I’ve been getting a whole lot of double melees in halo 5 and I’ve been thinking about how melee could be a bit less binary. Obviously it’s really silly when two people punch each other to death at the same time, but more than that it kind of doesn’t reward using melee intelligently. So, as a suggestion, it might be interesting if any melee that is met with another melee did only a small amount of damage and threw each player back a bit, basically rewarding people who time their melee better or use it on unaware players. Kind of like how the thruster works in practice, where you want to make sure you use it at the right time. Then if you clash, obviously you should try to finish the other player off with a headshot. (then there’s the problem of double headshots being common, but hey, one problem at a time)
Overall I just want CQC to be a bit more interesting even when you’re not doing a ninja or something, because right now its something you don’t really think about, just a reflex
No way that would be an absolute nightmare. Bad enough with the swords. Besides I love seeing 2 people melee each other at the same time and ragdoll to their death. lol!
Someone posted a video on the aim assist with melee in H5 and its atrocious
Like you only need a sliver of the enemy player to be on your screen and you will land the melee
check it out
Or we could make it 3 melee’s. Reward shooting.
Perhaps, it would be more beneficial to change the mechanics a little and hitting each other would cause a split second stun on top of the wait.
We need more changes in CQC
Or we could just get rid of the noob-friendly double melee that Reach plagued us with.
I feel like CQC has never really been all that interesting in halo, more like something that you have to use at close range but is less important than your actual gun skills. Ground pounds and assassinations are more interesting but it would be neat if straight up melee fights felt anything close to the Chief/Locke fight cutscene. Obviously not exactly the same in terms of pacing. (no-one wants fights to be that long in every encounter) Perhaps getting rid of lunge on melee and making it more about knowing your attack range + hitbox and having fancy footwork.
This might be asking too much, but some kind of throw mechanic would be interesting as well, and a way to make 2v1s in melee more dynamic (body as temporary human shield and also used to do damage when thrown) Perhaps throws could only be used as a finishing move, idk.
I don’t know, I personally think it’s hilarious to watch 2 players hit and drop at the same time. Cracks me up every time. Remember, “no one wins in a headbutt”.
aaahhh, the little things in life 
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> yes… i agree with OP
or make it like halo 2… not that op (overpowered)
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> Someone posted a video on the aim assist with melee in H5 and its atrocious
> Like you only need a sliver of the enemy player to be on your screen and you will land the melee
>
> check it out
OH MY GOODNESS ARE YOU SERIOUS. I can’t believe how bad that is.
They ought to make it so the first double melee does no damage, but sets up a fight or flight scenario.
Flight: you back up or dash away, the end.
Fight: you press the melee button with perfect timing (think active reload from Gears). The “perfect” mark continues to get smaller if both players continue to hit it. In the meantime, it’s like a cinematic fistfight as both spartans whip knifes around, disarm, punch the -Yoink- out of each other like Chief vs. Locke fight. You will get stuck in this animation if you choose to fight, but this he outcome would be far more satisfying than any assassination animation.
First one to miss the “perfect” mark loses.
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> They ought to make it so the first double melee does no damage, but sets up a fight or flight scenario.
> Flight: you back up or dash away, the end.
> Fight: you press the melee button with perfect timing (think active reload from Gears). The “perfect” mark continues to get smaller if both players continue to hit it. In the meantime, it’s like a cinematic fistfight as both spartans whip knifes around, disarm, punch the -Yoink- out of each other like Chief vs. Locke fight. You will get stuck in this animation if you choose to fight, but this he outcome would be far more satisfying than any assassination animation.
> First one to miss the “perfect” mark loses.
that would case an easy duble kill for another dude
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> > 2533274840474811;13:
> > They ought to make it so the first double melee does no damage, but sets up a fight or flight scenario.
> > Flight: you back up or dash away, the end.
> > Fight: you press the melee button with perfect timing (think active reload from Gears). The “perfect” mark continues to get smaller if both players continue to hit it. In the meantime, it’s like a cinematic fistfight as both spartans whip knifes around, disarm, punch the -Yoink- out of each other like Chief vs. Locke fight. You will get stuck in this animation if you choose to fight, but this he outcome would be far more satisfying than any assassination animation.
> > First one to miss the “perfect” mark loses.
>
>
> that would case an easy duble kill for another dude
Absolutely. Every time I’m behind my enemy I consider whether or not I have tike for an assassination or if I should just punch him and move on. So long as the beats come in very short order, like pressing melee twice every second, each engagement could be pared down to about the same duration as an assassination.
So long as you’re not forced into it, and have the opportunity to just begin firing away, I think it could work.
Either way, a double melee should be more considered countering an enemy’s blow than two Spartans punching each other in the face.
did anyone really think they would put thrusters and faster movement in the game and NOT make the lunge more forgiving? While actually playing it feels fine, I miss plenty of times and get missed as well. this problem existed in other halo games where melee had the same amount of damage and less wide lunge.
The melee attack should do the same as swords when they clash at the same time to balance it out