Thust slide I have no answer for but spartan charge has a toggle that should be set to off. I get that it can have minor nuances for map movement in the hands of an extremely skilled player but holy -Yoink- its so annoying when someone turns a corner slams into you and you cant even melee back because it throws you away from them. Offensively it needs a nerf at the very least because its so rewarding when it hits someone it doesn't really make sense. Not to mention all of the aim assist it has. If it were me I'd probably remove all aim assist on spartan charge and remove the knock back effect it has and call it a day.Apoll0 wrote:Overall I agree. The time it takes to get from one of the the map to another is generally the same or greater than an equivalent map in prior games (think truth vs midship). There is a great GIF out there that shows this. Since the maps have been stretched to accomodate for sprint, and people can't move at max speed when shooting or just playing carefully, map traversal actually takes longer on average.Kaioken wrote:
I still find the SA tracker to be favorable over no radar at all and there are 2 things to blame:
1) Spartan Charge. this mechanic is awful and without radar it gets a real buff. Sure you can hear it coming, but without a radar that shows EXACTLY where, you still have to turn, see the guy sprinting, then thrust out of the way. Its cheap and unskilled. With SA radar you can read radar real quick and thrust out of the way.
2) The spint-thrust-slide-jump combo. This allows map traversal at a much greater speed than ever before, even with the stretched map size. if slide immediately started to slow you down instead of accelerating you, it wouldnt be a problem.
Remove spartan charge and "break" the above combo as soon as slide hits and suddenly no radar is viable. But until then, having played both, i prefer SA radar and i am sad to say that but for Halo 5 thats the truth. Hopefully some mechanical fixes come out for Halo 6 that make that not the case.
[Locked] 2017 Season Update