If you’re somebody who moves around, attacks, and plays offense; then its another weapon to your arsenal. You use it more when you actually run around to find and fight enemies.
If you’re somebody who hides in a corner, stays stuck in a scope, or are willing to waste your minutes playing defense, then it means people can get to you quicker, or kill you without giving you much of a chance when they arrive to your campsite. It means they can kill you with one hit when you can’t see what’s going on around you, because you are waiting for someone to pop around a corner from half the map away.
My main gripe with charge is that there’s no risk-reward tradeoff to it. It’s pretty much always the best move to make if you’re sprinting and catch an enemy in close quarters, and they’re isn’t really a downside to trying to hit it.
If it goes away, I guess that’s fine. It’s pretty anti-climatic to sprint- melee someone in Reach and H4 now though tbh. I’d prefer a good couple balance passes on it to make it less of a get- out- of- jail free card, and more of a deliberate move too plan for.
I completely disagree with you OP, Spartan charge rewarded players that were making bad plays like sprinting all over the map. Just because someone isn’t blindly sprinting all over the map doesn’t mean that person isn’t on the attack, it just means they are playing smarter by keeping their weapon ready at all times. Basically it just led to less skilled players winning a gun fight that they’d rarely win if they didn’t have this cheap mechanic.
> 2533274826926032;4:
> I completely disagree with you OP, Spartan charge rewarded players that were making bad plays like sprinting all over the map. Just because someone isn’t blindly sprinting all over the map doesn’t mean that person isn’t on the attack, it just means they are playing smarter by keeping their weapon ready at all times. Basically it just led to less skilled players winning a gun fight that they’d rarely win if they didn’t have this cheap mechanic.
i little disagree with you.
the part about having sprint or not same go’s for spartan charge has notting to do with the camper style for some players.
its more the way the developers have build the map more.
if there is more open room and less buildings like you see in lot off halo’s multiplayer maps then you get it almost not the camper problem.
since the only get little more a camper style players that are using the weapons and vehicles in the multiplayer smart like using a sniper rilfe from a long range point to kill somebody in a sneaky place more by hidding since that is more using a sniper rilfe weapon as a pro more then running with it like a bunny and get killt with it.
same is with the vehicles in halo.
i remember good at the start off halo 4 that at some point a lot off players are using the mantis smarter since there have master it by using it the best way and not go to rush with it.
if there is less open room then you get more conner campers.
all mechanic’s in the game and weapons and vehicles in all the halo game’s you need to learn to master it good to get more kills from it as a more a pro is doing.
and not forget also that halo not only need skilled players it needs also people that are not skilled and only play for the fun and give then also a chance to win against a skilled player thats the belance it needs and most have and if cheap mechanic’s are need you call then its so.
game’s are now not only focus on pro and skilled players there are also focusing on the people that are not pro and not skilled and not care and to give then also a chance to win some match’s is something the pro and skilled players need to accept.
I’m going to echo what others have already said by saying that Spartan Charge rewards lazy players with a free kill just because they managed to hit top speed. Sprinting up to someone to double-smack them is already way too easy of a tactic. Charge just dumbs it down even further.
I think all of you so far are being unrealistic. Never have I seen anyone just use charging as their only method of attack, and that’s exactly how some of you are trying to make it sound.
It does have consequences against every close range weapon. A bad charge can also more easily be turned into getting assassinated then without it.
Flamingninja is even complaining about using charge on an open map against a camper. Creeping around to keep your weapon handy at all times is not “the smarter play”.
Ridiculous damage and range? I must have missed the map where its 4 vs 4 in a closet, and nobody gets any weapons.
How in any way is it a free kill? They still have to hit you. You can move or shoot back, what could you possibly be doing that you are that slow to react? (Or is it you’re too occupied to see it coming? #Gianteyeroll.
> 2533274823705367;12:
> I think all of you so far are being unrealistic. Never have I seen anyone just use charging as their only method of attack, and that’s exactly how some of you are trying to make it sound.
>
> It does have consequences against every close range weapon. A bad charge can also more easily be turned into getting assassinated then without it.
>
> Flamingninja is even complaining about using charge on an open map against a camper. Creeping around to keep your weapon handy at all times is not “the smarter play”.
>
> Ridiculous damage and range? I must have missed the map where its 4 vs 4 in a closet, and nobody gets any weapons.
>
> How in any way is it a free kill? They still have to hit you. You can move or shoot back, what could you possibly be doing that you are that slow to react? (Or is it you’re too occupied to see it coming? #Gianteyeroll.
Imagine a scenario where Player A is walking toward an intersection. PA is not sprinting so that he/she can have their shields recharge after a fight with an opponent which he/she won. Plus, it allows PA to keep their weapon ready to fire. Around the corner comes PB, sprinting away because he/she knew there was a fight in the vicinity recently.
For the sake of this scenario, let’s say PA is a Champ and PB is ranked Silver. Let’s also say PA gets perfect kills most of the time and PB needs to fire a BR 7 times to get a kill. In nearly every engagement PA would beat PB even if PA’s shields are not 100% full simply because PA is a better shot.
