> > > Halo 3 AND Halo Reach had terrible Melee systems. 2 hit kill Melee is garbage. It should have bleedthrough like Halo 3, yes, but it should also do ALOT less damage.
> > >
> > > Melee attacks should kill in 3 hits, taking 2 hits to fully drain a shield, and one after shield is drained to kill. Doing exactly 40% damage, when a player’s health is 60% Shields, and 40% health. Meaning that it is Impossible to kill in a single melee while shields are UP, however, meleeing a shield drained opponent ALWAYS finishes him off.
> > >
> > >
> > > To Clarify:
> > >
> > > Player is at 100% health.
> > >
> > > 60% is Shields, 40% is health.
> > >
> > > 1 Melee Attack deals 40% of that damage.
> > >
> > > This leaves the player with 20% Shields, and 40% health.
> > >
> > > 2 Melee Attacks deal 80% of that damage.
> > >
> > > This leaves the player with 0% Shields, and 20% Health.
> > >
> > > 3 Melees kill.
> > >
> > >
> > > IF a Player is at 1% Shield, and they are melee attacked, they will be left at 1% Health. IF a Player is at 0% Shields, and 40% Health, they will die.
> >
> > Yeah that might work – I just hate when you shot someone a few times and its still a 2 hit melee to kill them and its the same for them to kill me 2 hit melee…
>
> Or we could just ditch the Yoink!ing terrible health system of H2/H3/Reach and opt for a sensible system that could allow for either 2 or 3 hit melees.
>
> Option 1: 2HK Melee
> Player is at 100%
> 50% is Shields, 50% is Health
>
> Melee damage: 50%
>
> 1 First melee takes away shields leaving 0% shields, 50% health
>
> 2 Second melee kills however if a player has say 1% shield, 50% health than the melee will leave the player with 0% shields, 1% health
>
> This option removes the deathcharge(No dying from one melee with 3/4 shields) while still keeping up the pace of melee.
>
> Option 2: 3HK Melee(This time we will use fractions)
> Player is at 6/6
> 3/6 is Shields, 3/6 is Health
>
> Melee does 2/6 damage
>
> 1 first melee leaves the player with 1/6 shields, 3/6 health
>
> 2 Second melee leaves player with 0/6 shields, 2/6 Health
>
> 3 Third melee kills
>
> This option also removes deathcharge and gives weapons and even more prominent role in CQC.
The point of the system is consistency. In a nutshell, Melee can’t be 2 hit kill, it leads to terrible melee+melee fights. Also if a player HAS shields, he CANNOT die in one hit. But if he has no shields, he HAS to die in one hit. Again for consistency.
Therefore a 40% Melee Damage in a situation where a player’s health is 60% Shields vs 40% health is the only way for it to make sense.
Anyway, based on timing Melees, in a 5 shot kill scenario, shooting him Once should not affect the number of Melees required to kill. If you shoot him 2 or 3 times, it should be 2 melees to kill. If you shoot him 4+ times he will die in one Melee.
Likewise if you Melee first then shoot, it should be 2 shots to kill. And if you Melee Twice than shoot, it should be one shot.
Creating a system where Melee is a burst of damage when used properly, but isn’t something you can rely on alone as a weapon. Used correctly, a Melee can ‘effectively’ replace 3 DMR body shots in a battle (This takes into account that DMR should deal 15% player damage. thats 5 shot headshot / 7 shot bodyshot kill with an excess 5% damage):
Legend:
S = Shoot - May Melee after Instantly, or Shoot after 1 Pace
M = Melee - May Melee or Shoot after 3 Paces
K = Kill
S-S-SM—S=K (10 paces)
S-S-SM—M=K (10 paces)
S-S-S-S-S=K (9 paces)
M—M—S=K (9 paces)
M—M—M=K (9 paces)
S-S-S-SM=K (8 paces)
S-SM—S=K (8 paces)
S-SM—M=K (8 paces)
M—S-S=K (7 paces)
SM—S=K (6 paces)
SM—M=K (6 paces)
M—SM=K (6 paces)
As you can see from the chart, Melee can be used to either decrease your kill time if used correctly, or increase it if used incorrectly depending on your combo. 3 Melee attacks is a very weak combo compared to, say, one Melee, and 2 Shots.