Spartan Ability Balancing and other Annoyances

I actually like spartan abilities but I feel like they need work.

Ground Pound: Idk if this got a buff or something recently but I am dying a lot more to it in a single hit than I did before. I think it is stupid that simply hitting the ground is going to kill someone. I could see it lowering the shields and only being a kill with a direct hit, but killing someone with the force from the impact? I feel like it should be like the Halo 3 gravity hammer where it only kills with a direct hit but can still lower shields.

Spartan Charge: I hate how inconsistent this ability is when you are shooting someone charging at you. The hit registration at times is awful and the charging player will be practically invincible during the charge. Sometimes I can melee them when they charge, other times the melee doesn’t register. It is frustrating to deal with. I also think that being able to turn on a dime with the charge is dumb as well. There’s no way something is going to be able to hold that momentum while turning like that. On top of the ridiculous turning, there is the tracking where the charge will follow you when you boost to the side. Considering that it literally only takes 1 or 2 AR rounds to kill you after a charge, it is too easy for people running around with an AR to get easy kills.

Warzone Assault: There’s a bit wrong with this game type but by far the most annoying is how slow defenders get REQs. In just the past week, I have instances where I have had 8 more kills than an opposing player and will barely unlock my 4th or 5th REQ level and that player will already have a Sniper Rifle or a Tank. On one match, I had 21 kills on defense at the end of the match and barely unlocked level 5 moments before the core was destroyed. In another match, I hit level 5 REQs in 12 kills on offense. What am I supposed to use against Snipers and Tanks with only lvl 4 or 5 REQs? The attack team seems to win most of the time if they make it past the first capture point because it just snowballs.

The spawning in Warzone playlists: Who ever designed the spawning in this needs to be fired and shouldn’t ever be allowed to set foot in a game developer studio ever again. I rarely ever spawn where I want to spawn. I will try to spawn in Fortress and it will put me back where Warden spawns or close to one of the armories. I will spawn on armory and it will spawn me outside of the armory where I am instantly shot to death. In Warzone Assault it will sometimes funnel attacks through the same spawn where a defending team can just lock down the spawn for 6 minutes or vice-versa.

AI in Warzone: This one is just more of an annoyance than anything else. I don’t know why but I am constantly being killed by AI when I am not shooting at them or close to them. On Apex I have been killed by the starting Hunters so much that it doesn’t surprise me. Sometimes I will come up behind the enemy team and try to kill them while they are focused on the AI and the AI will ignore them and blast me when I am behind 4-5 players. On Apex, Noctus, and Arc I have been killed by AI flyers so much while just trying to move about the map. I have been killed by the wraith on Stormbreak a couple times near Armory. It is annoying.

> 2533274797149385;1:
> I actually like spartan abilities but I feel like they need work.
>
> Ground Pound: It does 110 damage as a direct hit. it can only kill in the area if the enemy has been previously hurt or is in a playlist without shields (SWAT/Breakout)
>
> Spartan Charge: Its just as balanced as running up to someone and meleeing normally. its thruster assisted if you look, so no need for conservation of momentum if thats your issue. i find it incredibly inconsistent when attacking with it, it nas virtually 0 assist imo.
>
> Warzone Assault: Agree on this one, The defenders need to roll up at the same speed (or maybe even a smidgen faster) than the attackers
>
> The spawning in Warzone playlists: Agree to a point, i think the game would benefit from more controlled spawning, most of the locations are great, but for main warzone, it should be IN or close around (if under attack) of the objective. in assault, it would be beneficial to select a side ‘South Garage 1’ or ‘South Garage East’ then ‘South Garage 2’ or ‘South Garage West’. kinda thing.
>
> AI in Warzone: AI’s movements should match the targeting, i want the bosses to go hammer a location and actually move around…

Answers on a postcard. (or in bold)

> 2533274836357090;2:
> > 2533274797149385;1:
> > I actually like spartan abilities but I feel like they need work.
> >
> > Ground Pound: It does 110 damage as a direct hit. it can only kill in the area if the enemy has been previously hurt or is in a playlist without shields (SWAT/Breakout)
> >
> > Spartan Charge: Its just as balanced as running up to someone and meleeing normally. its thruster assisted if you look, so no need for conservation of momentum if thats your issue. i find it incredibly inconsistent when attacking with it, it nas virtually 0 assist imo.
> >
> > Warzone Assault: Agree on this one, The defenders need to roll up at the same speed (or maybe even a smidgen faster) than the attackers
> >
> > The spawning in Warzone playlists: Agree to a point, i think the game would benefit from more controlled spawning, most of the locations are great, but for main warzone, it should be IN or close around (if under attack) of the objective. in assault, it would be beneficial to select a side ‘South Garage 1’ or ‘South Garage East’ then ‘South Garage 2’ or ‘South Garage West’. kinda thing.
> >
> > AI in Warzone: AI’s movements should match the targeting, i want the bosses to go hammer a location and actually move around…
>
>
> Answers on a postcard. (or in bold)

  1. That is what I thought but I have still killed and been killed without any damage being done just by the landing. I have even gone into Theater to confirm it. Idk if it is lag, hit detection, or what but I have seen it happen even in theater mode. I got a double kill last week on two full shield players just by landing between them.

  2. There is tracking with the charge. This is another thing I have seen in theater to confirm. As far as momentum goes, even if it is thruster assisted, there aren’t thrusters on the sides to help them turn so the problem would still stand. It does more damage than a melee and has longer range.

I agree with the other points.