I should of gone over this in my “Real Talk” thread but I forgot…What? I’m human too.

Anyways this is a cry for a nerf but this idea will make it less potent. As I said in my “real talk” thread 343i hs done amazingly well with all the core HAlo features,the new ones they’ve added just needs some tweaks.
These are the topics I’ll dig into in this post to try to talk about the pros and cons. RA stands for Recommend Adjustment.
- It’s magnetism.
There have been many times where I’ve charged just to close the gap but I my spartan will fly another 4 meters to hit the target. This can be seen alot in Grifball.
Spartan Charge’s magnetism is pretty well granted. It’s designed to compensate for other players sprint. If someone is getting further away from you and you charge and wiff because there is no way to stick to them, then all you can do is watch them run away spraying bullets at them. Not to mention that sprinting around trying to hit a small target could be frustrating and it is there, like many other features in Halo, help the player kill. That sentence sound a little dark but you get what I’m saying.
RA: While the magnetism is justified, I personally think it should only be in effect when you’re going after another moving target not a stationary target. I’m not sure if something like that can be implemented but if I can, I’d rather have it then what we have now.
- Melee Weapons
Speaking of Grifball, Spartan charge no doubt has changed sword and hammer dualing. The sad part with this is that dualing was fun before but now it’s just down to however can charge the other guy first. Since this is sort of a real talk post, there is some light to shine and that is most melee weapon engagements don’t have both players charging each other since in a normal game using a melee weapon means you have to be very nimble and avoid detection. So for normal games this isn’t a problem but in grifball it does become a bit of a pain when a team has the ball so the other side just Spartan charges the carrier defenders. They will certainly kill them or kill them along with dying themselves leaving the carrier to a swordsman and unless they’re a carrier who can properly time their melee, death is assumed.
RA: It makes alot of sense for melee weapons to one shot with spartan charge what doesn’t make sense is that Melee weapons don’t clash when both people spartan charge each other with melee weapons. While I can understand hammers but bayonets and energy swords should get a clash instead of a straight up kill. Clashing is a good balance and could promote more play styles then just rush and stab.
- It’s engage power.
Spartan charge is a powerful engage tool but just like Sion’s ultimate it’s also a powerful movement and escape tactic.
If you see a duel going sour or you’re out of shields hiding waiting for them to recharge, there is a high chance that you’re going to be meet with a spartan charge. I personally think this is why people complain the most about it. You narrowly escape, you wait for round too and like a human torpedo a Spartan blasts you into a oblivion. The perfect way to make balanced game is to go with the point of, was it fun to lose and was it fun to win. Being charged with no shields isn’t fun. In a game all about hte skill of the kill, this situation takes away too much of it and it just feels cheap.
RA: I personally think that Ground Pound should be Halo’s engagement tool but that doesn’t mean spartan charge has to suffer for it. A reasonable adjustment to Spartan Charges engage is to make it similar to another look into a League of Legends character that I’ve been testing Aurelion Sol. The clear answer is to give Spartan charge a set window to be activated. Allow it to be activated after feeling up a gauge. This gauge will lose tons of energy when you make sharp turns. This will allow player to still engage into battles but hurt the abilities power to just execute a weakened opponents taking cover.
Pulling someone out of cover is a high skilled move in Halo. We don’t need skill taken away from us again.
- It’s damage to vehicles.
This is extremely underwhelming and I’ll go deeper into this below. It’s just (insert fart sound here) kinds of bad.
RA: While it could be unreasonable to do tremendous harm to tanks for gameplay purposes there is little reason for a Spartan Charge to not topple a warthog, ghost, mongoose or atleast shack a tank. If you want to talk about feeling like a Spartan, ramming into a jeep throwing it off into a cliff is a good example if you ask me.
This could possibly hurt low level vehicle play and ramming So I thin it’d be best to have it only affect vehicles if they are hit from their sides. Charging a ghost head on shouldn’t leave the ghost looking like…it just ran over a Spartan. While in lore that’s okay but in gameplay it would just ruin too much for nothing.
These are some good adjusts for course from my perspective but I’m only one person who’s probably in the minority when it comes to these ideas. Many people will claim that Spartan charges takes an absurd amount of skill but…I just can’t agree with that and I don’t believe in nerfs without compensation buffs.
TL DR
Magnetism stronger when a target is sprinting weaker when they aren’t.
Keep melee weapons a one shot when someones charges into a player but allow two Spartan charges with melee weapons to clash.
Make it so Spartan charge has to charge up to be used (no longer then it already does) make the charge go away if they make sharp turns, to prevent cover negation.
Allow Spartan Charge to topple light vehicles but only if it hits them from the sides.