A few Qol Changes and things I would like to see


(Ohsnapkline) #1

The Melee weapons are kinda boring by design I wish that some of them would have alternative attacks rather than just HARDER swing. Like the stiletto for example, how awesome would it be if that little thing could be thrown by holding down right click to charge it while having some sort of wall ricochet added to it. or if the Kukri did some sort of very small dash forward when you hold right click.

I like the little randomize squad button in the barracks menu its nice for someone like me who has all the mercs so far. I just wish it did not select all the lead, iron and other load-outs I don’t use when it randomizes. make the randomize squad button only select load-outs that are marked as favorite please.

also there needs to be a report Abuse/Harassment option in the game so people who are very toxic get their chat/voice temporarily disabled.

if anyone can think of anything cool or helpful to the game go ahead and post what you would like to see


(Ohsnapkline) #2

yeah well it definitely needs to be a throwing knife again. and have the Kukri cause a small amount of bleed over time damage that would also be cool.


(Ardez1) #3

The throwing knife augment replaced whatever knife you had with 2 throwing knives. I believe it was removed because it could finish downed players from range more easily, but they never really got into the details besides saying something like ‘It doesn’t fit the game’.


(blonk) #4

Being able to buy multiple equipment cases at once

Ability to favorite/exclude items you have (like dickens cases and the likes that you may want to collect) so that I don’t accidentally open them when they get shuffled after each case opening DAMN YOU I ALREADY OPENED ONE BY ACCIDENT

Let the objective announcements stack on top of ones already being played so I actually know what the hell is happening on bridge final objective


(ClemClem7) #5

This. Not that hard to implement, seriously SD. @RazielWarmonic

Just always have more normal equipment case than other cases. Temporary fix (Microsoft support like, if you know what I mean)


(blonk) #6

This. Not that hard to implement, seriously SD. @RazielWarmonic

Just always have more normal equipment case than other cases. Temporary fix (Microsoft support like, if you know what I mean)
[/quote]

Except I’ll never be able to quick open all cases :’(

That is, unless I click it by accident. That’s way more likely since it’s right below the flippin’ quick open option.


(Ohsnapkline) #7

The throwing knife augment replaced whatever knife you had with 2 throwing knives. I believe it was removed because it could finish downed players from range more easily, but they never really got into the details besides saying something like ‘It doesn’t fit the game’.[/quote]

That is… disappointing. is splash damage quick to give up on things and remove them?

see that is why I mentioned you have to charge it by holding right click down making it a risk vs reward scenario, while your charging the attack your leaving yourself open.

left click quick attack, then a thrust attack with right click and an Alt attack by holding down right click and charging a bar up then letting go to execute the knife throwing/Kukri bleed animation etc…


(Amerika) #8

The throwing knife augment replaced whatever knife you had with 2 throwing knives. I believe it was removed because it could finish downed players from range more easily, but they never really got into the details besides saying something like ‘It doesn’t fit the game’.[/quote]

It was super divisive. It replaced your knife so you could no longer quickly gib a target at your feet. You had to wait the whole time for it to throw. And if you were trying to gib from distance it didn’t take much longer than simply shooting the target due to amount of throw/flight time involved AND you had to account for the arc of the blade as they added drop to it. And you could only throw a few and then had to wait on the CD (per knife) so you could be in a situation where you try to knife gib and have no knives.

Due to those mechanics being so wonky and it being divisive and a deal breaker for a lot of cards it was on SD removed it.


(KUST__LunarTM) #9

The throwing knife augment replaced whatever knife you had with 2 throwing knives. I believe it was removed because it could finish downed players from range more easily, but they never really got into the details besides saying something like ‘It doesn’t fit the game’.[/quote]

It was super divisive. It replaced your knife so you could no longer quickly gib a target at your feet. You had to wait the whole time for it to throw. And if you were trying to gib from distance it didn’t take much longer than simply shooting the target due to amount of throw/flight time involved AND you had to account for the arc of the blade as they added drop to it. And you could only throw a few and then had to wait on the CD (per knife) so you could be in a situation where you try to knife gib and have no knives.

