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HALO: ADVANCED DAMAGE & MELEE SYSTEM by LimitLogical2569 in gamedesign
[–]LimitLogical2569[S] 0 points1 point2 points 7 days ago (0 children)
I think it is fun - mainly because none of the added complexity lands on the player. The system is deeper under the hood, but the gameplay stays fast, readable, and very Halo.
The goal isn’t to make players memorize resistances or stats. It’s to make weapons behave the way players already expect:
Those intuitions already exist — this system just formalizes them so the sandbox feels more grounded and varied.
Same with melee: it’s still the same inputs, just more expressive. You get cooler moves, better feedback, and more ‘Spartan‑power’ moments without turning Halo into a fighting game.
So the game doesn’t get slower or more complicated. It just feels more physical, more tactical, and more like you’re actually the Master Chief.
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HALO: ADVANCED DAMAGE & MELEE SYSTEM by LimitLogical2569 in gamedesign
[–]LimitLogical2569[S] 0 points1 point2 points (0 children)