An ability that can negate close-quarters duels by sprinting towards an enemy, crippling their health and sending them into the air in a game that already has low gravity cannot be defined as “competitive”, and I say this as a person who has far more kills than deaths with it. Even as I perform well with it, I’m well aware that this is an unfair and unbalanced ability that hurts the game. If I see an enemy just within radar range, I have two options: Try my luck in a standard duel. Might win, might not. Or… I can sprint at them, charge and drop their health to the point where a single BR body shot or a couple of AR rounds will kill them. But yeah nah those two options are perfectly and equally viable options in a competitive arena game.
Perhaps in Warzone (what the game was clearly built around) this ability seems fair, seeing as it’s a massive-scale PvE environment that is, by its nature, chaotic and not entirely fair. But in a 4v4 ranked playlist? Yeah, no thanks.
Allow me to specify that this post does not relate to Ground Pound. I enjoy that very, very much.
I absolutely hate it. It’s the ONE thing I would change if I could. It’s so stupid and cheap. I can kill the guy that runs around the corner and spartan charges me, but since my shields are gone after the fact I usually get cleaned up by one of his teammates.
I will admit a while back in Warzone when a speed boost made spartan charge a one hit kill AND you could get your shields back while sprinting we used to have A LOT of fun with that mechanic. It was so stupid and so OP, but it was hilarious and fun. We would get entire teams with speed boost and do nothing but spartan charge people and absolutely wreck because there was no way to combat it. Ha!
> 2533274849069111;1:
> An ability that can negate close-quarters duels by sprinting towards an enemy, crippling their health and sending them into the air in a game that already has low gravity cannot be defined as “competitive”, and I say this as a person who has far more kills than deaths with it. Even as I perform well with it, I’m well aware that this is an unfair and unbalanced ability that hurts the game. If I see an enemy just within radar range, I have two options: Try my luck in a standard duel. Might win, might not. Or… I can sprint at them, charge and drop their health to the point where a single BR body shot or a couple of AR rounds will kill them. But yeah nah those two options are perfectly and equally viable options in a competitive arena game.
>
> Perhaps in Warzone (what the game was clearly built around) this ability seems fair, seeing as it’s a massive-scale PvE environment that is, by its nature, chaotic and not entirely fair. But in a 4v4 ranked playlist? Yeah, no thanks.
To be honest, this topic has been beaten to death and I’m sick and tired of hearing about it. While I and many others agree with your opinion on charge, it was made in the first place to prevent sprinting into a room and meleeing someone twice to instantly kill them. While this is kind of still the case, your teammates maybe have a little more time to kill your attacker. Also, you didn’t offer a solution, just complained, which is pretty negative. There is no need though, a lot of people agree on removing Charge knockback. Just thought I’d throw in my two cents.
> 2535468922214942;3:
> > 2533274849069111;1:
> > An ability that can negate close-quarters duels by sprinting towards an enemy, crippling their health and sending them into the air in a game that already has low gravity cannot be defined as “competitive”, and I say this as a person who has far more kills than deaths with it. Even as I perform well with it, I’m well aware that this is an unfair and unbalanced ability that hurts the game. If I see an enemy just within radar range, I have two options: Try my luck in a standard duel. Might win, might not. Or… I can sprint at them, charge and drop their health to the point where a single BR body shot or a couple of AR rounds will kill them. But yeah nah those two options are perfectly and equally viable options in a competitive arena game.
> >
> > Perhaps in Warzone (what the game was clearly built around) this ability seems fair, seeing as it’s a massive-scale PvE environment that is, by its nature, chaotic and not entirely fair. But in a 4v4 ranked playlist? Yeah, no thanks.
>
> To be honest, this topic has been beaten to death and I’m sick and tired of hearing about it. While I and many others agree with your opinion on charge, it was made in the first place to prevent sprinting into a room and meleeing someone twice to instantly kill them. While this is kind of still the case, your teammates maybe have a little more time to kill your attacker. Also, you didn’t offer a solution, just complained, which is pretty negative. There is no need though, a lot of people agree on removing Charge knockback. Just thought I’d throw in my two cents.
> 2535468922214942;3:
> > 2533274849069111;1:
> > An ability that can negate close-quarters duels by sprinting towards an enemy, crippling their health and sending them into the air in a game that already has low gravity cannot be defined as “competitive”, and I say this as a person who has far more kills than deaths with it. Even as I perform well with it, I’m well aware that this is an unfair and unbalanced ability that hurts the game. If I see an enemy just within radar range, I have two options: Try my luck in a standard duel. Might win, might not. Or… I can sprint at them, charge and drop their health to the point where a single BR body shot or a couple of AR rounds will kill them. But yeah nah those two options are perfectly and equally viable options in a competitive arena game.
