The way Melee currently works is not only frustrating for some, but oddly executed and boring. Below I have outlined changes I think may make Melee more interesting, but also fun and balanced.
Remove Melee charge (except for Energy Sword and Gravity Hammer)
Increase effective range slightly (making it Halo 1 esque)
First Melee swing does 50% shield damage, begins a combo.
To compensate for less damage, melee swing’s come at intervals of .75 of a second.
Regular Melee’s that do not begin combos remain the same as Reach’s interval’s
Second Melee swing does 50% shield damage.
Third Melee swing is an uppercut that breaks the opponents jaw, that’s a kill.
Melee’s from behind are still instant kill.
In the event that 2 players clash at the same time, instead of a double melee kill there both pushed out of melee range taking 50% damage.
The melee kills way too fast in the video shown. It takes about 1 second with 3 pummels in the video, and that is way to fast. Yes, the animations are cool but it still kills to fast. What they can do is keep the animations, but still have the slow melee kill times as in Halo 3 and reach.
> The melee kills way too fast in the video shown. It takes about 1 second with 3 pummels in the video, and that is way to fast. Yes, the animations are cool but it still kills to fast. What they can do is keep the animations, but still have the slow melee kill times as in Halo 3 and reach.
The only time I want to see a melee that fast, is in campaign, MP the speed and power of the melee is fine, and it’s not over powered either, you want over powered, try playing Crysis 1 and having a fist fight with a guy in strength mode, one punch kills you in any mode other than armor, and armor, it takes you health all most down to zero.
No, definitely not. Melee should never be a weapon on it’s own. That’s one of the huge flaws with Halo Reach, using 2 melees in combination is too powerful. You should NEVER feel like you can get away with more than 1 Melee in a fight.
> No, definitely not. Melee should never be a weapon on it’s own. That’s one of the huge flaws with Halo Reach, using 2 melees in combination is too powerful. You should NEVER feel like you can get away with more than 1 Melee in a fight.
This. It’s supposed to only help you when getting a kill. The MLG melee should be the first melee, where it doesn’t take out shields but making it very close. The next takes out shields, third takes out half of health, and last melee kills.
yes please remove that god awful lunge from the melee, you don’t even have to be looking at the the guy, you just melee and its an automatic hit if the guys around you
For clarification I did not mean Melee should become its own weapon, I think exactly what an above poster said, Melee should help in getting a kill, not be the most effective way to get one. Another thing I think you guys are missing is this combo can be avoided, its not some animation like the Assasination’s. for instance if you jump or strafe sideways the removal of melee charge means the probability of missing is much better, requiring a skilled player to anticipate there opponents moves to execute a three melee kill.
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But melee has always been one of the pillars of Halo. Changing it would be bad. I do feel that assassinations are a good addition to the formula though.
> A long time ago in the far off year of 2004 there was a gathering of game developers known as “E3”
>
> Showcased there was the first glimpse of a long awaited sequel. Halo 2
>
> Among other noteworthy things that never saw the light of day, was the way the Master Chief pummeled that Brute. For those of you that dont know what im talking about. Here
>
> The way Melee currently works is not only frustrating for some, but oddly executed and boring. Below I have outlined changes I think may make Melee more interesting, but also fun and balanced.
>
> - Remove Melee charge (except for Energy Sword and Gravity Hammer)
> - Increase effective range slightly (making it Halo 1 esque)
> - First Melee swing does 50% shield damage, begins a combo.
> - To compensate for less damage, melee swing’s come at intervals of .75 of a second.
> - Regular Melee’s that do not begin combos remain the same as Reach’s interval’s
> - Second Melee swing does 50% shield damage.
> - Third Melee swing is an uppercut that breaks the opponents jaw, that’s a kill.
> - Melee’s from behind are still instant kill.
> - In the event that 2 players clash at the same time, instead of a double melee kill there both pushed out of melee range taking 50% damage.
>
> Leave a comment and tell me what you think guys.
I have over 3700 melees…what is wrong with it again?