Spartan Charge is old and a little too powerful.

Weaponry, Power weapons, ground pound, mele, headshots, shields, health, thruster evade, crouch, sprinting, spartan charge. Those are all aspects
combat in Halo 5. Now, with so many aspects, you’d think there’d be some strategy variation right? Doesn’t seem like it. There isn’t a single time when I round a corner and i’m not spartan charged by a sprinting enemy. I do the same, always. Because spartan charge is unbalanced. Here’s why.

Halo 5 stands out from a lot of other FPS games because of it’s regenerating health and long times to kill. This is what makes Halo really good in my opinion, because it’s a break from all those .50 second shooters that break your thumbs. But with Spartan Charge, it’s the complete opposite. It takes all of your shield, and around 55% of your health, and then you’re susceptible to a headshot or just a burst from anything in general. This extreme power means it’s constantly used, and it gets old FAST. A lot of other things about Halo 5 are fun and new, and you’re gonna get a different experience, especially when you’re having gunfights. But when you turn a corner or get blindsided and have no time to respond, it takes away that feeling.

Now, here’s a few ways to balance it:

You could just remove it, but the amount of uproar from tryhards and no-skil- er, I mean players that enjoy spartan charge would be immense.

So, here’s an idea: With other weapons that don’t have long TTK’s, like the rocket launcher, ground pound, and snipers etc, there’s always some negative effect that balances them. With the Rocket Lawnchair, you need to be careful not to blow yourself up, and the projectiles move slow meaning it’s hard to get shots that aren’t close to you. With ground pound, it needs to be charged, and aimed correctly. You mostly need to lead your shots as well when people are moving. But with spartan charge, you simply sprint, press RB and if you’re aiming in the general direction of an enemy the game does the rest, with no negative repercussion. So why not add impact damage, like you can lose 50% of your shield when you crash into a wall, player or vehicle. This would make the fights a lot more fair, instead of heavily favoring the player receiving the thwack.

Now, remember how I said “The game does the rest”? Well, this could be nerfed too. Maybe remove some of the aim assist in spartan charging, so you would need to time it better and not just be able to jump up while full sprinting and get mid air spartan charges.

The worst thing about Spartan Charging? The range, the range. It’s ridiculous. I’ve earned myself way too many kills by spartan charging someone in the back from ten feet away. The range needs to get reduced.

Agree with me? Disagree? Tell me. I’d love to hear what you guys think.

I think everyone hates Spartan charge for the most part. I haven’t heard one person praise it. Like it being in the game is fine but it should be nerfed

Just because you like Spartan Charge does not mean you are a noob or a tryhard, necessarily. That being said, while I like the ability, I don’t like the state of the ability, and I believe I speak for a lot of people when I say that. Spartan Charge is an excellent idea; it just needed to be executed much differently.

I don’t think the player should lose any shields from charging; if anything, 15% maximum. The “aim assist” should be decreased significantly, and other players should be able to jump or thrust out of the way fairly easily. The range should also be decreased slightly. Most importantly, if a player charges, and does not hit anything, he should have a “stumbling” effect, where he lowers his weapon and loses 80% of his movement speed for one second.

> 2535460550943257;3:
> Just because you like Spartan Charge does not mean you are a noob or a tryhard, necessarily. That being said, while I like the ability, I don’t like the state of the ability, and I believe I speak for a lot of people when I say that. Spartan Charge is an excellent idea; it just needed to be executed much differently.
>
> I don’t think the player should lose any shields from charging; if anything, 15% maximum. The “aim assist” should be decreased significantly, and other players should be able to jump or thrust out of the way fairly easily. The range should also be decreased slightly. Most importantly, if a player charges, and does not hit anything, he should have a “stumbling” effect, where he lowers his weapon and loses 80% of his movement speed for one second.

The tryhard/noob was a joke if you didn’t realize.

Otherwise you pretty much restated everything I said accept for the losing shields, but I like that stumbling idea.

This isn’t my idea, but another idea to nerf the spartan charge is to have it automatically disabled when making sharp turns. It makes sense after all, YOU try running around a corner and tackling someone at full force. It requires momentum, something spartans shouldn’t have in these cases. With this suggested nerf, people would have to run fairly straight to charge successfully, so it can’t be a sort of ‘panic button’ you press when you run around a corner and see an enemy shooting before you can stop sprinting.

> 2535449076192416;5:
> This isn’t my idea, but another idea to nerf the spartan charge is to have it automatically disabled when making sharp turns. It makes sense after all, YOU try running around a corner and tackling someone at full force. It requires momentum, something spartans shouldn’t have in these cases. With this suggested nerf, people would have to run fairly straight to charge successfully, so it can’t be a sort of ‘panic button’ you press when you run around a corner and see an enemy shooting before you can stop sprinting.

Yeah, that makes a lot of sense.

It’s the Armor Lock of H5 - melee is ineffective, it encourages sprinting without shooting, insufficient counter to back up from it

If it wasn’t for that stubborn Spartan Company commendation, I would’ve ditched Spartan Charge a LONG TIME AGO.

It’s a poor ability, should’ve never been added to Halo. That being said, it’s been in the game for too long now, they shouldn’t get rid of it. Just keep it locked in H5 for good.

They need to reduce its auto aim radius.

You shouldn’t be able to hit targets at or greater than 90’ degrees.

Landing a spartan charge arround a corner shouldn’t be possible.(even with max sensitivity)

100% agree. I’m baffled that spartan charge wasn’t nerfed in the november update.

(pretty much everything is wrong with the november update, so in a way I really wasn’t surprised)Spartan charge has the power of about 4 magnum bullets. You spartan charge someone and pop one bullet in the head and they’re dead. That’s insane! At the same time, a person who is getting spartan charged and sees it coming, and pops 3 magnum bullets in the charger, will still lose the fight.

