The problem with Dash and Spartan Charge

It seems that the one of the main purposes for the dash mechanic simply doesn’t work well enough. What I mean by that, is that you still get hit while attempting to dodge out of the way of danger. If someone is sprinting towards you preparing a spartan charge (which everyone is), you see the danger, and then you use the dash (what you would assume its there for) to dodge said spartan charge. Makes sense right? Apart from that spartan charge is way OP and locks onto you, meaning you still get hit anyway. This is also similar to ground pound. I don’t actually have anything against ground pound, but when you see / hear someone is loading one up, so you dash to get out of the way, you still get hit by it. Seems stupid.

Which brings me on to how OP spartan charge is. Way to easy for people to just sprint round the map spartan charging everyone because of the auto aim assist thats on it. Now there is something else ive noticed about it as well. Correct me if I’m wrong but it seems that when a player hits another with a spartan charge, they can start spraying the AR way quicker than the player who took the spartan charge hit?

That’s why radar is there, if someone is moving fast at you at an alarming speed you gotta dash way before they pull the trigger, honestly sometimes just strafing works too, but if said Spartan is running at you from the front it’s best to get a few good shots into him and then when he charges you, the lunge on melees will kill him since you already dealt damage with a weapon, and there is also a very clear sign someone is running at you full speed, you can hear their thrusters whirl they run, although I hear it more in arena matches compared to warzone, but it’s a good heads up most of the time, the ground pound is another deal, you may boost out of the way, but since you boosted early the other player might not have even start pounding and was still floating and we’ll he most likely aimed at you last second.

> 2535408651840811;2:
> That’s why radar is there, if someone is moving fast at you at an alarming speed you gotta dash way before they pull the trigger, honestly sometimes just strafing works too, but if said Spartan is running at you from the front it’s best to get a few good shots into him and then when he charges you, the lunge on melees will kill him since you already dealt damage with a weapon, and there is also a very clear sign someone is running at you full speed, you can hear their thrusters whirl they run, although I hear it more in arena matches compared to warzone, but it’s a good heads up most of the time, the ground pound is another deal, you may boost out of the way, but since you boosted early the other player might not have even start pounding and was still floating and we’ll he most likely aimed at you last second.

Unfortunately, H5’s radar is so poor that that can’t happen, as the range is built around boosting the effectiveness of spartan charge

OP is one hundred percent right. Forget trying to ninja/dodge a spartan charge that comes from behind. Not gonna happen. Spartan charges also frequently curve, even around walls sometimes. Dodging by going backwards from a charge doesn’t work either, even when you’re physically out of range, if the lock was given you’re going to take damage.

Ground pound on the other hand is much more balanced. There are several ways to dodge, and the splash damage doesn’t stun the receiver, giving you the chance at reversing it if you’re quick enough. Direct impact from a high enough altitude is an insta kill… That makes sense, since it’s literally the splash damage combined with regular melee.

The magnetism of the ground pound needs to be nerfed.

It’s like going from Halo CE’s Melee to Halo 2’s Melee.

Spartan Charge, small radar + lag to Australia makes me sadface. Great in concept but the whole Spartan Charge cancels my ability to melee just broken.

> 2535408651840811;2:
> That’s why radar is there, if someone is moving fast at you at an alarming speed you gotta dash way before they pull the trigger, honestly sometimes just strafing works too, but if said Spartan is running at you from the front it’s best to get a few good shots into him and then when he charges you, the lunge on melees will kill him since you already dealt damage with a weapon, and there is also a very clear sign someone is running at you full speed, you can hear their thrusters whirl they run, although I hear it more in arena matches compared to warzone, but it’s a good heads up most of the time, the ground pound is another deal, you may boost out of the way, but since you boosted early the other player might not have even start pounding and was still floating and we’ll he most likely aimed at you last second.

The radar is completely useless in this game.

Spartan Charge only really needs its magnetism reduced. Other than that, I think it’s fine.

> 2533274800888001;3:
> > 2535408651840811;2:
> > That’s why radar is there, if someone is moving fast at you at an alarming speed you gotta dash way before they pull the trigger, honestly sometimes just strafing works too, but if said Spartan is running at you from the front it’s best to get a few good shots into him and then when he charges you, the lunge on melees will kill him since you already dealt damage with a weapon, and there is also a very clear sign someone is running at you full speed, you can hear their thrusters whirl they run, although I hear it more in arena matches compared to warzone, but it’s a good heads up most of the time, the ground pound is another deal, you may boost out of the way, but since you boosted early the other player might not have even start pounding and was still floating and we’ll he most likely aimed at you last second.
>
>
> Unfortunately, H5’s radar is so poor that that can’t happen, as the range is built around boosting the effectiveness of spartan charge

I do just great with the radar Wether it had 25 or 18m, it hasn’t changed my experience with it at all.