Due to those mechanics being so wonky and it being divisive and a deal breaker for a lot of cards it was on SD removed it.[/quote]

Why not just tweak it a bit? Instead of it being the only knives you have, make it something along the lines of Wolfenstein: The New Order. In Dirty Bomb, it could like, you have one knife that you hold in your right hand that acts just like a normal knife, but then you hold two throwing knives in your left hand. Once you throw those two knives, you can’t throw any more until the cooldown finishes, and you’ll still be left with the one knife in your right hand that you can knife and gib with no problems.


(Ohsnapkline) #10

Throwing mechanic for the stiletto with ricochet off walls.

Bleed effect for the Kukri.

Short lunge attack for the Beckhill.

Cricket bat hits a cricket ball or rock at the enemy.

Katana can either deflect incoming attacks or maybe let it just block them.

and they all have a charge time of 1.5 sec holding down right click or maybe longer/shorter depending on tweaking for balance reasons.


(RyePanda) #11

A throwing knife merc. They’re already in the game, so how hard could it be?
[spoiler]Yeah, making an interesting character could take a bit, but at least they wouldn’t have to program a new ability[/spoiler]


(frostyvampire) #12

Melees are not supposed to be cool, you are supposed to use them only to run faster and in emergency situations (or if you are Phantom)


(Ohsnapkline) #13

says who?


(Amerika) #14

The throwing knife augment replaced whatever knife you had with 2 throwing knives. I believe it was removed because it could finish downed players from range more easily, but they never really got into the details besides saying something like ‘It doesn’t fit the game’.[/quote]

It was super divisive. It replaced your knife so you could no longer quickly gib a target at your feet. You had to wait the whole time for it to throw. And if you were trying to gib from distance it didn’t take much longer than simply shooting the target due to amount of throw/flight time involved AND you had to account for the arc of the blade as they added drop to it. And you could only throw a few and then had to wait on the CD (per knife) so you could be in a situation where you try to knife gib and have no knives.

Due to those mechanics being so wonky and it being divisive and a deal breaker for a lot of cards it was on SD removed it.[/quote]

Why not just tweak it a bit? Instead of it being the only knives you have, make it something along the lines of Wolfenstein: The New Order. In Dirty Bomb, it could like, you have one knife that you hold in your right hand that acts just like a normal knife, but then you hold two throwing knives in your left hand. Once you throw those two knives, you can’t throw any more until the cooldown finishes, and you’ll still be left with the one knife in your right hand that you can knife and gib with no problems.[/quote]

I believe I suggested something very similar to this. I believe it was something like replacing your heavy slash with a knife throw. Since heavy slash typically isn’t used to gib bodies and isn’t used that much in typical play it would be a nice augment to replace the heavy slash with a thrown knife. But, at the time, I don’t think they wanted to spend dev time on this and instead simply removed it from the game. Perhaps it will make a comeback at a later date.


(KUST__LunarTM) #15

The throwing knife augment replaced whatever knife you had with 2 throwing knives. I believe it was removed because it could finish downed players from range more easily, but they never really got into the details besides saying something like ‘It doesn’t fit the game’.[/quote]

It was super divisive. It replaced your knife so you could no longer quickly gib a target at your feet. You had to wait the whole time for it to throw. And if you were trying to gib from distance it didn’t take much longer than simply shooting the target due to amount of throw/flight time involved AND you had to account for the arc of the blade as they added drop to it. And you could only throw a few and then had to wait on the CD (per knife) so you could be in a situation where you try to knife gib and have no knives.

