So a lot of people don’t like Spartan Charge because they feel it is cheap and not fair. I personally think we should change the way it works though. First off, have the Spartan Charge have to charge up like the rail gun using the melee button. You can charge it up 5 sec ahead and stop it anytime between 1 and 4 sec but once that 5 sec mark hits, you have to charge. Also add a recovery time after you charge like you stay still for 2 sec after charge but have to wait 7 sec to firescape weapon. At this point Spartan Charge seems pretty uselse’s but what if you add a aoe damage that does slight damage and maybe rattle enemies around them. Make them go essentially blind for 2 sec and reduce magnetism and accuracy for 4 sec. This makes the Spartan Charge less useful for rounding corners but better for going into a group of enemies. A Spartan is the 2000 pounds of pure Hercules, able to flip tanks, but when he charges into a wall he shakes it off along with the person he it. It would be better if the Spartan Charge was not used for killing but jarring a crowd for your team to kill.
How would you charge it up? Are you sprinting while holding down the melee button or doing it before you sprint? I can already see problems with that approach. A quick example would be the melee button would most likely have to use a delay similar to ground pound’s delay in the air and that wouldn’t be good at all.
Being immobile after you use it would be too awkward and not being able to fire for 7 seconds would be awful. Seven seconds is a lifetime and I would never use it if that was implemented. The word you used when you were saying that is messed up so I’m just guessing that’s what you meant.
I think the AOE idea would just make it worse. It would be like having an H3 piece of equipment available which affected other people that you could spam for the entire game. The tradeoff isn’t that great either using your system. The people affected are temporarily blinded and lose accuracy for four seconds, but the spartan charger can’t fire for seven seconds so they would most likely die everytime they used spartan charge.
Ehh, it’s good that you’re thinking of ideas, but I’m not really a fan of any of them in their current form.
I think the biggest issue with Spartan Charge was really the short radar.
With the HCS radar, it feels a lot better. Since only movement abilities and shooting show up, combined with the increased radius, people who try to spartan charge in there get singled out quickly. It’s more of a desperation or distraction move now, still useful for people who aren’t paying attention but much less effective against higher skilled players.
That being said, I still think there should be some mechanic to make it a bit more counter-able, like a longer cooldown before being able to shoot. If you get charged while facing the guy, he shouldn’t be able to trade kills in time if you hit your shot.
Edit: Oh and I forgot: lag compensation shouldn’t favour the charger so much. With how fast the movement is, your opponent can be 5 feet or 15 feet away, there’s no way of knowing, it’s all connection based. if there is a discrepancy, the server should always preferentially go by what the connection of the one BEING charged is saying (eg. “the guy missed”) versus what the charger’s xbox is saying (“I hit him before he thrusted away”).
Or, they could fix it so you can 100% melee the guy who charged you back. I can’t say how many times I’ve seen a charge coming, melee’d, and it didn’t connect despite my opponent literally touching me.
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> I think the biggest issue with Spartan Charge was really the short radar.
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> With the HCS radar, it feels a lot better. Since only movement abilities and shooting show up, combined with the increased radius, people who try to spartan charge in there get singled out quickly. It’s more of a desperation or distraction move now, still useful for people who aren’t paying attention but much less effective against higher skilled players.
I fully agree with these statements. I think the Spartan Charge mechanic is fairly well implemented into the game under the new radar; though, I’d like to see the radar/tracker receive more changes such as this.
it needs to go. Theres no argument for that… But if we’re stuck with it then there’s no bleeping way the guy who charged should get first shot on the target too. God knows how many times my shields drop, I’m stunned and cant fire defensively, and the charger gets an easy headshot. Just stupid. If I was able to get a shot or two off to attempt to counter, I wouldn’t have as much of a problem with it.
With the new radar settings of HCS I think Spartan Charge is in a good place right now.
No it’s not in a good place, it’s horrible. The worst part is players don’t even have to make contact to do damage. And then they also get first shot. And to top it off they can turn corners and do it.