However, in this scenario, PB comes sprinting around the corner and simply charges into PA, landing an easy kill that he/she would otherwise lose handily had there been any skill involved, ie., aiming, strafing, crouching, thrusters, etc. It’s a one-hit kill because PA’s shields are not fully charged. What defense did PA have in this scenario? PA was not camping or anything of the sort, but rather getting into a better position for the next engagement and charging up his/her shields.
Imagine if SC had not been enabled in this scenario. There would be a proper fight, one where PB took advantage of PA’s lowered shields, but one where PA could use his/her skill to potentially get a double kill. Both players are given a chance to win.
Let’s make a case for Spartan Charge. It made the game much more fluid and flowfull. If your’e approaching someone in sprint it made that melee more fun with that blowback impact, instead of walking up and saying excuse me sir can I karate chop you? It could be rebalanced to be worth the same value as a regular melee and balanced to have less magnetism and lock on. It creates fun moments and conveys the intensity of an engagement. Like if team damage is off your teammate spartan charging they will bounce off like rubber. You can spartan charge objects and they can be moved further and faster than karate chopping. Plus it makes economical use of the controller scheme by doubling up functions on one button. In conclusion, if rebalanced, spartan charge is a unique form of melee attack used out of the sprint animation.
> 2535469995091439;14:
> Let’s make a case for Spartan Charge. It made the game much more fluid and flowfull. If your’e approaching someone in sprint it made that melee more fun with that blowback impact, instead of walking up and saying excuse me sir can I karate chop you? It could be rebalanced to be worth the same value as a regular melee and balanced to have less magnetism and lock on. It creates fun moments and conveys the intensity of an engagement. Like if team damage is off your teammate spartan charging they will bounce off like rubber. You can spartan charge objects and they can be moved further and faster than karate chopping. Plus it makes economical use of the controller scheme by doubling up functions on one button. In conclusion, if rebalanced, spartan charge is a unique form of melee attack used out of the sprint animation.
But melee out of sprint is bad, changing how it’s done doesn’t make it better
> 2533274824050480;13:
> > 2533274823705367;12:
> > I think all of you so far are being unrealistic. Never have I seen anyone just use charging as their only method of attack, and that’s exactly how some of you are trying to make it sound.
> >
> > It does have consequences against every close range weapon. A bad charge can also more easily be turned into getting assassinated then without it.
> >
> > Flamingninja is even complaining about using charge on an open map against a camper. Creeping around to keep your weapon handy at all times is not “the smarter play”.
> >
> > Ridiculous damage and range? I must have missed the map where its 4 vs 4 in a closet, and nobody gets any weapons.
> >
> > How in any way is it a free kill? They still have to hit you. You can move or shoot back, what could you possibly be doing that you are that slow to react? (Or is it you’re too occupied to see it coming? #Gianteyeroll.
>
> Imagine a scenario where Player A is walking toward an intersection. PA is not sprinting so that he/she can have their shields recharge after a fight with an opponent which he/she won. Plus, it allows PA to keep their weapon ready to fire. Around the corner comes PB, sprinting away because he/she knew there was a fight in the vicinity recently.For the sake of this scenario, let’s say PA is a Champ and PB is ranked Silver. Let’s also say PA gets perfect kills most of the time and PB needs to fire a BR 7 times to get a kill. In nearly every engagement PA would beat PB even if PA’s shields are not 100% full simply because PA is a better shot.
>
> However, in this scenario, PB comes sprinting around the corner and simply charges into PA, landing an easy kill that he/she would otherwise lose handily had there been any skill involved, ie., aiming, strafing, crouching, thrusters, etc. It’s a one-hit kill because PA’s shields are not fully charged. What defense did PA have in this scenario? PA was not camping or anything of the sort, but rather getting into a better position for the next engagement and charging up his/her shields. Imagine if SC had not been enabled in this scenario. There would be a proper fight, one where PB took advantage of PA’s lowered shields, but one where PA could use his/her skill to potentially get a double kill. Both players are given a chance to win.
I’m not really for or against the charge but why wouldn’t PA find some cover while their shields are down?
PB is coming in the vicinity where there was a recent gun battle would put them at an advantage and is what most players would do to rack up easier kills (hoping shields are down). It also assumes the outcome that someone whose rank is Champion will always win a battle when there shields are down, even against an average-poor Halo player. I would have to say quite the opposite in regards to a Champion with their shields down losing to an average-below average player. Furthering the point that if PA’s shields are down he is already a one hit kill by a simple melee so sprinting or not, it was a bad move to start walking around with your shields down let alone monitoring your radar.
Also the scenario is kind of condescending in a way that makes ANYONE who uses spartan charge clearly inferior in every possible way which is kind of untrue. May just be a really bad example of what is trying to be said regarding Spartan Charge…
> 2535458188883243;15:
> > 2535469995091439;14:
> > Let’s make a case for Spartan Charge. It made the game much more fluid and flowfull. If your’e approaching someone in sprint it made that melee more fun with that blowback impact, instead of walking up and saying excuse me sir can I karate chop you? It could be rebalanced to be worth the same value as a regular melee and balanced to have less magnetism and lock on. It creates fun moments and conveys the intensity of an engagement. Like if team damage is off your teammate spartan charging they will bounce off like rubber. You can spartan charge objects and they can be moved further and faster than karate chopping. Plus it makes economical use of the controller scheme by doubling up functions on one button. In conclusion, if rebalanced, spartan charge is a unique form of melee attack used out of the sprint animation.
