Abuse of charge mechanic

I am not sure if anybody else has noticed this as an issue but I can see people abusing the melee charge mechanic for a quick speed boost and not using it for it’s intended purpose. I have not tried the game out personally but from what I’ve see It looks as if you run faster than sprinting while using this mechanic. Does anyone know if there is a cool down for this?

Edit: I am not trying to nitpick and find small reasons to complain about this game in anyway. The game looks great and personally I am very excited for it as are many. I was only bringing up a valid concern I had and one of very few at that.

When you charge you commit to it, can’t barely strafe, just go foward and you won’t stop until you hit something, plus you scream like a madman in motion. Should be easy to counter and very useful in some situations.

Once you commit you’re stuck in it until it ends. Probably does have a cooldown aswell.

and you have limited ability to change direction.

I don’t see any issue with using it whenever you need to use it as a speed boost instead of as just a bayonet charge. If anything it’d just be a neat little “adrenaline” boost when you need get out of a bad situation as quickly as possible. Screaming at the top of your lungs running away from a tank or something.

I am not really concerned to much about countering it at the moment since we haven’t seen much and I fully understand once you commit to the charge that’s it your going to have to see it through, but I just can’t get the thought out of my head of an entire server of players just charging around a more open part of a map in between objectives screaming their heads off. Plus if you can just keep charging over and over that’s like super sprint right there. There needs to be some kind of cool down which I am sure there will be. Just pointing out a possible issue.

I agree. I don’t like the fact that you can abuse it. Shorten the run, it’s ridiculously long and off course add a option to end it if you are seeing yourself spotted by the enemy you’re charging into. Add a cooldown also as a stamina bar. Generally btw. I don’t like this running 24/7 even when you’re on 1% hp.

I stops after like 5 seconds. But you’re commit to it during that span. Can barely strafe, can’t change weapons, can’t do anything. I just don’t think the charge is a problem at all.

A way to prevent charge being exploited for running distances would be to make it not work, unless within a certain range of opposition forces. For example, a 10 meter circle-zone around the player could detect whether the charge has any relevance to the player’s position, and only work if there are enemy players within that circle of detection.

This mechanic allows you to run a little bit faster than sprinting does, but you give up your ability to defend yourself. The sprint mechanic is similar, except you can cancel out of it at any given moment. I don’t see the issue.

Some people just like to cry about stuff. They will find problems where they don’t exist just to complain. Just be glad you’re not one of them.

It should only activate if there is a legitimate target in sight and in range. I really don’t want to see everyone boost charging as soon as you start shooting them.

Oh, but I am. I complain about mechanics all the time.

You’re locked into predictable movement by using the bayo charge. You’re sacrificing your ability to jump for a little more speed. It seems like bunny hopping will still be more useful, due to unpredictability as well as having full control over your character. More importantly, it makes your head a harder target to hit.

Not crying about anything chill. This is the first and only thing I have ever brung up about this game.

After reading the feedback from this post I can now say that yeah I agree it shouldn’t be a huge issue. I now have a more clear understanding now of how the function works. Thanks everyone.

How about a stamina bar?

Someone who played just told me yes there is a cool down period how long not sure

Still think it’s silly that you can trigger it without an enemy being present. I mean the whole point of the mechanic is to close in for a melee kill, not to get around a corner or into a building faster.

Mechanics can have multiple functions, and it’s a good thing when they do.

It’s bland when mechanics only serve a single purpose. Imagine if there was no rocket jumping in Quake, and the launcher merely served as another weapon.

I’m very skeptical that the devs intended the bayonet mechanic to be used like this.

Whatever…it won’t ruin the game for me I just think it looks stupid to begin with and now people are going to be using it to simply move around the map at lightspeed.

Yeah it won’t get annoying at all to pop a shot at a guy and have him bayonet charge at warp speed around a corner. It’s cheesy.

How to fix it:

  • If the player charges he should be set back by not being able to run for a certain amount of time after the charge. Thereby if he charges and walks or just runs he covers the same distance in the same amount of time.