to no bullets with relative impunity. This has the effect of impairing an otherwise perfect game where the skilled player who lands their shots best comes out on top.
> > Please do something to fix this 343!
> > -Bill Gresh
> > aka Greshman
>
>
> Spartan charge is bs, straight destiny rip off. And there are way to many people abusing it in low shield game modes (breakout, swat)
Allow bullet strikes to deactivate an opponents sprint and the problem is fixed.
Ground pound needs to be removed and spartan charge also there is a problem with when you are on the back of a mongoose you have unlimited grenades which causes grenade spam
> 2533274806371849;142:
> My fellow spartans you all need tissues. you are crying for a stupid reason. Stop camping and get out of the base. Actually stay there!! i need more reqs from guys that dont know how to play other than camping. All of these new abilities make halo 5. We had to change when reach came out and reach was a great addition to the franchise.
I’m sorry, but that comment is just dumb. Nobody is crying and it’s evident you haven’t read a single word of this thread beyond the title.
> 2533274831716474;141:
> > 2533274803286028;1:
> > I would like to begin this discussion by first congratulating the entire 343 team on what I believe to be the best FPS ever. You folks have done an amazing job and the credit belongs to you. In addition, it has become evident that the 343 team is in fact listening to the Halo community as evidenced by upcoming December update soon to be released. It is because of this that I have been inspired to share my opinion.
> > My request is simple. Please consider removing the Spartan Charge (SC) from the game. As you all know, one of the keys to success in any multiplayer game is the ability to achieve balances that allow players to utilize different strategies and tactics each with their own varying strengths and weakness. The genius of Halo 5 is that this has been basically achieved even with a bevy of weapon types, maps, vehicles and spartan abilities. The exception to this is the SC which unfortunately favors the attacking opponent using this ability.
> > First, lets examine the SC from the attacker’s prospective. An attack to an opponent from behind yields an instant kill while a frontal attack renders their opponent half-life (i.e. shields eliminated + half their life taken). In addition, their reticule doesn’t budge vertically after SC contact. If they had their sites set a head level before SC contact, then it will be set there after as well. This makes it so they have a virtual instant kill immediately after a frontal SC attack regardless of the weapon type they are holding. Combine this with radar that only shows 18m (which I feel is otherwise fine) and the attacker has a lot of advantages in their column.
> > Now lets look at this from the defender’s perspective. First, I’m going to come out and say that it’s the defender’s responsibility to protect their rear (no pun intended!). If they’re getting hit from behind, that’s often going to be positioning errors (ex. hanging out in one zone too long). So let’s focus on defending frontal SC attacks. There are a number of things the defender can do to counter the SC attack, but in the end they come up terribly short when compared against the advantages gained by the attacker. First, they can side-thrust out of way. Sounds good, right? Yes, when successful and the attacker misses they get stuck in an animation sequence that renders them at a big disadvantage, but this happens far too infrequently. Personally, I have found this defense to unreliable at best. I can’t tell you how many times my opponent has connected with a SC while I’m in the middle of a side-thrust animation. Second, the defender can shoot the charging opponent knocking them out of their sprint. Now, I’m not exactly sure how many bullets it takes to achieve this, but it’s certainly a lot more than one or two. I have had multiple instances where I’ve put in like 3 pistol shots and they’re still charging ahead. One potential fix to all of this would be to make so that a single bullet strike of any type will knock an opponent out of their sprint making a SC impossible. Third, the defender can preform a simultaneous melee which knocks out the opponents shield. This is another one that sounds better than it is in actuality because executing this is tricky at best. The timing has to be very exacting for the defender while the attacker has no timing issues at all. I was only able to do this as a defender like 50% of the time while experimenting in a custom game with my friend. Add to this the disadvantage of a limited radar, having your reticule knocked down about an inch after contact and having the no time to choose the most ideal weapon (AR/SMG) for a post SC fire fight and your left with an imbalanced outcome.
> > What’s the result of all of this? You have players running around scoring kills while having to shoot few to no bullets with relative impunity. This has the effect of impairing an otherwise perfect game where the skilled player who lands their shots best comes out on top.
> > Please do something to fix this 343!
> > -Bill Gresh
> > aka Greshman
>
>
> Spartan charge is bs, straight destiny rip off. And there are way to many people abusing it in low shield game modes (breakout, swat)
Lol, that is the stupidest complaint I’ve heard in this entire thread. In Breakout and SWAT, a single melee from any direction kills the opponent. To counter a Spartan Charge, you can melee them back, jump-thrust out of the way, or in SWAT, SHOOT THEM IN THE HEAD!!! Pretty friggin’ simple, lol.
I personally dont mind SC, i still dont get why people dislike it or want it out of the game
And yes, i didn’t read your post.
I just think SC shouldn’t “track” as much and it just needs to be tweaked a bit. It take such a short time to reach max speed to use it, it’s such a joke. I think it can be salvage but as it is right now, I’m not a fan and GP needs to lose it’s area affect part. Should just be, if you hit him/her they’ll dead. If you miss them, you do no damage to them at all.
