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  1. This is going to be a long one so I'll just dive into it. No Halo before Reach incorporated the ability to assassinate other players and while it has some hiccups (like unintentional use, lag working it's shenanigans) and inherent balancers (vulnerability, duration) there are some other issues that haven't been addressed in this discussion so far. (WARNING if you have had the following discussion before, just punch me in the mouth and let's get it over with) So far, ways of fixing the beat down/assassination problem boil down to 1.) Assassination itself being a setting that can be turned on or off and 2.) Lengthening the melee button hold time. What hasn't been talked about are some things that i haven't seen much debate over in other similar threads, this mainly has to do with an epiphany i had the other day in a match. When the armor lock or assassination animation ends, you can instantly rotate your character to any angle if you were facing that way at the end of the animation. In a SWAT Magnums game this allowed me to instantly turn, crouch, and kill a passive third party which i assume was keeping a distance in hopes of headshotting me. I made this a single topic because they both have to do with the same principle. I don't know the technical term for this segment in the animations but I'll just name it "exit snapping" I would mostly like to discuss with players what their opinion is concerning the validity of the instant rotation that can be utilized when exiting these two animations. Is this a good way of balancing the dangers involved in performing assassinations and deactivating armor lock? Should it be altered somehow and if so to what extent or in what way? Can changing the assassination animation itself (length, positions of players, etc.) fix this? Or is this simply not an issue? Please keep it clean and friendly. I placed this topic here because the future of AA's and assassinations in Halo 4 is not certain, and while even I don't think another TU is a probable event in Reach this is something that could change Reach gameplay drastically and it is currently a factor in Reach's gameplay.
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