As of now in Reach, when 2 players melee each other after both have been damaged a decent amount, both players just die.
I am definitely not a fan of this. I would prefer that the player with the most Health/Shields wins the Melee bash.
How do you think the Melee system should work? Also, is there Shield-Bleedthrough in Halo4? As this has a large effect on the Melee aspect of the game.
The melee system in H4 looks a little clunky from what I’ve seen. But I liked the melee system in H2 and H3. I hated the Reach melee system. So hopefully 343i fine tunes the melee system and gives us something great.
> > As of now in Reach, when 2 players melee each other after both have been damaged a decent amount, both players just die.
>
> No, that’s not how it works. That’s how Halo 3 works.
You’re right. In Reach, both players melee regardless of damage given to each other, and trade.
What I noticed from the pro’s gameplay from E3 is that melee combat doesn’t occur very often. The weapons seem to do a good enough job at not allowing the enemy to get up close and personal.
Honestly, I was quite fine with double melee, the thing that pisses me off is when we both apparently pressed the trigger at the same exact millisecond and we both get killed by the BR/DMR, whatever.
First to hit should be the first to deal whatever damage is associated with a melee strike, and shields shouldn’t stop that damage number from bleeding through. If that damage depletes the opponents health to 0 he should win. No trading melee kills to the extent that happens now. None of this whoever has more health wins.
> the thing that pisses me off is when we both apparently pressed the trigger at the same exact millisecond and we both get killed by the BR/DMR, whatever.
That’s due to the “un-lagged” code the game implements. It’s incredibly unfair, but it makes online play with distant people a plausibility, however sketchy it may be. For instance if the host is in the USA then USA players are going to have a lower ping (less latency) than say, EU players, which will be in the hundreds. So in a kill trade scenario, even though a USA player may have fired first and presumable hit the kill shot, the EU client tells the host that this player too fired and hit the kill shot during the latency delay, and so the host kills both players. Ugh. It’s messy, and responsible for such seemingly impossible feats such as getting shot through walls. It’s why I’d prefer it if Halo got region specific dedicated servers, or at least a P2P system that priorities your local area over others. Reach was meant to do that, but my experience with it was that it didn’t work all too well.