I feel like it’s still this way, but the margin for who is “weaker” is much smaller than before.
Maybe don’t run straight at them holding the trigger down? There’s so many ways to win a fight if you use your head
I lived in canada with non best connection and chainsawed people on a regular basis
So…
Halo 3 actually ditched/nerfed that mechanic, l thought it was cool, because the person who often hit melee after the other player would win because they shot one more bullet which gave the appearance of lag to the masses when you appear to melee first and be the one that died.
That got nerfed/removed because the giy who melee secondes shot one more bullet and would win which appeared to be lag to the masses.
No thanks, its been like this for a good while now, no need to change a good thing that isn’t broken.
good halo players won’t go in for melee trades unless they know they’re going to die anyways. if you’re coming out on top in a fight, have some confidence in your aim and backpedal, don’t get in close for a lazy melee. players who know they’re going to die will always try to close the distance for a last second melee.
melee’s make kills quicker. i dont want to avoid them because of dumb trades
We should avoid any extra steps to Halo that makes the gameplay feel less janky. If you want to stopnmelee tradingz just bait out the hit or dont get close at all.
you’ll only trade when your shield health is below 50%. though even then its always risky cus you’ll get counter-melee’d and lose your shields. melee is easy and quick because its a risk vs reward mechanic.
halo is built around melee. it shouldnt be the worst iteration halo has ever had
Or you could just red bar someone. It’s in this game like it was in h5. You will parry the melee and kill the opponent if you’re up a certain amount of shots/health. Like in h5 it was 3 shots and a beat down. If you continued shooting the body as both players close the gap for a melee trade, I believe it’s like 5 body shots vs their 3 shots to break your shields, you parry their melee, they die, and your health/shields bar is flashing red. Hence the name red bar. You’re basically at 1 hp.
You will know when you successfully do it because there’s like a jolt when you get hit. It isn’t the same sensation of a blank melee. There’s like a mini push back. There’s probably many people who think they’re not trading the kills because of lag, but they’re probably getting red bared.
To create anything else though in multiplayer wouldn’t really work since there’s other players on the map. Unless someone has a pretty good idea. I haven’t read all the replies here. Maybe one will suprise me and sound like a good idea.
how about who ever is most accurate with their melee wins? if both players are accurate then its a trade. When i say accurate I mean the moment you press melee the game calculates if you are directly looking at your enemy more than your oppenent is looking at you when he presses melee. The reason melee trading is so annoying in this game is that you dont even have to be looking at someone for melee to register.
And host wasn’t determined by connection quality.
I had the best connection out of all my friends and I lost GoW1 chainsaw “duels” all the time despite revving first.
I have to because otherwise, we both run out of ammo, and then their teammates appear.
Also, I usually lose AR battles even if I shoot first and don’t miss, and even if I don’t lose in that situation, again, their teammates usually appear before I’m able to defeat them.
I’m almost always going to with an AR.
Absolutely not, no thanks…if that is the case then clearly the characters have too much health or the weapons are too weak or we need more than one starting rifle etc.
Fairest way to solve this is to have to actually HIT THE PERSON AHAHAHAHA
simple right?
Remove the magnetic attraction vacuum effect altogether.
If you are going to hit someone then you should have to hit them.
If both players time it correctly, then it would go into a counter were both are countered and nobody gets the advantage at all.
Amazing how a community that generally demands so much skill and punishing to mistakes style of play and everything be skill based has been ok with a mechanic like this for so long.
You should have to actually hit the person…remove the magnetic effect.
halo needs lunge to be consistant and useful. what about this. the game should calculate who lunged the furthest and their velocity to determine who wins a trade. this basically decides who pressed their mellee button first wins. It also gives the aggressor advantage. If someone is standing still and im moving forward and we have the same lunge distance, i should win based on my previous velocity. none of this will have weird visuals either as the server will be able to calculate in time as a player is lunging who willl win before 2 players even hit each other. if there is not much lunge distance involved then players should just trade to reduce visual bugs. If lunge distance and velocity are very similar then it should be a trade too to reduce frustration
lol my opinion changes quite a bit in 10 months. i really dont like the lunge
Honestly I think the best solution is to just have a ‘trade’ bounce both people off eachother, effectively it means they parried. Maybe have it do ‘some’ damage still.
Anything that’s some arcane combo of velocity and camera facing probably wouldn’t be apparent to the loser, just creating frustration.
youre right. i think just reduce the lunge so that trades happen less