The Halo franchise has been in the works for over a decade and we’ve seen only minor changes to the melee system. In Reach bleed-through was taken away, melees were buffed to a 2 hit kill, and assassinations were added.
With each new innovation we have to be careful to ensure that the changes made fit within Halo; that is they need to be properly balanced, promote the skill gap as well as even starts.
I’ve got a couple of ideas that I believe fit the bill:
A) Different Weapons have Different Melee Properties
IMO weapons should be more unique and fill specific roles within the sandbox. I believe that CQC weapons should have an advantage over ranged weapons in a melee situation.
I propose that melee traits be unique to weapon classes as follows (scale 1-5):
CQC Assault Weapons (AR, Storm Rifle)
Speed = 4
Damage = 3
Mid Range Weapons (BR, Carbine)
Speed = 3
Damage = 3
Secondary Weapons (Magnum, Boltshot)
Speed = 5
Damage = 1
Heavy Weapons (Rockets, Splaser)
Speed = 1
Damage = 5
Sniper Weapons
Speed = 1
Damage = 3
Shotguns
Speed = 4
Damage = 4
Other weapons will have unique traits. Here are a few examples:
Needler (Melee with Needles)
Speed = 2
Damage = 5
Brute Shot
Speed = 3
Damage = 5
Railgun
Speed = 2
Damage = 3
B) 2 Different Melees
This idea stems from assassinations in Reach. In a CQC situation players will have the choice between a quick melee and a slower but more powerful melee. To perform a quick melee you simply tap the melee button, whereas you have to hold it for the slower one. I believe this will promote the skill gap as players will have to recognize which melee will better suit their situation.
Scenario 1:
Jimmy sees Tom and begins to pepper him with AR fire. Tom quickly reacts and charges Jimmy while spraying his AR. When the two are in close enough proximity, Jimmy taps his melee button and Tom opts for the stronger melee. A few moments later Jimmy activates a Hologram to humiliate the now lifeless Tom, and he runs off.
Jimmy won the battle because he did enough damage before getting into melee range that a quick melee would do enough damage to kill Tom. Since Tom started firing later he needed to hit Jimmy with a powerful melee to bring him down. While both parties chose the appropriate response, Jimmy was more aware of his surroundings so he survived to fight another battle.
Scenario 2:
Tom and Lance are both moving to the center of the map to pick up Rockets which will be spawning in 7 seconds. They spot each other and open fire with their BR’s. Both Tom and Lance get 2 shots off before engaging in melee combat. Lance opts for a quick strike while Tom brings the haymaker. Tom continues on his way to retrieve Rockets, while a frustrated Lance waits to respawn.
I’ve noticed in a few other threads that people sometimes stumble on terminology, so I defined bleed-through for any one who may wonder what it is:
Defintion of “Bleed Through”
The total damage of a combat action (melee or gun shot) will always deal full damage regardless of shield strength.
Here’s an example: Lets say Spartans have 10 shield points and 10 health points by default. Lopez melees Caboose, who at the time had 60% of his shields remaining. Since bleed-through is enabled Caboose loses all of his shield and 40% of his health as a result of the impact.