HR/HR = High Risk, High Reward.
As in, if you do connect, you get a huge advantage. But there are risks:
if you miss, you’ll be open for a counter attack - if you hit or miss, and is outnumbered, you’ll be vulnerable - if you spartan charge, the noise alerts everyone in the vicinity - if you hit or miss, but the enemy has a CQC weapon, you’ll be vulnerable
It seems like the game is very generous when awarding hits with it. Shoulder magnetism is OP.
Also, it kind of defeats the purpose of having no recharge on your shields while you sprint when you can get a huge boost forward + a hit that knocks your enemy about. (IMO)
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> It would be high risk, high reward if it didn’t have so much assist.
Exactly this. If I could ninja someone who tried to do this to me from behind, I would be less annoyed, but no. They track you in from like 15 feet away and one shot you in the ankles with minimal effort. Combined with the fact that it arbitrarily does health damage as well and it’s often a “get out of sprinting around like an idiot for free” card.
Proof that Spartan Charge is ridiculous in SWAT. We had 29 spartan charges/melees in this game and we still won. It might have been one of the most fun SWAT games I have ever played. Next time you have a team of 4 playing SWATNUMS on Overgrowth, try spartan charging only. You will win.
Risk/reward doesn’t automatically make mechanics acceptable or fun to play against. We’ve been over this I believe.
The risk of using Armor Lock was that it made you completely immobile and disabled your weapon. The risk of using Jetpack was that it was very loud and made you easy to see.
it would be high risk/reward if it didn’t have such high aim assist and if the animation finished much slower.
the guy can charge at you, u melee and he headshots u becuase the animation finished before you finished your melee animation.
Honestly it just feels wrong. Yes I should avoid more charges than I do but i seriously do not like the Spartan charge. I feel it had not enough risk to its reward of being able to blindly sprint around maps getting kills. I don’t now how you could nerf it though apart from removing it all together (which I support).
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> it would be high risk/reward if it didn’t have such high aim assist and if the animation finished much slower.
> the guy can charge at you, u melee and he headshots u becuase the animation finished before you finished your melee animation.
The main problem is the range. While i am ok with the mechanic in general, the range does need to be toned down by a couple of meters, like 2-3. It doesnt need a ton of tweaking, just a bit as currently the range is way to close to that of radar range in arena.
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> Proof that Spartan Charge is ridiculous in SWAT. We had 29 spartan charges/melees in this game and we still won. It might have been one of the most fun SWAT games I have ever played. Next time you have a team of 4 playing SWATNUMS on Overgrowth, try spartan charging only. You will win.
Well Overgrowth kinda helped you guys out with that. On Coliseum or Truth however (or most maps that I can think of)? I highly doubt it. I’d love to be proven wrong, but SC in Plat-Diamond SWAT has yet to be a game changer for me.
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> > 2533274816487930;12:
> > it would be high risk/reward if it didn’t have such high aim assist and if the animation finished much slower.
> > the guy can charge at you, u melee and he headshots u becuase the animation finished before you finished your melee animation.
>
>
> This is the problem I have with it
But why should it take much longer? In a situation OP described, the charger still melee’d first. Why shouldn’t he be the person first to fire too? Especially since he charged the enemy by surprise, otherwise he would’ve had taken enough damage to die by his melee, if not by gunfire already.
So why should someone be punished for dealing a little more damage by a surprise attack and being first to fire again too?
Yeah, it is being abused rather easily, especially in FFA. It’s hard for me to avoid since I am to busy trying to shoot the guy to notice him charging at me till it’s to late. I don’t hate it that much but I think it should be nerfed a tad bit is all.
Why could they have kept the slow down when shot mechanic from Halo 4? Maybe that could have alleviate the charge a little.
So yeah, I think it’s pretty much cheap. But whatever, I’ll deal with it.