While I like the weapons tune I think it’s time to “tune” Spartan charge. I feel a Spartan should not be able to charge while being shot. If a player is sprinting around the map and comes around a corner or something head to head with another player who starts shooting at him he shouldn’t get that “get out of jail free” card so to speak. He should have to start shooting too. I think this would bring more balance to spartan charge rather than it’s removal as I see quite a few would like. I wouldn’t want it removed because I do like using it to get through walls and what not, even though that doesn’t really happen in multiplayer except a little bit in warzone and not at all in arena that I can think of. But anyways nerfing Spartan charge a bit would definitely be an improvement in multiplayer.
I like the thought of nerfing it, considering it’s the best thing that we can do about it for Halo 5. Otherwise, in future Halo games, I’d be much happier if it wasn’t there. It never truly had a purpose in Halo, only the occasional wall-breaker was interesting to look at, but other than that, it was such a fun-killer for me in PvP.
> Now can we get a Spartan charge tune?
You want them to play music every time you spartan charge?
Ride of the Valkyries? The theme to Superman? A little dramatic, but I’m down with that.
> 2533274862181038;3:
> You want them to play music every time you spartan charge?
>
> Ride of the Valkyries? The theme to Superman? A little dramatic, but I’m down with that.
This is actually what I was thinking when I read the thread title… On topic, if they’re going to tune anything, I feel like it should be the req balancing for PvE. Because currently the reqs are balanced for PvP which makes almost all weapons useless in firefight compared to vehicles, and that’s no fun
> 2533274816788253;1:
> While I like the weapons tune I think it’s time to “tune” Spartan charge. I feel a Spartan should not be able to charge while being shot. If a player is sprinting around the map and comes around a corner or something head to head with another player who starts shooting at him he shouldn’t get that “get out of jail free” card so to speak. He should have to start shooting too. I think this would bring more balance to spartan charge rather than it’s removal as I see quite a few would like. I wouldn’t want it removed because I do like using it to get through walls and what not, even though that doesn’t really happen in multiplayer except a little bit in warzone and not at all in arena that I can think of. But anyways nerfing Spartan charge a bit would definitely be an improvement in multiplayer.
I thought getting shot at was supposed to make it difficult for them to be Spartan charged but in a perfect world I’d remove it completly but if we’re balancing it then I’d make Spartan charge only damage the player a lot less if hitting from the front/side since find the ability annoying.
I think one thing they could do is to make spartan charge and truster pack loading shared. It means that if you use spartan charge, you cant use your truster pack or spartan charge again for 3 seconds. I would also reduce its damage. These 2 small changes would make it much more balanced and fun.
Between removing and rebalancing Spartan Charge, I go with rebalancing. Aozolai made a video about this specific topic and I wholeheartedly agree with him. But I will say what I think that should be done with the ability:
- As said in Aozolai’s video, add impact damage to the user; - Decrease damage done to the victim so it has a better chance of killing it’s attacker; - If the user fails to hit his target, he will still receive impact damage from whatever he hits, maybe less damage so it’s not so punishing.I think this will make Spartan Charge better and not so OP.
Spartan charge is so freaking annoying. Here’s my suggestions.
1) Remove the aim assist/magnetism on it. Whatever it is that makes it curve towards people.
2) Make the delay after performing a charge and being able to shoot your gun longer. This will make people use it more wisely.
3) Get rid of it.
Well, as I’ve said before, as long as Halo has a sprint animation, I think Spartan charge OR a form of it needs to be in the game, as I hated the run in double melee and I definly don’t want melee to get nerfed as some people have suggested.
For Halo 5, I’d more along the line of LUKEPOWA and TavaresBR94 then LethalQ (sorry bud lol) To me LethalQ, your idea doesn’t quite make sense to be honest. Why would being shot at make it so the spartans thrusters don’t work? Your idea sounds something more like slowing the player down when they get shot at like Halo 4 and that was annoying as heck. If your idea was implemented, spartan charge would all but be eliminated, which yes, would make a lot of people happy lol but then you might as well just remove it and sprint all together (which would also make a lot of people happy lol)
So, for Halo 5 and future Halo titles (I’m assuming spartan abilities will be back so) I’d,
- Drastically reduce spartan charges aim assist/magnetism and - Tie thrusters and spartan charge together The idea of making the delay longer when you can use your gun after performing a charge I think might be work looking into as well.
