Melee

How do you want the melee combat to be in Halo 4? As in: speed, damage, assassinations, bleedthrough, etc.

For me, I want to see it go back to the way it was in Halo: CE, which played beautifully imo- three hits to kill, the speed wasn’t too fast, and varied for each weapon, which I think is great, because frankly, in the last two games, Reach and H3, players have become way too dependent on melee, and it’s very annoying online when someone walks up to you while you unload on them just to whack you, and you don’t expect it, and then you die. It’s ridiculous, and in H2, the melee damage was too low, but I still thought it was better than what we have now, as you could hit the other player back, and have some fun with it. Now it’s just a crutch for noobs.

As for assassinations, I’m kind of torn, I think it would be cool to have some finishing moves on certain enemies like on campaign, but as for MP, I can’t decide, I loved assassinations in Reach, and it made you watch your back, but it’s pointless imo if you can just whack them and that’s it. I think it should be one or the other for MP.

What do you think?

I think it should be weapon based. If we both have half shields and I melee you with a BR and you melee me with a pistol, I win. The heavier the gun, the more damage it should do.

Not sure if I’m romanticising the past but I remember the melee system on H2 being pretty cool.

Rocket launchers being more powerful than the less heavy weapons.

The amount of damage being movement specific etc.

Totally agree that players are far to reliant on the melee. In real life (not that halo should replicate it) I would only ever resort to fists if I had emptied my clip. The prolonged punch ups of old were much more fun than the instant double knock out scenarios we have now.

Assassination wise I think the one hit kill system is cool, no need for the animated theatrics ( as fun as yoinking kills off your mates is).

i know brute weapons like the brute shot and the spiker should do a small bit more damage since they are weapons with razor sharp blades attacted. sword is OHK obviously.

> Not sure if I’m romanticising the past but I remember the melee system on H2 being pretty cool.
>
> Rocket launchers being more powerful than the less heavy weapons.
>
> The amount of damage being movement specific etc.
>
> Totally agree that players are far to reliant on the melee. In real life (not that halo should replicate it) I would only ever resort to fists if I had emptied my clip. The prolonged punch ups of old were much more fun than the instant double knock out scenarios we have now.
>
> Assassination wise I think the one hit kill system is cool, no need for the animated theatrics ( as fun as yoinking kills off your mates is).

I think this would work, heavy weapons usually have slower melee and recovery times, so more power from them would balance this, and reward the player if they are still able to hit the enemy, and I also liked how you were able to inflict more damage while moving faster.

Yes, I agree, the punch ups were fun, and made you want to use your weapon to actually SHOOT THE ENEMY, instead of a club that kills you in 2 hits.

How I want it:

-option to disable lunge for everything other than melee weapons (sword, hammer) in settings (via start button, accessible in at least campaign)
-melee animations shouldn’t be too long except for big weapons like the rocket launcher. I don’t want the waiting time to be too long basically
-(at least in campaign) melee speed shouldn’t be too fast and should give the player a chance for assassination (not the boring go around Elite thing that we’ve seen in H2 and especially Reach. I’d like Elites to have a bigger melee range like in CE and H3 to make it more tougher to assassinate them)
-(in campaign) melee should cause unshielded enemies to stumble, especially if it’s something like the Brute Shot or Spiker. In Reach, it was pitiful. I melee an unshielded Major and he doesn’t show any sign of pain. Damn damage sponges…
-bleed-through (at least in campaign. I hate how I keep popping Elite shields in Reach after getting all headshots on them and getting angry about why the headshot’s not registering only to remember that it’s supposed to happen…)
-sword flying in campaign. Perhaps even hammer flying and instant grenade detonation with the hammer (this + grenade (frag, plasma) + hammer = instant grenade detonation). And double melee via melee + grenade throw + melee (like in CE). Again, campaign only.
-return of assassinations (at least in campaign) and perhaps implementation of character boarding (campaign only)

> How I want it:
>
> -option to disable lunge for everything other than melee weapons (sword, hammer) in settings (via start button, accessible in at least campaign)
> -melee animations shouldn’t be too long except for big weapons like the rocket launcher. I don’t want the waiting time to be too long basically
> -(at least in campaign) melee speed shouldn’t be too fast and should give the player a chance for assassination (not the boring go around Elite thing that we’ve seen in H2 and especially Reach. I’d like Elites to have a bigger melee range like in CE and H3 to make it more tougher to assassinate them)
> -(in campaign) melee should cause unshielded enemies to stumble, especially if it’s something like the Brute Shot or Spiker. In Reach, it was pitiful. I melee an unshielded Major and he doesn’t show any sign of pain. Damn damage sponges…
> -bleed-through (at least in campaign. I hate how I keep popping Elite shields in Reach after getting all headshots on them and getting angry about why the headshot’s not registering only to remember that it’s supposed to happen…)
> -sword flying in campaign. Perhaps even hammer flying and instant grenade detonation with the hammer (this + grenade (frag, plasma) + hammer = instant grenade detonation). And double melee via melee + grenade throw + melee (like in CE). Again, campaign only.
> -return of assassinations (at least in campaign) and perhaps implementation of character boarding (campaign only)

As important as melee is in Campaign, there is no requirement for it to be ‘balanced’ like needed in the Multiplayer environment. I do agree with your points in general though.

