new innovative spartan abillity idea

How it will work:
If you tap the grenade button you toss it forwards,
but if you hold the grenade button you toss it over your shoulder behind you.

Why it should be added:

This gives more options to an outnumbered player (2 vs 1).

or a player that is trying to run away.

most importantly it innovates halo!

Sounds neat, but I’m not sure if it really classifies as a Spartan Ability…

i’ve always wanted to go down the dynamic route, though i’d want something more linear and predictable.

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)

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.

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.

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.

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)

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

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.

This would take away the thoughtful nade-bouncing used in common Halo tactics. Basically said, it would lower the skill boundary even further than it needs to be. It’s a learned trait in Halo to be able to properly predict how to bounce a nade around a corner, or hit a wall at just the right angle for it to spin behind you, quickly killing, or de-shielding your pursuer so you can finish them off.

> 2533274836395701;3:
> i’ve always wanted to go down the dynamic route, though i’d want something more linear and predictable.
>
> 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)
>
> 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.
>
> 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.
>
> 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.
>
> 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)
>
> 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
>
> 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.

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.

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.

> 2533274843688196;5:
> > 2533274836395701;3:
> > i’ve always wanted to go down the dynamic route, though i’d want something more linear and predictable.
> >
> > 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)
> >
> > 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.
> >
> > 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.
> >
> > 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.
> >
> > 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)
> >
> > 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
> >
> > 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.
>
>
>
> 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.
>
> 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.

> 2533274836395701;3:
> i’ve always wanted to go down the dynamic route, though i’d want something more linear and predictable.
>
> 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)
>
> 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.
>
> 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.
>
> 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.
>
> 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)
>
> 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
>
> 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.

I like this idea, better than mine. Except the concept of “cooking” grenades isn’t as original as throwing them backwards over your sholder. Plus cooking grenades will get fans complaining that Halo is copying CoD.

> 2533274952179659;7:
> > 2533274836395701;3:
> > i’ve always wanted to go down the dynamic route, though i’d want something more linear and predictable.
> >
> > 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)
> >
> > 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.
> >
> > 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.
> >
> > 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.
> >
> > 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)
> >
> > 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
> >
> > 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.
>
>
> I like this idea, better than mine. Except the concept of “cooking” grenades isn’t as original as throwing them backwards over your sholder. Plus cooking grenades will get fans complaining that Halo is copying CoD.

nah it won’t be cooking if it’s not animated or functional like cooking, with cooking you’re simply delaying the time to explosion by holding a cooked grenade, the idea i was thinking is to have some sort of ‘power throw’ where the grenade is still only primed the second before it’s released, if it feels too much like CoD then there should be a way of visually expressing it that doesn’t make it looking like a cooking throw.

Sounds like just adding more randomness and frustration to the game.

No thanks.

usually I use a wall or something in front of me to bounce it to my chaser…so I don’t think we need this

> 2535460843083983;2:
> Sounds neat, but I’m not sure if it really classifies as a Spartan Ability…

Well, if zooming in is one, then I can’t see why this can’t be.

> 2533274903234962;11:
> > 2535460843083983;2:
> > Sounds neat, but I’m not sure if it really classifies as a Spartan Ability…
>
>
>
>
> Well, if zooming in is one, then I can’t see why this can’t be.

Smart Scope is an aiming tool given specifically to Spartans (perhaps even ODST), whereas anyone could toss a grenade backwards…

> 2535460843083983;12:
> > 2533274903234962;11:
> > > 2535460843083983;2:
> > > Sounds neat, but I’m not sure if it really classifies as a Spartan Ability…
> >
> >
> >
> >
> > Well, if zooming in is one, then I can’t see why this can’t be.
>
>
> Smart Scope is an aiming tool given specifically to Spartans (perhaps even ODST), whereas anyone could toss a grenade backwards…

No. Classic zoom is specific to Spartans and ODSTs, but this is just looking down the sights.

