I think it should have gone the route of making players move faster (movement speed = 120%). This would allow movement to be balanced a bit better for the weapon sandbox. The weapon sandbox is designed around players moving around the map at very fast speeds, so making players’ base movement speed greater will be closer to how the weapons were balanced.
Also, why does it take 3 melee attacks to kill a player? It was always 2 in the older games (what this playlist is inspired by).
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> Also, why does it take 3 melee attacks to kill a player? It was always 2 in the older games (what this playlist is inspired by).
i think 343 hates the golden triangle when they reproduce something classic they always try to weaken melee and grenades… Mythic has also 90% grenade radius, and if we look back, H2A had 3 melee to kill and grenade hitmakers.
maybe they do it because they think that kind of gameplay (really classic headshot-grenade-melee) is too difficult for a mainstream audience. Or maybe they find it tediously boring … i don’t know…
The 2 hit melee was standard H3 onward (with Reach without bleed through an exception). Its an interesting choice to bump the melee count to 3, probably to make close quarters combat more varied. Considering that the AR beat down combo still works, my guess is the 3 count melee is to discourage the use of the BR in close quarters considering how much more punishing it is if you miss a shot compared to the AR.
Halo 2 had a 3-hit melee system and your damage was also influenced by other factors such as your movement speed, if you were midair, and the weapon you were holding. (For instance you can kill a player with one hit while midair and holding a rocket launcher.)
It was a very deep system that was unfortunately simplified in Halo 3. I see this misconception about Halo’s previous melee systems a lot, such as when Halo 2: Anniversary launched some people posted about how the melee system was wrong because it was more than 2 hits.