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> > i’ve always wanted to go down the dynamic route, though i’d want something more linear and predictable.
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> > what i would prefer is a charge up on nade, jump and melee with a unique visual indicator for each. (say arm cocking back slowly for throw with nade, arm cocking back slowly for punch with melee, legs getting some visual indicator etc)
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> > charge up time would gradually increase the power of each (longer nade throw, higher jump, more melee damage) with a max of 1.5 seconds charge up.
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> > to accommodate melee, the default melee is 3 hit kill, while charge up followed by a punch is 2 hit. 3 hit melee is a quicker kill in succession than charge up punch + punch though evading, stalling or baiting a punch for time for time would allow the charge up punch to trump the triple melee. giving melee encounters a bit more depth.
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> > nade throw power would create a longer distance (making cross mapping more efficient) but would also allow for greater bounce height in mid-short range encounters creating more options for nade placement.
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> > jump height would replace clamber and create a bigger skill gap in the execution and performance of jumps and allow for more technical jumps when combined with halos other jump tech (slide jumping, ghost jumping, spring jumping etc)
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> > shooting can’t happen with a melee or nade charge up as you can’t melee or shoot when you usually nade or melee…jumping can be used in tandem though…or not depends on what tech creates more skill
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> > as an additional in case there needs to be more skill depth, if the button is held longer than max charge up, time the charge up is reset, creating precision around using the charge up…however there should be no additional recovery frames (time where the ability cannot be used after using it) beyond what is already the default amount between jumping, nading and punching so it doesn’t interrupt the flow of the game.
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> I think your idea of the charge up melee is already actually in Halo. It’s called the moment melee, and it’s mainly (Actually, only) in Halo 2. Punching, the jumping with a second melee is a two hit kill in Halo 2, whereas if you were to just hit the person they would take three hits to die. This also works with walking towards the person as well, you don’t need to jump.
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> The higher jump is just crouch jumping, honestly it doesn’t need to be more complicated. It once again opens up a skill to newer players that should be learned, in Halo fashion.
oh i know about the momentum melee in halo 2 however either tech is fine with me, i just want more depth to melee engagements as having pre-decided engagements with little input to sway the outcome is rather tedious.
despite the definition being complicated i was just being thorough about explaining it, in game it would just require you to hold the button to gain a little extra height and there would be a visual to tell others so there isn’t any BS. that’s quite simple.
crouch jumping isn’t that effective as a means to gain height, it just makes it easier to clear a gap or jump on to something as it keeps you in the air for a little longer.
the point of my idea for a charge jump is that some people liked the reach jump in that it was quicker and less delayed in air, while some like the moon jump as you could go higher and stayed in the air for longer. the h3 system made ninjas easier but felt slow, in reach once the movement speed was changed in the mlg settings it felt less slow and the jump was quite nice, though it was harder to clear gaps and getting ninjas or other offensive jump tactics became more difficult. the system i put out there allows for both with a simple hold of the button.