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I do like it, at least in principle. | |
Posted By: Gravemind <kuukan_no_kage@yahoo.com> | Date: 10/8/11 3:39 p.m. |
In Response To: I don't like bleedthrough anyway. :/ *NM* (Overdoziz) I always disliked how if a target has even a single hit point worth of shields, and attack that does, say, 50 HP of damage will only do 1 HP of damage, with the remaining 49 HP of damage evaporating into nothingness. That being said, the default melee strength, which does damage equivalent to a frag grenade or sniper rifle round, is too powerful if bleedthrough is enabled. That is equivalent to about 70% of your total HP by my estimates, whereas melees inflicted damage equal to about 60% of your total HP in Halo 3 and in Halo 1 that figure was about 47% for a normal running melee or 56% for a jumping melee. Melee damage needs to be reduced to at least 75% of normal if bleed-through is enabled. 75% still allows for melees to kill in two hits (damage equivalent to just over half your total HP), but for a single melee to kill the opponent's shields must be almost all the way depleted. If one wishes to have it to where the old double melee tactic is no longer effective, 50% melee damage does the trick; a melee cannot kill unless the target's shields are down and they're missing a bar or two of health. TL;DR version: Bleed-through is good in principle, but default melee damage is too strong if it's enabled. Melee damage should be reduced to either 75% or 50% of normal, depending on whether we think melees should be a two-hit kill or three-hit kill. That all being said, though, if bleedthrough results in a glitch, then it should not even be implemented at all.
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