In Halo Reach, the number one thing I absolutely can’t stand is how powerful the melee is. Especially since there’s no bleedthrough and fast sprint. It removes all close range weapon emphasis, and instead encourages us to just double melee. You actually get punished for using a weapon. For instance, today, I was playing 2 Flag CTF Pro. I shot somebody three times, he melee’d me, I melee’d him, and he just melee’d me a second time, and I’m the one who died. I know it takes four shots to get somebody one-shot, but if melee bleedthrough was in the game, I would have won in that situation. Plus, he never even tried to put a shot in me. He just sprinted straight at me from thirty feet away: something I see people do at least fifteen times a game. Here are the things that make bad players use the melee as a crutch:
-Sprint
-Long melee lunge range
-Lack of bleedthrough
-DMR’s weakness at close range
-Melee speed
And not to mention, every time I back away from a melee’er, putting shots in them, they move faster than me because I’m moving backwards, and they move faster forwards, and can sprint on top of that. There’s no getting away.
Can somebody tell me how much of these issues are fixed in Halo 4? I’ve heard that there is bleedthrough, which is a HUGE relief. That’s a great step towards using weapons at close range again. So, what’s changed?
There is definitely bleed through in Halo 4. I saw a person attempt to double pummel someone in one of the videos released yesterday on Exile and got owned.
I have a solution. Always carry a good ol’ AR for those close encounters if you can. If you can’t get your hand on an AR, then use whatever secondary you have, as long as it’s a CQ weapon. I always prefer the AR all around, I like it especially in CQ for quickly dropping their shields and eventually ripping through their flesh easily. If you know me good enough on these forums, then you know I’ll always carry around my trusty MA5D.
> Don’t worry bro:
> 1. Bleedthrough is back!
> 2. Sprinters slow down when shot.
> 3. I think there is lower amounts of lunge than Reach had.
Awesome!! I definitely noticed how small the sword lunge was, in that MLG Adrift game, and can only assume that proves something.
> I have a solution. Always carry a good ol’ AR for those close encounters if you can. If you can’t get your hand on an AR, then use whatever secondary you have, as long as it’s a CQ weapon. I always prefer the AR all around, I like it especially in CQ for quickly dropping their shields and eventually ripping through their flesh easily. If you know me good enough on these forums, then you know I’ll always carry around my trusty MA5D.
Yeah, I mean, I get that, but I never really liked the AR. I just have a personal goal to avoid using it at all times. Out of my 13,000+ kills in Reach, 74 are with the AR… I just don’t really enjoy using it, and it’s the bane of my CQ map enjoyment at times.
I never had that happen because I always had my pistol out.
That pistol don’t take no crap at close range.
> In Halo Reach, the number one thing I absolutely can’t stand is how powerful the melee is. Especially since there’s no bleedthrough and fast sprint. It removes all close range weapon emphasis, and instead encourages us to just double melee. You actually get punished for using a weapon. For instance, today, I was playing 2 Flag CTF Pro. I shot somebody three times, he melee’d me, I melee’d him, and he just melee’d me a second time, and I’m the one who died. I know it takes four shots to get somebody one-shot, but if melee bleedthrough was in the game, I would have won in that situation. Plus, he never even tried to put a shot in me. He just sprinted straight at me from thirty feet away: something I see people do at least fifteen times a game. Here are the things that make bad players use the melee as a crutch:
>
> -Sprint
> -Long melee lunge range
> -Lack of bleedthrough
> -DMR’s weakness at close range
> -Melee speed
>
> And not to mention, every time I back away from a melee’er, putting shots in them, they move faster than me because I’m moving backwards, and they move faster forwards, and can sprint on top of that. There’s no getting away.
> Can somebody tell me how much of these issues are fixed in Halo 4? I’ve heard that there is bleedthrough, which is a HUGE relief. That’s a great step towards using weapons at close range again. So, what’s changed?
I agree with you to an extent, because the DMR isnt suppossed to be useful at close range.
Whats bleedthrough?
And, I don’t see the issue with double melee, it makes sense to me.