> >
> > Perhaps in Warzone (what the game was clearly built around) this ability seems fair, seeing as it’s a massive-scale PvE environment that is, by its nature, chaotic and not entirely fair. But in a 4v4 ranked playlist? Yeah, no thanks.
>
> To be honest, this topic has been beaten to death and I’m sick and tired of hearing about it. While I and many others agree with your opinion on charge, it was made in the first place to prevent sprinting into a room and meleeing someone twice to instantly kill them. While this is kind of still the case, your teammates maybe have a little more time to kill your attacker. Also, you didn’t offer a solution, just complained, which is pretty negative. There is no need though, a lot of people agree on removing Charge knockback. Just thought I’d throw in my two cents.
Oh, I’m terribly sorry.
A fix, eh? Just remove it.
Also, as you can see by my rank, I’ve not been here long. So I haven’t seen other Spartan Charge threads.
> 2533274849069111;5:
> > 2535468922214942;3:
> > > 2533274849069111;1:
> > > An ability that can negate close-quarters duels by sprinting towards an enemy, crippling their health and sending them into the air in a game that already has low gravity cannot be defined as “competitive”, and I say this as a person who has far more kills than deaths with it. Even as I perform well with it, I’m well aware that this is an unfair and unbalanced ability that hurts the game. If I see an enemy just within radar range, I have two options: Try my luck in a standard duel. Might win, might not. Or… I can sprint at them, charge and drop their health to the point where a single BR body shot or a couple of AR rounds will kill them. But yeah nah those two options are perfectly and equally viable options in a competitive arena game.
> > >
> > > Perhaps in Warzone (what the game was clearly built around) this ability seems fair, seeing as it’s a massive-scale PvE environment that is, by its nature, chaotic and not entirely fair. But in a 4v4 ranked playlist? Yeah, no thanks.
> >
> > To be honest, this topic has been beaten to death and I’m sick and tired of hearing about it. While I and many others agree with your opinion on charge, it was made in the first place to prevent sprinting into a room and meleeing someone twice to instantly kill them. While this is kind of still the case, your teammates maybe have a little more time to kill your attacker. Also, you didn’t offer a solution, just complained, which is pretty negative. There is no need though, a lot of people agree on removing Charge knockback. Just thought I’d throw in my two cents.
>
> Oh, I’m terribly sorry.
>
> A fix, eh? Just remove it.
>
> Also, as you can see by my rank, I’ve not been here long. So I haven’t seen other Spartan Charge threads.
Actually, that doesn’t offer much in the way of discussion. I propose lowering its damage slightly, maybe increase the distance it knocks people back and increase the amount of Sprint time needed to execute it.
Its concept made perfect sense with the mechanics they had, it was something to replace the double melee problem with sprinting, seen in Reach and 4, while still being a melee. The knockback is there to further prevent this, preventing the user from immediately meleeing again and getting a near instant kill, while the opponent can continue shooting.
Mix that with the other hindrances of Sprint (can’t go until full Sprint when shot at, no shield regen, etc.), it becomes a risk-reward time of mechanic to gain a slight bit more damage than a regular melee, but something you have to commit to. If someone sees you at range, you’ll lose your shield before you even attempt the Spartan Charge, and you’ll die during your stun time.
The problem is the fact that your body essentially receives “bullet magnetism” and homes in on targets when its remotely close enough, providing hits when it shouldn’t and making it harder to dodge. 343i needs to decrease that magnetism down to near zero so you only go in a straight line, and increase the stun time of the user a bit, and it quite literally becomes a sprinting melee.
Imagine for a moment there were no Spartan Charge. A player could just sprint around a corner and instead of Spartan Charging, he’d just melee > thrust > melee and you’re dead.
I think Spartan Charge is a balance mechanic so that sprinting players have to go through that animation before they’re able to melee/shoot again. At least this gives the player who got charged time to “duel” the person who charged them. Typically Spartan Charges get traded with a melee, and then its a race for a headshot or melee.
Without Spartan Charge you’d just get meleed out of noware, and then the dude would thrust and kill you. It’d be even more frustrating than Spartan Charge. The magnetism has already been nerfed, and Spartan Charges represent a tiny fraction of most players kills (much less than 10%), so there really isn’t a problem with it as is.