>
> But melee out of sprint is bad, changing how it’s done doesn’t make it better
At that point (when walking) Spartans are already “sprinting” so why allow them to melee unless they stop completely? sounds cynical
> 2533274809988140;17:
> > 2535458188883243;15:
> > > 2535469995091439;14:
> > > Let’s make a case for Spartan Charge. It made the game much more fluid and flowfull. If your’e approaching someone in sprint it made that melee more fun with that blowback impact, instead of walking up and saying excuse me sir can I karate chop you? It could be rebalanced to be worth the same value as a regular melee and balanced to have less magnetism and lock on. It creates fun moments and conveys the intensity of an engagement. Like if team damage is off your teammate spartan charging they will bounce off like rubber. You can spartan charge objects and they can be moved further and faster than karate chopping. Plus it makes economical use of the controller scheme by doubling up functions on one button. In conclusion, if rebalanced, spartan charge is a unique form of melee attack used out of the sprint animation.
> >
> > But melee out of sprint is bad, changing how it’s done doesn’t make it better
>
> At that point (when walking) Spartans are already “sprinting” so why allow them to melee unless they stop completely? sounds cynical
Non-argument as you know what I mean and know I am referencing any movement speed above the combat speed of the game
> 2535458188883243;18:
> > 2533274809988140;17:
> > > 2535458188883243;15:
> > > > 2535469995091439;14:
> > > > Let’s make a case for Spartan Charge. It made the game much more fluid and flowfull. If your’e approaching someone in sprint it made that melee more fun with that blowback impact, instead of walking up and saying excuse me sir can I karate chop you? It could be rebalanced to be worth the same value as a regular melee and balanced to have less magnetism and lock on. It creates fun moments and conveys the intensity of an engagement. Like if team damage is off your teammate spartan charging they will bounce off like rubber. You can spartan charge objects and they can be moved further and faster than karate chopping. Plus it makes economical use of the controller scheme by doubling up functions on one button. In conclusion, if rebalanced, spartan charge is a unique form of melee attack used out of the sprint animation.
> > >
> > > But melee out of sprint is bad, changing how it’s done doesn’t make it better
> >
> > At that point (when walking) Spartans are already “sprinting” so why allow them to melee unless they stop completely? sounds cynical
>
> Non-argument as you know what I mean and know I am referencing any movement speed above the combat speed of the game
That was kind of the point…any ideas or implementation of any other mechanics other than original halo movement style you completely disregard and mark as BAD and then furthering the point that the game is BAD. The game would have never changed in any way whatsoever if you had it your way. We’d still be walking to the front of a car and winding it up a bunch of times to get the car to run. Innovation and change is necessary to evolve. I can bet that no one would want a copy and paste of the same mechanics of a game for twenty years now. You cant clamber because you jump higher in Halo so that’s BAD. You can’t sprint because in Halo Spartans are always sprinting and that’s BAD.
> 2533274809988140;19:
> > 2535458188883243;18:
> > > 2533274809988140;17:
> > > > 2535458188883243;15:
> > > > > 2535469995091439;14:
> > > > > Let’s make a case for Spartan Charge. It made the game much more fluid and flowfull. If your’e approaching someone in sprint it made that melee more fun with that blowback impact, instead of walking up and saying excuse me sir can I karate chop you? It could be rebalanced to be worth the same value as a regular melee and balanced to have less magnetism and lock on. It creates fun moments and conveys the intensity of an engagement. Like if team damage is off your teammate spartan charging they will bounce off like rubber. You can spartan charge objects and they can be moved further and faster than karate chopping. Plus it makes economical use of the controller scheme by doubling up functions on one button. In conclusion, if rebalanced, spartan charge is a unique form of melee attack used out of the sprint animation.
> > > >
> > > > But melee out of sprint is bad, changing how it’s done doesn’t make it better
> > >
> > > At that point (when walking) Spartans are already “sprinting” so why allow them to melee unless they stop completely? sounds cynical
> >
> > Non-argument as you know what I mean and know I am referencing any movement speed above the combat speed of the game
>
> That was kind of the point…any ideas or implementation of any other mechanics other than original halo movement style you completely disregard and mark as BAD and then furthering the point that the game is BAD. The game would have never changed in any way whatsoever if you had it your way. We’d still be walking to the front of a car and winding it up a bunch of times to get the car to run. Innovation and change is necessary to evolve. I can bet that no one would want a copy and paste of the same mechanics of a game for twenty years now.
Spartan Charge isn’t a good way to “evolve” and you should strive to evolve the game naturally in a way that doesn’t disrupt the classical formula via wacky and dumb mechanics.