> 2533274830513360;7:
> > 2535408651840811;2:
> > That’s why radar is there, if someone is moving fast at you at an alarming speed you gotta dash way before they pull the trigger, honestly sometimes just strafing works too, but if said Spartan is running at you from the front it’s best to get a few good shots into him and then when he charges you, the lunge on melees will kill him since you already dealt damage with a weapon, and there is also a very clear sign someone is running at you full speed, you can hear their thrusters whirl they run, although I hear it more in arena matches compared to warzone, but it’s a good heads up most of the time, the ground pound is another deal, you may boost out of the way, but since you boosted early the other player might not have even start pounding and was still floating and we’ll he most likely aimed at you last second.
>
>
> The radar is completely useless in this game.

Same thing is as up there.

I really don’t see it often enough to consider it a problem. Seems fine for the amount of times it’s actually used effectively.

Radar needs to be 33m in Arena, and 50m in BTB/Warzone. Would reduce the effectiveness of spartan changing. People could counter it better by knowing where enemies are coming from. 18/25m is too small for a game with sprint and other quick movements mechanics. Having a 33/50m radar would be the equivalent to Halo 2/3’s radars and movements speeds.

If you see a spartan booking it straight at you, the best option is actually to stand your ground – shoot a little bit. The most important part of responding, though, is to melee the spartan when they strike you. Your spartan will be able to shoot again faster than theirs, so once you’ve dropped their shields (assuming your pre-charge shots didn’t make your melee a kill), you should be able to finish them off.

Think of chargers as kill delivery services. They bring the kill straight to you!

Spartan charges = the easiest stuck medals possible.

To me it just promotes bad play. Would like to see it gone.

> 2533944968925384;10:
> I really don’t see it often enough to consider it a problem. Seems fine for the amount of times it’s actually used effectively.

This. I don’t get Spartan Charged enough for me to care. Are people really getting killed that much by it?

> 2678033349858034;12:
> If you see a spartan booking it straight at you, the best option is actually to stand your ground – shoot a little bit. The most important part of responding, though, is to melee the spartan when they strike you. Your spartan will be able to shoot again faster than theirs, so once you’ve dropped their shields (assuming your pre-charge shots didn’t make your melee a kill), you should be able to finish them off.
>
> Think of chargers as kill delivery services. They bring the kill straight to you!

Thats untrue. If you melee a spartan charger, you get a slight stun. They shoot before you do. They seem to be able to shoot before they’ve even finished animation.

The best way to try nerfing spartan charge would be to make the ability require a charge to execute, as in holding the melee button while sprinting until the meter gets full. During this time, your spartan animation should appear more aggressive as he is sprinting so that players are given a warning before engaging you. Removing all of its aim assist would also be viable in making it more skillful.

> 2533274800888001;15:
> > 2678033349858034;12:
> > If you see a spartan booking it straight at you, the best option is actually to stand your ground – shoot a little bit. The most important part of responding, though, is to melee the spartan when they strike you. Your spartan will be able to shoot again faster than theirs, so once you’ve dropped their shields (assuming your pre-charge shots didn’t make your melee a kill), you should be able to finish them off.
> >
> > Think of chargers as kill delivery services. They bring the kill straight to you!
>
>
> Thats untrue. If you melee a spartan charger, you get a slight stun. They shoot before you do. They seem to be able to shoot before they’ve even finished animation.

If you do manage to time the melee correctly, you can potentially allow your lunge to kill the enemy right after he charges you. Of course, you can also thrust forward after the knockback to get in range for a melee. I would suggest practicing this in custom games with a friend.

> 2533274821761464;14:
> > 2533944968925384;10:
> > I really don’t see it often enough to consider it a problem. Seems fine for the amount of times it’s actually used effectively.
>
>
> This. I don’t get Spartan Charged enough for me to care. Are people really getting killed that much by it?

Maybe not, but the way that people get killed from a SC is too frustrating and unpredictable to counter.

I definitely think the horizontal lock on range for Spartan Charge is too wide. I see the necessity for Spartan Charge (die double melee with sprint!), but it’s too easy to run around with it when it should be something you need to aim.

> 2533274800888001;1:
> It seems that the one of the main purposes for the dash mechanic simply doesn’t work well enough. What I mean by that, is that you still get hit while attempting to dodge out of the way of danger. If someone is sprinting towards you preparing a spartan charge (which everyone is), you see the danger, and then you use the dash (what you would assume its there for) to dodge said spartan charge. Makes sense right? Apart from that spartan charge is way OP and locks onto you, meaning you still get hit anyway. This is also similar to ground pound. I don’t actually have anything against ground pound, but when you see / hear someone is loading one up, so you dash to get out of the way, you still get hit by it. Seems stupid.
>
> Which brings me on to how OP spartan charge is. Way to easy for people to just sprint round the map spartan charging everyone because of the auto aim assist thats on it. Now there is something else ive noticed about it as well. Correct me if I’m wrong but it seems that when a player hits another with a spartan charge, they can start spraying the AR way quicker than the player who took the spartan charge hit?

The reason you get hit is because you are still a physical object in the games space. If part of you is there at the impact spot you are going to take damage. I 100% agree that spartan charge has way too much of a travel length and lock on, its one reason why i dont respect people using it. When it comes to ground pound, you have to realize ground pound is an AOE attack. If part of you is within that range you are going to take damage even if you attempted to boost out of it.