Due to those mechanics being so wonky and it being divisive and a deal breaker for a lot of cards it was on SD removed it.[/quote]

Why not just tweak it a bit? Instead of it being the only knives you have, make it something along the lines of Wolfenstein: The New Order. In Dirty Bomb, it could like, you have one knife that you hold in your right hand that acts just like a normal knife, but then you hold two throwing knives in your left hand. Once you throw those two knives, you can’t throw any more until the cooldown finishes, and you’ll still be left with the one knife in your right hand that you can knife and gib with no problems.[/quote]

I believe I suggested something very similar to this. I believe it was something like replacing your heavy slash with a knife throw. Since heavy slash typically isn’t used to gib bodies and isn’t used that much in typical play it would be a nice augment to replace the heavy slash with a thrown knife. But, at the time, I don’t think they wanted to spend dev time on this and instead simply removed it from the game. Perhaps it will make a comeback at a later date.[/quote]

It might take some serious reworking around the melee aspect to fit in throwing knives. While heavy attacks aren’t too heavily used for gibbing, they do come into play when focusing on a melee orientated play style and does make fore very strategic choices. It’s mainly in the form of one-shotting squishies with a katana, but I’ve made use of tick timing my slash to do light slash and then a heavy slash on 3-hit kill mercs with the beckhill.

In the past, throwing knives has been a perk that replaced your knife, but maybe it doesn’t have to be a perk. Changing perks for a ton of classes right after perks were already changed seems a little over the top in my opinion, but maybe it’d be cool to make the throwing knives and actual weapon and not an augment. Perhaps make it merc specific like Vassili’s MOA.

Overall, I think it would work great on Phantom. He was originally designed for stealth, and I think the throwing knife would suit that assassination style. I’d love to see something like the stiletto be turned into the throwing knife. The main hand knife would really just be the stiletto, so you have to play it tactical and accurate to land those powerful heavy attacks. And if someone steps out of range (which always happens on Phantom), you can use the throwing knives in your left hand to get them, which would hit for the light slash damage.

Looking back on my tick timing on the beckhill, a quick and a heavy slash together do the same total damage for both the beckhill and the stiletto. I think it would be really cool to be able to sneak up behind players, heavy attack them with the stiletto, they turn around and try to back away, and then I can get the kill with the throwing knife. It not only compensates for Phantom’s poor speed considering his moderate focus on melee combat, but it also keeps the quiet assassination concept in mind.

P.S. Currently, you can easily take down enemies from stealth by hitting them once with the pistol and then hitting them with a heavy attack at about the same time. Works on hp around Skyhammer’s, but it’s not very quiet at all. Perhaps if throwing knives were a thing, you could throw the knife, then quick heavy attack to maintain maximum sneakiness.

Just a thought.


(BananaSlug) #16

why using melee when you have gun?


(Amerika) #17

[quote=“KUST__LunarTM;187364”]P.S. Currently, you can easily take down enemies from stealth by hitting them once with the pistol and then hitting them with a heavy attack at about the same time. Works on hp around Skyhammer’s, but it’s not very quiet at all. Perhaps if throwing knives were a thing, you could throw the knife, then quick heavy attack to maintain maximum sneakiness.

Just a thought.[/quote]

Or you can use your primary weapon and take them down from a spot that allows you to defend or escape better as opposed to using a pistol and then rushing in for a melee attack that over-extends you and pretty much guarantees your death against competent players.

I think some people watched the scrubs trailer a bit too much. He’s never been


(Ohsnapkline) #18

because if the stiletto had a cool Ricochet effect you could clutch kill around a corner or doorway kinda what people would do with the flak cannon on unreal tournament


(Equanimity) #19

I really think that pre-emp phantom + throwing knives (in the way that LunarTM explains) would make for an excellent flank/assassin merc. Add in a richochet mechanic like straightforward mentions and that would be awesome. Maybe make throwing knives spot, too, to give Phantom an actual recon functionality as well.


(n-x) #20

I think it was shoe who said in a Stream, that throwing knives are out of the game for good and wont come back.