I hope that the melee system is made better (Although Halo still has one of the best melee systems out there). In Grifbal, i see too often that head on head clashed usually with the hammers end up with both the people getting killed.
From my point of view (Any yes, i play a heap of Grifball, my career record say so as well) too many clashes that should of been that specific persons kills end up as both of the players get a kill.
That may be caused by the delay as sometimes if i use the hammer and hit it, the other guy uses the hammer proberbly a second later, we both die, that has heppened both in my favour and against me. But sometimes its unexplainable as i get perfect connection and still this happenes.
This isn’t really a melee thread but a Gravity Hammer thread. So I’ll comment on that!
They should look into maybe making the hammer a “wind up” sort of weapon. You have to hold down the fire button to “charge” it, leaving you unable to sprint or use AAs, then release for full damage. Make the winding up short, but make it that damaged is based on how long it’s charged for.
This could change the current way it is, which is hammer beats the sword all the time, and make it that you have to put some thought into knowing when to use it. A sword user can win by catching the hammer by surprise, and the hammer can win by knowing when he’s about to get struck down and prepare for it.
> This isn’t really a melee thread but a Gravity Hammer thread. So I’ll comment on that!
>
> They should look into maybe making the hammer a “wind up” sort of weapon. You have to hold down the fire button to “charge” it, leaving you unable to sprint or use AAs, then release for full damage. Make the winding up short, but make it that damaged is based on how long it’s charged for.
>
> This could change the current way it is, which is hammer beats the sword all the time, and make it that you have to put some thought into knowing when to use it. A sword user can win by catching the hammer by surprise, and the hammer can win by knowing when he’s about to get struck down and prepare for it.
It’s a good idea, but it would really -Yoink- up Grifball.
The problem with the old way of doing it was lag. The person who pressed the melee button first didn’t always get the kill in fact it was the first person who was detected by the host having had pressed the melee button won. The delay was typically minuscule and unavoidable on a live connection but in was enough to create a significant host advantage. This is why I think bungie introduced melee trading, to remove melee host advantage, but I agree it was to the detriment of gameplay and it was annoying. There must be another solution surely?
For normal melees, I’d like to see a weaker 3 hit kill melee with bleedthrough.
For melee weapon melees, I feel it’s balanced when they use a Halo 3 sword battle method. RT/lunge in slower, and RB/normal melee is quicker. Add in some sword/hammer clash, and this makes for intense melee battles. It turns into a game of rock paper scissors; who can outsmart the other through their variation of slow strikes and fast strikes, to see who can get the finishing blow in first.
> > This isn’t really a melee thread but a Gravity Hammer thread. So I’ll comment on that!
> >
> > They should look into maybe making the hammer a “wind up” sort of weapon. You have to hold down the fire button to “charge” it, leaving you unable to sprint or use AAs, then release for full damage. Make the winding up short, but make it that damaged is based on how long it’s charged for.
> >
> > This could change the current way it is, which is hammer beats the sword all the time, and make it that you have to put some thought into knowing when to use it. A sword user can win by catching the hammer by surprise, and the hammer can win by knowing when he’s about to get struck down and prepare for it.
>
> It’s a good idea, but it would really -Yoink!- up Grifball.
It’s a good concern, but at the moment everybody just uses the hammer, nobody uses the sword. Originally, the idea was to use the hammer to defend the Grif while using the sword to take out the Grif. But the hammer does just that and the sword user is at risk of getting pummeled.
If it’s that much of a concern, you can still lower the damage resistance so that a quick swing thats not charged up will still kill.
Reach’s melee system was quite possibly the WORST in the series. Halo 3’s wasn’t much better. In my opinion, Halo 2 had the best melee system. Melees weren’t a ridiculously overpowered weapon in their own right, but they did assist with kills. Melee bleedthrough worked because of this… it did not work in Halo 3 because melees were so ridiculously powerful, and it did not work in Reach because Reach was just a mangled mess. CE had the right idea about lunge.
> Reach’s melee system was quite possibly the WORST in the series. Halo 3’s wasn’t much better. In my opinion, Halo 2 had the best melee system. Melees weren’t a ridiculously overpowered weapon in their own right, but they did assist with kills. Melee bleedthrough worked because of this… it did not work in Halo 3 because melees were so ridiculously powerful, and it did not work in Reach because Reach was just a mangled mess. CE had the right idea about lunge.
I only ever played H3 and Reach online, but IMO Reach’s melee system is 1000x better than Halo 3’s. In Halo 3 every single melee duel ended in a trade. This was partially fixed in Reach, however the 2hk was a bit much.
> Reach’s melee system was quite possibly the WORST in the series. Halo 3’s wasn’t much better. In my opinion, Halo 2 had the best melee system. Melees weren’t a ridiculously overpowered weapon in their own right, but they did assist with kills. Melee bleedthrough worked because of this… it did not work in Halo 3 because melees were so ridiculously powerful, and it did not work in Reach because Reach was just a mangled mess. CE had the right idea about lunge.
You’re kidding, right? I thought reach’s melee system was SUPERB compared to other halos. It didn’t feel floaty like it did in other halos at all. The problem was the lack of bleedthrough