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originally posted in: NERF SHOULDER CHARGE.
5/15/2015 12:10:06 PM
6
This guy once used his shoulder charge in the air and hit this other guy from what must have been 10 meters. And nobody in the game was lagging, so yeah, pretty OP to me. They should at least make it so that it works like the throwing knife where it has a cool-down if you use it regardless of wether or not you hit something.
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  • You're exaggerating. 10 metres=40 ft. And it does have a cooldown, it's called the 3 seconds of sprinting(You can't defend your self) and it takes about 2 seconds after shoulder charge to start sprinting. Shoulder charging is dangerous too, and if you get killed by it, you deserve the death.

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  • He was in the air, and he used the shoulder charge to sort of "fall" into his target, if that makes any sense. He jumped off a platform, I can only assume mid-sprint, and the other guy was on the ground. Also, why shouldn't it have a cool-down? It's basically a 1-hit kill.

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  • [quote]He was in the air, and he used the shoulder charge to sort of "fall" into his target, if that makes any sense. He jumped off a platform, I can only assume mid-sprint, and the other guy was on the ground. Also, why shouldn't it have a cool-down? It's basically a 1-hit kill.[/quote] The shoulder charge has a 6 metre range, to any direction, the player can theoretically move 6 metres forward and 6 down, but that's just how it works. I know what you mean, because there are times when I use shoulder charge to get some momentum from platform to platform and I just dip down and knee someone in the back of the head. But let's he honest, snipers and shotguns don't have a cooldown to be used, they are a one hit kill. A strategic hunter can easily mop the floor with a team in arc blade, a sunsinger gets 3x more health and a flame shield in radiance. Shoulder charge is just asking to die If you go into a group of more than one person. Learn the maps and I promise you will die to SC less.

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  • Yeah, the only time it's really a problem is when the entire other team is strikers and blade dancers, that's when it's the biggest problem. Especially when they are in a fireteam, able to communicate with each other. I had just ABYSMAL luck last night where every time I got into the Crucible, there was a group of 4+ people all using thorn, felwinter's, or something similar. It was seriously frustrating, even if I left and joined another round I was paired up against another team.

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  • A simple fix is to get your own fire team. With 5 or 6 guys, one of each subclass, you will win. Its much more difficult to counter different subclasses than only one subclass. If you go up against a team of blade dancers, get I defender with suppressor grenade and the Armamentarium. Profit. All I'm saying is if a team us all using one build the other team only needs one build. If your team has 6 builds, the other team needs 6 builds to counter each of you.

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  • I used to play with my friends, but I find playing Crucible specifically is more fun on my own. Idk, guess I like the peace and quiet.

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