> 2533274903234962;13:
> > 2535460843083983;12:
> > > 2533274903234962;11:
> > > > 2535460843083983;2:
> > > > Sounds neat, but I’m not sure if it really classifies as a Spartan Ability…
> > >
> > >
> > >
> > >
> > > Well, if zooming in is one, then I can’t see why this can’t be.
> >
> >
> >
> > Smart Scope is an aiming tool given specifically to Spartans (perhaps even ODST), whereas anyone could toss a grenade backwards…
>
>
> No. Classic zoom is specific to Spartans and ODSTs, but this is just looking down the sights.

I agree that BR and DMR should look closer to the previous games, But smart scope is Cannon and has been since Halo: TfoR and it applies to every weapon, and is standard for ODST and Spartans, Spartan having upgraded and advance versions of Smart Scope. as for the looking down sight really any military person will do this regardless of whether they have a links scope. Because when you shoulder your weapon you so so for several reasons 1 It adds stability which in creases your aim. 2 allows the shooter to aim down and line up his shots. All military is trained to shoulder there weapon muscle memory and all. Cheif Even does this in cut scenes all the time.

As for sprint Even Spartans can’t full on sprint with a weapon shouldered they will always be able to run faster with weapons down but they are also trained to shoulder there weapon with increase speed But i digress

> 2533274796029854;14:
> I agree that BR and DMR should look closer to the previous games, But smart scope is Cannon and has been since Halo: TfoR and it applies to every weapon, and is standard for ODST and Spartans, Spartan having upgraded and advance versions of Smart Scope. as for the looking down sight really any military person will do this regardless of whether they have a links scope. Because when you shoulder your weapon you so so for several reasons 1 It adds stability which in creases your aim. 2 allows the shooter to aim down and line up his shots. All military is trained to shoulder there weapon muscle memory and all. Cheif Even does this in cut scenes all the time.
>
> As for sprint Even Spartans can’t full on sprint with a weapon shouldered they will always be able to run faster with weapons down but they are also trained to shoulder there weapon with increase speed But i digress

I was tracking with you till you mentioned Sprint. You move pretty fast in Halo 3 without it.

BUT.

BR and DMR should have the Link Scope, and…I guess ADS is okay for the rest of the guns though. grumble

I was playing Halo 2 and a grunt clambered over a crate… I cried because I didn’t know how to do that. The grunt laughed at me… I like H5’s abilities, but I think they should add these ones:

Spartan dive: tuck and roll away from that grenade or warthog. (Could be linked to the D-pad, or used in matches that don’t want to use the jet pack)

Spartan kick: round house your opponent into last week’s matchmaking lobby. (not to be taken seriously)

Spartan trip: this one isn’t an ability so much as what I think should happen if you get melee’d while sprinting, or if a grenade goes off very close to you, but not close enough to kill you… You should stumble, or full on face plant.

> 2535421619942348;15:
> > 2533274796029854;14:
> > I agree that BR and DMR should look closer to the previous games, But smart scope is Cannon and has been since Halo: TfoR and it applies to every weapon, and is standard for ODST and Spartans, Spartan having upgraded and advance versions of Smart Scope. as for the looking down sight really any military person will do this regardless of whether they have a links scope. Because when you shoulder your weapon you so so for several reasons 1 It adds stability which in creases your aim. 2 allows the shooter to aim down and line up his shots. All military is trained to shoulder there weapon muscle memory and all. Cheif Even does this in cut scenes all the time.
> >
> > As for sprint Even Spartans can’t full on sprint with a weapon shouldered they will always be able to run faster with weapons down but they are also trained to shoulder there weapon with increase speed But i digress
>
>
> I was tracking with you till you mentioned Sprint. You move pretty fast in Halo 3 without it.
>
> BUT.
>
> BR and DMR should have the Link Scope, and…I guess ADS is okay for the rest of the guns though. grumble

You do not move fast in halo 3(fov) it is the sluggish feeling of all the halos Halo CE was the best which was much faster feeling then Halo 2 and definitely faster then halo 3.

But yeah They did say they were making adjustment to DMR and other smart scopes(hoping BR) and its not like they lost assets from previous game, so I dont think its out of the question for halo 5 still plenty of time.

But i do have to say that even the br seem fine in the beta to me. the DMR definitely needs updated

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Don’t mind me, just ranking up.

> 2535450916494853;18:
>

No. Get out. How dare ye. :confused: