This isn’t Destiny and it holds no place.
It seems no different from an ordinary melee to me, except in Breakout. It’s a pain in the -Yoink- there if you’re not quick on the thruster.
i think it was a decent idea to implement, but honestly it’s useless… i have fully charged my sprint and smashed people with it, only to not do any more damage than a regular melee attack would… and it throws your view out of wack for a sec to recover from it… if it was a guaranteed kill it would be worth the recovery time, but really you are better off just stopping your sprint and using your gun.
completely disagree, I find myself using it quite often go escape engagements or help give myself that little push I need to make a jump.
Heck this comcombined with the clamber and slight bunny hop makes this feel like an old style arena game when doing trick jumps.
Edit: it’s also absolutely amazing at allowing me to disoriented the enemy when 1v1, as well as dodge away from the sword or grenades. I also use it when going up from lifts to move as quick as possible towards enemies nearby when exiting the lift or away from their grenade planned to get me.
What I’m saying is… this ability is a skill that when really played with changes the dynamic greatly and adds a lot of fun and tactic to the game.
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> completely disagree, I find myself using it quite often go escape engagements or help give myself that little push I need to make a jump.
>
> Heck this comcombined with the clamber and slight bunny hop makes this feel like an old style arena game when doing trick jumps.
this topic is about the shoulder charge… not thruster pack… i think you’re confused.
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> > 2533275027596648;4:
> > completely disagree, I find myself using it quite often go escape engagements or help give myself that little push I need to make a jump.
> >
> > Heck this comcombined with the clamber and slight bunny hop makes this feel like an old style arena game when doing trick jumps.
>
>
> this topic is about the shoulder charge… not thruster pack… i think you’re confused.
Oh I was… Sincerest apologies. ^^;
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> Oh I was… Sincerest apologies. ^^;
lol i wasn’t trying to be mean about it… was just making sure were all on the same page…
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> > 2533275027596648;6:
> > Oh I was… Sincerest apologies. ^^;
>
>
> lol i wasn’t trying to be mean about it… was just making sure were all on the same page…
Haha, don’t worry I know, it’s alright.
I basically just read the title and skimmed slightly. =P
yeah I think its really pointless
the worst part about it though is that it completely gets rid of assassinations because sprinting behind someone and trying to melees them results in the charge which either kills or misses lol
Well then on the correct topic… I half agree- especially since it’s scewwed me over in the past and has gotten me killed when I had wanted to simply punch someone.
It’s very interesting though, and I’m sad that it’s not too useful in most situations.
In my experience, the Shoulder Charge is a regular Melee with only a downside, no upside. I’ve been hit with it, only to be able to turn around and kill them before they can fight back. I’m not seeing any benefit to it. Why have an ability with no benefit?
I agree, it needs to go.
maybe it will be fun to use in campaign. unless something would replace it, don’t see a NEED for it to go. will just be an under utilized feature, no harm no foul type of thing.
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> This isn’t Destiny and it holds no place.
You’re right it isn’t Destiny. So it can hold a place here. And it does. So no I think it’ll stay.
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> > 2533274898040018;1:
> > This isn’t Destiny and it holds no place.
>
>
> You’re right it isn’t Destiny. So it can hold a place here. And it does. So no I think it’ll stay.
It can hold a place, but as it is now, it has no place. It’s redundant. It’s a melee that only has a downside with no positive.
I’d love an explanation into why the Shoulder Charge is something with a purpose. I’m genuinely curious.
I don’t see why it “needs to go”. I definitely wouldn’t have anything against it being removed, but it doesn’t really need to be.
I mean I agree it’s entirely pointless, but it doesn’t really damage the game in anyway. It’s just largely unused.
> yeah I think its really pointless
> the worst part about it though is that it completely gets rid of assassinations because sprinting behind someone and trying to melees them results in the charge which either kills or misses lol
You could just exit sprint right before you melee.
while I agree that it doesn’t really have much of a purpose in this game…it’s really not a problem though. There’s basically no situation where it’s a good idea to use…and I’m glad about that. Also very glad its not a freakin OHK. OHK crap is why Destiny is a fun but ultimately uncompetitive game (unless they put a playlist in without supers and way less heavy and special ammo).
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> yeah I think its really pointless
> the worst part about it though is that it completely gets rid of assassinations because sprinting behind someone and trying to melees them results in the charge which either kills or misses lol
I know, to assassinate I have to stop, wait enough for melee to be regular, than try to melee.
Charging, I can try it hope it doesn’t fail to kill or miss giving the enemy a chance to kill me since I’m vulnerable.
So it is like, -Yoink-, should I stop running or keep going for the charge. Eh, might as well not bother and just shoot them instead.
I thought it was useless at first but now I’m having a lot of success using it to run down fleeing enemies.
as it is in game right now its kinda broken. especially in breakout, i have had people just running around one hit charging people. in standard playlist with shields you can do this lame hit and run play style that is just stupid. i think one way to balance it if it has to stay in the game is to have it only activate during a thrust (so you would thrust and during that thrust if you melee its a charge) and to delay your sprint for a second or less so you have to commit and fight if you want to use.
I find the Spartan Charge more of a way to throw off the enemy, it’s like using the thruster pack into them, while also doing damage to them. Also hitting them from the side and killing them is just a fun thing to do.
It’s pretty much a sword lunge range melee attack, meant for gap closing with damage.
It’s not overwhelming or underwhelming, and doesn’t feel stitched in.
I honestly thought that the ground pound felt stitched in, but on further playing around with it, I found it can help create opportunities. Everything is really helpful but also has some form of skill required in it, as both the ground pound and charge have a recovery time.