> 2533274815533909;149:
> I just think SC shouldn’t “track” as much and it just needs to be tweaked a bit. It take such a short time to reach max speed to use it, it’s such a joke. I think it can be salvage but as it is right now, I’m not a fan and GP needs to lose it’s area affect part. Should just be, if you hit him/her they’ll dead. If you miss them, you do no damage to them at all.
Yes that’s a good idea for a tweak. But how about simply allowing bullet strikes to knock your opponents out of sprint? This would also fix the imbalance.
> 2533274815533909;149:
> I just think SC shouldn’t “track” as much and it just needs to be tweaked a bit. It take such a short time to reach max speed to use it, it’s such a joke. I think it can be salvage but as it is right now, I’m not a fan and GP needs to lose it’s area affect part. Should just be, if you hit him/her they’ll dead. If you miss them, you do no damage to them at all.
Yeah, I do feel like the Spartan Charge tracks a little bit for some reason… It could use a slight tweak. Ground Pound is find though, we don’t need any adjustments on it. You should still do some damage, even if you don’t hit them directly. I’ve done that before and usually I still die because I’m stuck in the ground pound animation while my opponent, though slightly damaged, can shoot me and then melee me without me being able to do anything about it.
After they make contact with you, they are momentarily stunned back themselves. BR them (all head shots) and even though your shield is down, you will kill them.
I don’t think anything is wrong with it.
No, don’t remove anything but butt hurt players who can’t handle getting beat on
ps. I get slammed by the Spartan charge a lot too, lets me work on my bob and weave skills
> 2533274861170332;152:
> After they make contact with you, they are momentarily stunned back themselves. BR them (all head shots) and even though your shield is down, you will kill them.
Note: the defender’s aim gets knocked down about an inch while the SC’ing opponent’s reticule stays on target.
I’m not too bothered by the premise of Spartan Charge with it coming along with the other abilities. I don’t have a problem dealing with it too much in multiplayer, but other people do, so tweaking is reasonable. I was kind of thinking for Spartan Charge to do less damage, but possibly having more of a ‘crowd control’ effect of flinging the player further. I’d like to see this in action because I’m betting the ability wouldn’t be used as much, but when it’s used it’s more of a team tactical move to get them more out in the open.
I like the SC, it’s not only used to kill but it’s also a way to destroy destructible terrain in Warzone, I think it’s just fun to use.
> 2533274803561919;151:
> > 2533274815533909;149:
> > I just think SC shouldn’t “track” as much and it just needs to be tweaked a bit. It take such a short time to reach max speed to use it, it’s such a joke. I think it can be salvage but as it is right now, I’m not a fan and GP needs to lose it’s area affect part. Should just be, if you hit him/her they’ll dead. If you miss them, you do no damage to them at all.
>
>
> Yeah, I do feel like the Spartan Charge tracks a little bit for some reason… It could use a slight tweak. Ground Pound is find though, we don’t need any adjustments on it. You should still do some damage, even if you don’t hit them directly. I’ve done that before and usually I still die because I’m stuck in the ground pound animation while my opponent, though slightly damaged, can shoot me and then melee me without me being able to do anything about it.
I don’t want to get off topic, but why do you think GP should do damage if they don’t hit you? Your Spartan is punching the ground… it’s not like he’s hitting the ground at super sonic speed or something to create a shockwave or something… I don’t know. I just don’t think it should. I’ve died from being really far away from it and I think it’s pretty dumb. If they are going to keep it, they should add a “charging effect” or something that you see on your fist and when you hit the ground you should see the “electricity” or something ripple threw the ground for so far, so you can clearly see the range of it for one and I think that would just make more sense then the way it looks and acts now.
It’s time for Bungie to make the pistol a gun you pick up thought out the map. That’s every ones primary weapon. And it’s stupid powerful
> 2533274803286028;107:
> > 2805367267898298;104:
> > I don’t like it because if you are sprinting you shouldn’t have any offensive options. It’s almost impossible to reliably evade someone just running at you and the small radar makes it too effective as a general tactic. I’d rather is was removed from the game. If that’s not an option, then increase the recovery time so that it is not as easy to follow up and shorten it’s range (in all directions) so they will basically have to be in melee distance anyway.
>
>
> Allowing a bullet strike to deactivate an opponents sprint would fix everything in my opinion.
That already happens if you are shot during the sprint’s startup animation (before the < > appears on the screen), and it’s really annoying. You wouldn’t be able to sprint anywhere. Address the SC itself, not sprint.
I actually love the SC, but I reckon it wouldn’t be bad to tweak it a little for arena games. i don’t think it should be removed because I’m totally ok with having abilities that can be used strategically. People complaining about the SC should just learn to implement the move in their game style thus evolving their current strategies. Keeping things as they were back in the days in H2 or H3 (or whatever Halo you feel nostalgic about) just helps to create stagnation. I’m totally happy with all the new moves in H5G.