I’ve actually grown to love the Spartan Charge. I feel like people just don’t ever really prepare for it. Other than that, you gotta hold on to your thrusts. I feel like it lets you feel more safe running into rooms where you know a dude is crouching too. Plus, in all honesty how many times have you killed a dude who was sparging when he shouldn’t have? I feel like that happens more than getting killed by it, but its pretty close. I feel like I have a lot of missed sparges that touch a wall and get people screwed and stuff.
I despise the spartan charge. I’ve only been able to counter it if I see them coming, and can get a few rounds into them before the strike, and melee them as soon as they bash me. They die, and I’m close to death, but still alive. if I don’t know they’re coming, then by the time I see them on the motion detector, it’s too late. They’ve already bashed me, and I’m paralyzed for a second. Cannot fight back; just have to wait and die.
Spartan Charge is, perhaps, the only thing I’ve ever experienced in Halo that I would glad about if it didn’t make any returns in future Halos.
Sprint is fine.
Ground Pound is fine.
Armor abilities are okay.
Even armor lock I can live with.
Bubble shields and EMP emitters, meh.
Spartan Charge? No thank you.
> 2533274832309691;12:
> I despise the spartan charge. I’ve only been able to counter it if I see them coming, and can get a few rounds into them before the strike, and melee them as soon as they bash me. They die, and I’m close to death, but still alive. if I don’t know they’re coming, then by the time I see them on the motion detector, it’s too late.
That’s basically how a standard melee works except there’s a larger chance you see them on a radar.
> 2533274849069111;6:
> > 2533274849069111;5:
> > > 2535468922214942;3:
> > > > 2533274849069111;1:
> > > > An ability that can negate close-quarters duels by sprinting towards an enemy, crippling their health and sending them into the air in a game that already has low gravity cannot be defined as “competitive”, and I say this as a person who has far more kills than deaths with it. Even as I perform well with it, I’m well aware that this is an unfair and unbalanced ability that hurts the game. If I see an enemy just within radar range, I have two options: Try my luck in a standard duel. Might win, might not. Or… I can sprint at them, charge and drop their health to the point where a single BR body shot or a couple of AR rounds will kill them. But yeah nah those two options are perfectly and equally viable options in a competitive arena game.
> > > >
> > > > Perhaps in Warzone (what the game was clearly built around) this ability seems fair, seeing as it’s a massive-scale PvE environment that is, by its nature, chaotic and not entirely fair. But in a 4v4 ranked playlist? Yeah, no thanks.
> > >
> > > To be honest, this topic has been beaten to death and I’m sick and tired of hearing about it. While I and many others agree with your opinion on charge, it was made in the first place to prevent sprinting into a room and meleeing someone twice to instantly kill them. While this is kind of still the case, your teammates maybe have a little more time to kill your attacker. Also, you didn’t offer a solution, just complained, which is pretty negative. There is no need though, a lot of people agree on removing Charge knockback. Just thought I’d throw in my two cents.
> >
> > Oh, I’m terribly sorry.
> >
> > A fix, eh? Just remove it.
> >
> > Also, as you can see by my rank, I’ve not been here long. So I haven’t seen other Spartan Charge threads.
>
> Actually, that doesn’t offer much in the way of discussion. I propose lowering its damage slightly, maybe increase the distance it knocks people back and increase the amount of Sprint time needed to execute it.
no, just remove it. Its not just that the ability is overpowered but the kinda of gameplay that the mechanic creates is the real problem. Its either still useful and will cause the same kind of gameplay or not useful and then have no point being in the game.
> 2716903703776124;11:
> I’ve actually grown to love the Spartan Charge. I feel like people just don’t ever really prepare for it. Other than that, you gotta hold on to your thrusts. I feel like it lets you feel more safe running into rooms where you know a dude is crouching too. Plus, in all honesty how many times have you killed a dude who was sparging when he shouldn’t have? I feel like that happens more than getting killed by it, but its pretty close. I feel like I have a lot of missed sparges that touch a wall and get people screwed and stuff.
>
> And I adore the ground pound.
this is very ignorant to how the mechanic works. You cant jump over it because it magnetizes up and unless you thrust at exactly the right time it will magnetize to the left or the right. I’ve had way too much experience with this mechanic to know this. I even did a test in custom games to see the magnetism and rage and all of that and it is ridiculous.
yeah it kind of kills close quarters, I’m all for the new and improved movement but not a fan of the spartan charge or the ground pound. The amount of times I’ve been charged while playing breakout is too many haha
am trying to defend a flag carrier with a shotgun and buddies always just come flying around and boost into you sending you to the moon