For Multiplayer, have the melee as a 3 hit kill with bleed-through and a lunge (only a slight lunge) which does more damage depending on the weapon, not necessarily the weight/style of weapon, but so as to retain balance in-game (have it as weapon weight/style in campaign). Also have a customisable option to increase damage with respect to a players momentum (could be in some playlists but no others).

> > How I want it:
> >
> > -option to disable lunge for everything other than melee weapons (sword, hammer) in settings (via start button, accessible in at least campaign)
> > -melee animations shouldn’t be too long except for big weapons like the rocket launcher. I don’t want the waiting time to be too long basically
> > -(at least in campaign) melee speed shouldn’t be too fast and should give the player a chance for assassination (not the boring go around Elite thing that we’ve seen in H2 and especially Reach. I’d like Elites to have a bigger melee range like in CE and H3 to make it more tougher to assassinate them)
> > -(in campaign) melee should cause unshielded enemies to stumble, especially if it’s something like the Brute Shot or Spiker. In Reach, it was pitiful. I melee an unshielded Major and he doesn’t show any sign of pain. Damn damage sponges…
> > -bleed-through (at least in campaign. I hate how I keep popping Elite shields in Reach after getting all headshots on them and getting angry about why the headshot’s not registering only to remember that it’s supposed to happen…)
> > -sword flying in campaign. Perhaps even hammer flying and instant grenade detonation with the hammer (this + grenade (frag, plasma) + hammer = instant grenade detonation). And double melee via melee + grenade throw + melee (like in CE). Again, campaign only.
> > -return of assassinations (at least in campaign) and perhaps implementation of character boarding (campaign only)
>
> As important as melee is in Campaign, there is no requirement for it to be ‘balanced’ like needed in the Multiplayer environment. I do agree with your points in general though.
>
> For Multiplayer, have the melee as a 3 hit kill with bleed-through and a lunge (only a slight lunge) which does more damage depending on the weapon, not necessarily the weight/style of weapon, but so as to retain balance in-game (have it as weapon weight/style in campaign). Also have a customisable option to increase damage with respect to a players momentum (could be in some playlists but no others).

Well, the disable lunge thing is because I don’t like lunging at an enemy when they’re behind a wall or object.

Also, by nerfing the fast melee, I was talking about Elites. Their melees might be fast in Reach but get behind them and it’s easy to avoid their reverse melee. I liked it better when Elites did their trademark melee animation.

And I did not at all mean balancing the melee for the player or AI. I just want it to be a bit more realistic while not being too op for either team. In Reach, the player’s melee was so horribly nerfed compared to the Elites.

If you read the books, you will see that a spartian’s punch is very deadly. In First Strike, Master Chief was in a hand to hand fight with an elite, the elite trying to push it’s sowart through Master Chief, Master Chief thying to push the soward anywhere but where the elite wanted it to go.

Eventually, Master Chief jumped out of the way of the soward, putting the elite off balence because of how hard it was pushing the soward. When the elite stood up, Master Chief punched it in the middle of the chest. That one punch killed the elite’s shields, cracked the armour, crished several of the elite’s ribs, and one of it’s lungs.

However, I do agree that mele has become a crutch for noobs, so to balance it, make mele only avaliable when you don’t have any ammo. Before the punch I mentiond, Master Chief did get his gun cut in half by the soward.

I agree completely, also NO LUNG!

> I agree completely, also NO LUNG!

But I need that for breathing and stuff…

> How do you want the melee combat to be in Halo 4? As in: speed, damage, assassinations, bleedthrough, etc.
>
> For me, I want to see it go back to the way it was in Halo: CE, which played beautifully imo- three hits to kill, the speed wasn’t too fast, and varied for each weapon, which I think is great, because frankly, in the last two games, Reach and H3, players have become way too dependent on melee, and it’s very annoying online when someone walks up to you <mark>while you unload on them just to whack you, and you don’t expect it,</mark> and then you die. It’s ridiculous, and in H2, the melee damage was too low, but I still thought it was better than what we have now, as you could hit the other player back, and have some fun with it. Now it’s just a crutch for noobs.
>
> As for assassinations, I’m kind of torn, I think it would be cool to have some finishing moves on certain enemies like on campaign, but as for MP, I can’t decide, I loved assassinations in Reach, and it made you watch your back, but it’s pointless imo if you can just whack them and that’s it. I think it should be one or the other for MP.
>
> What do you think?

Well that is your fault for not expecting it. IMO it should be like Halo 3 but add a push feature. You hold B and push the person(or maybe kick) but it does less damage. You can use this or opt not to depending on your weapon, his health, and the surroundings. So A.Push into wall for extra damage B. Push off map c. Melee normally for more damage D. Push to create distance then use your SMG because he has lets say a pistol so you have a superior niche. Could also be used to force your weapons niche or get out of your opponents.