The low down on the beat down…
So as some of you may or may not have noticed there are big differences in the Reach melee system as compared to Halo 3. I’ll try and explain the changes you need to know about and tell you how to win in a couple of situations that you may often find yourself in.
First, the differences:
Shields: More absorbent than ever before!
In Halo 3, you really needed to learn the rhythm of a weapon or even count bullets to learn how long you needed to fire at an enemy before a melee was a guaranteed kill (or a headshot for that matter). In Reach, we’ve taken the guess work out and made it very simple, “When the shields have popped, a headshot or a melee will kill.” The opposite holds true as well, if the player has a shield you can NOT headshot them or melee them and expect a kill. The Sniper Rifle is the exception to this rule as its high caliber rounds are built to pass through shields, metal and bone like butter.
In Halo 3 damage was allowed to bleed past shields after they were popped.
* i.e. If there was 10 points of shield on the enemy and you caused 20 points of damage to them, you’d pop the shield and then do the remaining 10 points of damage to the body.
In Reach, shields absorb all damage as long as they are active.
* i.e. If there was 10 points of shield on the enemy and you caused 20 points of damage to them, you’d pop the shield, but it would absorb all of the remaining damage, so NO damage would make it to the body.
Blocking: All melees “clang.”
Even if you have an assault rifle and you are going up against a sword guy, if you melee in the correct window of time, you can actually clang with the sword guy knocking him away from you. This MAY turn the fight to your advantage and give you enough time to either finish him off or at least get away from him.
Damage dealt from a Clang is dependent upon the type of weapon you are clanging with:
1. In the case of normal weapon vs. normal weapon (i.e. AR vs. DMR) clang, both parties will receive normal melee damage. So the same rules from above apply. If the players had shields before the clang, the shields will pop. If they don’t have shields, the players will die.
2. In the case of normal weapon vs. melee weapon (i.e. AR vs. Sword) clang, the AR guy will receive MUCH more damage that the Sword guy. If the AR guy hasn’t had any other damage done to him (or very, very little) he will survive the clang, otherwise there is a good chance the clang will kill him. The likely hood of killing the Sword guy with a clang from a normal weapon is pretty slim unless you’ve pumped enough rounds into him to pop his shields and cause some additional body damage.
3. Killing an enemy after saving yourself with a clang should always be followed by the war cry “Clang-a-lang-a-ding-dong!”
Melee Recovery: Patience [may] achieve more than force…
While not an explicit change for Reach, it is very important to consider melee recovery when making decisions during combat. Melee recovery is the time after throwing a melee that you must wait before you are allowed to throw another one. In Reach, the melee recovery time is one second. Melee recovery should have serious impact on both when you choose to melee and what to do once you’ve been melee’d. Knowing that you will have to wait a full second before you can melee again or knowing you have a full second to react before your enemy can melee again may allow you to consistently turn melee battles in your favor. This is better illustrated in the examples below.
You gotta know when to punch ‘em, know when to shoot ‘em and know when to run…
Here are a few scenarios (Spartan vs. Spartan) you may find yourself in, and the “correct” solution to hopefully keep you alive and make them more dead.
Q. The target has his back turned and doesn’t know I’m there. What should I do?
A. Assassinate that fool!
Q. The target is looking in my direction, but I am not his current target. How do I take advantage of this?
A. You could run in and go for the double melee but this approach could get you into trouble for being so hasty. Instead, I’d recommend joining in on shooting him until his shields have popped and then go in for the melee OR have the headshot lined up if you are holding an appropriate weapon.
Q. I put 3 DMR rounds into a guy while he was running for me but now he’s on top of me and about to melee. Should I try and clang?
A. NO, DO NOT CLANG HERE! If you clang (which will be the instinctual thing to do) you are both just going to be stuck waiting on the melee recovery to expire. Either of you could still get out of this situation with a headshot, but that’s a risky maneuver. There is a better solution…
Q. Ok, I put 3 DMR rounds into a guy while he was running for me and then chose not to clang with him when he melee’d me. What now smart guy? Can I melee him now?
A. NO, DO NOT MELEE YET! Currently he still hasn’t secured the kill because he has to wait for his melee recovery to expire before he can swing again. If you melee early in this situation, you have thrown away your previous advantage. You will pop his shields, but then you will also be in melee recovery and your opponent is going to have a significant advantage. Instead, keep shooting him until his shields pop (only one more DMR bullet in this scenario) THEN melee for the kill!
Q. Well, what if I’ve only put 2 DMR rounds into the guy before he melee’d me? Can I still win?
A. Yes, IF you DON’T MISS. This is a much harder win that if you would have had 3 rounds in the guy before he melee’d you, but it IS possible to win (if you do everything absolutely right). If not, the worst case for this scenario is that you’ll trade a kill for a death with a double beatdown.
Q. Ok, this all sounds great, but I totally panicked and my target and I melee’d each other at the exact same time and now both of our shields are popped! Gah! Is all hope lost?
A. NO, you still have options! You could either, make smart use of you armor ability to flee or block the next melee attempt and potentially live to fight another day, OR, if you have a headshot capable weapon you could go for the headshot and walk away a winner. If you can’t do either of these things, you may be forced to except the tie and go for the double beatdown.
Ultimately it really comes down to one thing: “DO NOT BOTHER GOING FOR A HEADSHOT OR IN FOR A MELEE UNTIL YOU’VE POPPED THEIR SHIELDS!”