I hope it will get addressed.
I like it how it is, but probably won’t be playing MP anyways so you can have my vote lol
Needs player collision AND a longer cool down between melees to stop double melee being so quick.
Preferably all player collision on but at the very least enemies on. Absolutely no reason for enemies collision to be off.
Oddball increased melee speed (less cool down) is fine because that’s its strength.
Lunge feels inconsistent but that’s probably due to tinterweb stuff mentioned above and will be easier to reassess once collision and cool down reworked.
And I’ve spent far too much of my life trapped in your puzzle maps
what do you mean by puzzle maps?
Nah, it shouldn’t be touched at all…
From memory ages ago - I’m sure I was playing lots of maps in H5 by you? Escape room style ones?
If not, maybe a similar name, sorry
so it should be left wildly inconsistent and with the ability phase into enemy’s and back smack them from front
Melee is fine but I think it needs altered. There are sooooo many trades it’s absurd.
It seems rather consist to to me. I never had the phase bit ever yet either…
I do notice on very rare occasions damage doesn’t seem consistent, but it is rather rare.
I will admit though that having a lot of situations were we’ll kill each other from melee blows is rather odd…
There’ll always be melee trades in halo unless you/they get red-barred by being up a couple of shots (depending on weapon). The problem is the short cool down is making so many fights turn into a double melee rather than melee-headshot or fire-melee so it’s happening more. Not to mention back smacks from the front due to the most bizarre decision to turn enemy collision off.
What parellel universe are you playing in?
Do you look at the kill feed for what you died by or look at the top where it says ‘assisted by’ and not see anyone and wonder why you died by one melee from the front?
Honestly, if not I want a full inquiry because for me - every match without fail.
Yeah I think it’s way too strong, damage should be needed to make it a 3-hit kill like in halo 2
been playing halo for 15 years and i’m dying on the hill that melee was handled way better in halo CE and halo 2. never been a fan of dying instantly to a melee after 50% of my shields are stripped.
I’m still pretty sure the “lunge” is actually just the melee snapping because your location and the enemy location are different to the host, so you have to snap to their location for the melee to actually land a registered hit. This can be argued because you can still get shot after running behind a wall, because to the enemy, you aren’t behind the wall yet. The lunge is just the server snapping your coordinates so that your melee connects to where the enemy is located on the server’s side view. The lunge wouldn’t happen if the servers weren’t dogwater, it’s a rubberbanding issue, and 99% of people’s issues in these forums would be solved if the servers were faster and more accurate with tracking location, hit registration, and other netcode issues.
i know lag is apart of the issue but its more then just that.
Halo infinite meeles are worse than Spartan charge because you can’t get away from them. In halo 5 you can actually thrust away
No. Lunge exsists. You can also abuse to to go around corners. Has nothing to due with connection.
No the trades are more than half of the gameplay. Not fun at all. There’s more meeles in halo infinite than any other halo
What?
There’s more double melees because of short cool down. There’s not more melees, shooting and meleeing or meleeing then shooting were the norm, now it’s melee melee
Do you really want me to record one of my matches? It’s not even about winning or loosing. I’m literally getting into meele battles almost EVERY FIGHT. Even if I win. I’m winning with at least 5 to 10 trades a game. It’s not normal at all and not fun either. Halo 5 never had this issue with just the meele. It had lunge but you had the thrust to get away from it. Now even if your far away they get no penalty for sprinting at you like you did in halo 5 so most of the time they run up to you to finish the battle. In classic Halo you couldn’t Sprint to close the gap so classic Halo didnt have this problem
UHHHH NO.
Have you even played HReach or H3?
Get on MCC RIGHT NOW and play those games.
Those two games have one of the most generous lunge distances ever.
In fact, in H3, you can literally see the person nyoom to their target for the melee.
You wanna know the REAL reason why melee feels more used than normal?
Cos the aiming just sucks.! People strafe too darn fast with no strafe inertia to slow down their left right spam patterns.
So people naturally deviate toward getting into closer ranges and Meleeing/Sidekick spamming to kill.
The BR is only great from longer ranges cos it loses to the Sidekick at mid range, and the AR just hoses things at mid range. All because your aiming is so inconsistent at longer ranges you naturally draw closer to your target to either get a better aim or to melee beatdown.
If this were any other Halo, just trying to draw closer to someone who’s a good shot with a Precision weapon will get you negative kills and a whole load of deaths.