I like your solutions. I also saw someone suggesting, that you shouldn’t be able to spartan charge someone when getting shot at. It’s not possible to run away when getting shot at, so why should it be possible to spartan charge someone when getting shot at?

Spartan charge should be a high risk, high reward attack. Now it’s just a high reward attack with hardly any risks.

I’m not quite sure but I think some people have discussed this before ( sarcasm ) spartan charge is annoying correct and it doesn’t fit in halo. We all feel this way as it was a stolen mechanic from D1, expect it gone in halo 6

So…guess Im the only one who doesnt mind it, huh? Again?

> 2533274907200114;13:
> So…guess Im the only one who doesnt mind it, huh? Again?

Sink his boat.

> 2533274907200114;13:
> So…guess Im the only one who doesnt mind it, huh? Again?

I enjoy it and I don’t use it too often anyhow as I’m a more cautious player as opposed to running in guns blazing. It is also quite dodgable :slight_smile: .

> 2535415086643843;1:
> Weaponry, Power weapons, ground pound, mele, headshots, shields, health, thruster evade, crouch, sprinting, spartan charge. Those are all aspects
> combat in Halo 5. Now, with so many aspects, you’d think there’d be some strategy variation right? Doesn’t seem like it. There isn’t a single time when I round a corner and i’m not spartan charged by a sprinting enemy. I do the same, always. Because spartan charge is unbalanced. Here’s why.
>
> Halo 5 stands out from a lot of other FPS games because of it’s regenerating health and long times to kill. This is what makes Halo really good in my opinion, because it’s a break from all those .50 second shooters that break your thumbs. But with Spartan Charge, it’s the complete opposite. It takes all of your shield, and around 55% of your health, and then you’re susceptible to a headshot or just a burst from anything in general. This extreme power means it’s constantly used, and it gets old FAST. A lot of other things about Halo 5 are fun and new, and you’re gonna get a different experience, especially when you’re having gunfights. But when you turn a corner or get blindsided and have no time to respond, it takes away that feeling.
>
> Now, here’s a few ways to balance it:
>
> You could just remove it, but the amount of uproar from tryhards and no-skil- er, I mean players that enjoy spartan charge would be immense.
>
> So, here’s an idea: With other weapons that don’t have long TTK’s, like the rocket launcher, ground pound, and snipers etc, there’s always some negative effect that balances them. With the Rocket Lawnchair, you need to be careful not to blow yourself up, and the projectiles move slow meaning it’s hard to get shots that aren’t close to you. With ground pound, it needs to be charged, and aimed correctly. You mostly need to lead your shots as well when people are moving. But with spartan charge, you simply sprint, press RB and if you’re aiming in the general direction of an enemy the game does the rest, with no negative repercussion. So why not add impact damage, like you can lose 50% of your shield when you crash into a wall, player or vehicle. This would make the fights a lot more fair, instead of heavily favoring the player receiving the thwack.
>
> Now, remember how I said “The game does the rest”? Well, this could be nerfed too. Maybe remove some of the aim assist in spartan charging, so you would need to time it better and not just be able to jump up while full sprinting and get mid air spartan charges.
>
> The worst thing about Spartan Charging? The range, the range. It’s ridiculous. I’ve earned myself way too many kills by spartan charging someone in the back from ten feet away. The range needs to get reduced.
>
> Agree with me? Disagree? Tell me. I’d love to hear what you guys think.

Completely agree it’s my least favourite thing about this game especially playing from Australia we deal with enough latency to begin with and we are literally helpless against the charge I get hit around corners through walls and even up or down floors cause of the lag then get finished off before I get a shot away and don’t get get ne startes about how many times I’ve died facing the g enemy amdnit one hit kills me

> 2533274881208760;15:
> > 2533274907200114;13:
> > So…guess Im the only one who doesnt mind it, huh? Again?
>
> I enjoy it and I don’t use it too often anyhow as I’m a more cautious player as opposed to running in guns blazing. It is also quite dodgable :slight_smile: .

The amount of times I’ve missed with both it and Ground Pound makes me wonder just how its possible for people to keep getting killed by it enough to complain. It was literally the last thing I got done, after Cliffhangers.

Spartan charge is an ability that rewards reckless play rather than punishing it, something older Halos except Reach and 4 would do to you. Rather than being mindful of your movements, you can just run around aimlessly and if you run into someone about to jump you, press a button and get out of jail. Yes, there are instances of it being used smartly. But that doesn’t make it a good ability.

While I advocate for the ability to be removed in it’s entirety, there are ways to balance it.
1: Increase motion tracker range.
2: Make it so your thrusters are used up, meaning it has to be a more deliberate move. After all, you can’t thrust anymore. And a longer recharge time than normal.
3: Reduce range and aim assist slightly.

However, while those 3 things would bring it under control, it’s better to purge it entirely.

This is an easy one. Go back to the beta size reticle and we should be fine. It was around 50% smaller than the final game’s. The impact damage is a good idea too.

> 2533274907200114;17:
> > 2533274881208760;15:
> > > 2533274907200114;13:
> > > So…guess Im the only one who doesnt mind it, huh? Again?
> >
> > I enjoy it and I don’t use it too often anyhow as I’m a more cautious player as opposed to running in guns blazing. It is also quite dodgable :slight_smile: .
>
> The amount of times I’ve missed with both it and Ground Pound makes me wonder just how its possible for people to keep getting killed by it enough to complain. It was literally the last thing I got done, after Cliffhangers.

Play from Australia it’s literally undodgeable with our latency