Agreed. The fact that Spartan hasn’t been changed at all since launch, despite being clearly OP, is one of the reasons I uninstalled Halo 5. I mean, come on… this has been one of the community’s biggest complaints!
Spartan Charge definitely has its place as a Spartan Ability, but I recognize that it is way too powerful right now. To tune it, I would count each charge as a thrust and severely nerf the lock-on/“aim assist” so that players can easily dodge it. Or, instead of using up a thrust, it could require a brief charge-up cycle like the ground pound.
I think it’s fine as is, nothing is physically stopping you from running if your being shot at. Seems silly to change it, it’s pretty situational as is.
> 2535460550943257;11:
> Spartan Charge definitely has its place as a Spartan Ability, but I recognize that it is way too powerful right now. To tune it, I would count each charge as a thrust and severely nerf the lock-on/“aim assist” so that players can easily dodge it. Or, instead of using up a thrust, it could require a brief charge-up cycle like the ground pound.
Great suggestions! I would support any of those.
Definitely take off any aim assist and maybe make the distance you can charge shorter so you have to time it way better.
I see some really good suggestions. Another thing I hate about it is it seems to to the same amount of damage no matter if they barely graze you or where they hit you. I saw one guy coming up behind me so I tried to jump out of the way, thanks shorter radar so you can see any one sprinting at you till the last second or two, but anyways I jumped so I know he barely clipped my feet and of course it was total shield drain and he killed me with his SMG. A hit like that shouldn’t have totally depleted my shields.
Why bother at this point? If they make changes to implement in H6 then sure go for it. But why change it in this game that’s 2 years old?
> 2533274912984822;15:
> Why bother at this point? If they make changes to implement in H6 then sure go for it. But why change it in this game that’s 2 years old?
Because H6 is still quite a ways off. We just had a weapons tune why not get a mechanic tune? Not asking for much really. Spartan charge is to much of a crutch right now. If Halo is a game of skill it needs to be balanced out a bit betterm
> 2533274904158628;4:
> > 2533274862181038;3:
> > You want them to play music every time you spartan charge?
> >
> > Ride of the Valkyries? The theme to Superman? A little dramatic, but I’m down with that.
>
> This is actually what I was thinking when I read the thread title… On topic, if they’re going to tune anything, I feel like it should be the req balancing for PvE. Because currently the reqs are balanced for PvP which makes almost all weapons useless in firefight compared to vehicles, and that’s no fun
Hahaha if Spartan charge had a “tune” it would be something like this.
Like others have said, the lag compensation/aim assist thing is a huge problem.
Combined with latency, it often times make it literally impossible to counter – even if you thrust away or counter-melee in time, people will just curve around corners or teleport to you, then teleport away from you, and get to shoot their gun first afterwards.
It’s the exact same issue that armor lock had in reach: the lag compensation allowed the user to start firing their gun and recharging their shield before the invincibility went away.
Bungie actually bragged about this in a presentation following the Reach Beta.
They had a full flow chart and power point presentation about how the server has to make a decision as to whether they should “favour” the actions of the user of an ability, or the person who it’s being performed on.
They said that Beta players complained that people were able to counter their abilities, so they changed the code to prioritise the actions of the user.
Although this compensation is present in everything you do in an online game, from melees to shooting (at some point, it has to make a decision as to who gets first priority), it’s completely different for abilities.
Gun battles have a culmination towards a kill, whereas abilities are all-or-nothing, so you can’t use the same priority rules.
When these abilities are further combined with the fast speed of sprinting players, the result is that countering spartan charge is literally a gamble of “who’s closer to the server,” one which many of us will lose 100% of the time.
Instead of just being 1 or 2 bullets occasionally lost due to lag, it’s now a full death no matter how well you countered it.
Return the Spartan to how it was in the beta!
(Reduced the cross hair reticle in half of the Spartan charge)
> 2727626560040591;8:
> Spartan charge is so freaking annoying. Here’s my suggestions.
>
> 1) Remove the aim assist/magnetism on it. Whatever it is that makes it curve towards people.
>
> 2) Make the delay after performing a charge and being able to shoot your gun longer. This will make people use it more wisely.
>
> 3) Get rid of it.
Number 1 is mostly lag. I dodge everything, and I still get hit from a miss by five feet.