I know what they’re trying to do with this melee fix, to prevent one from using the melee system to shred through multiple enemies with the katana. So here’s a thought, why not just make it so that the melee hurtbox terminates on contact with the enemy? That way, you remove the beyblade exploit for multiple hits and still have the ability to effectively track fast enemies in melee combat.
Alternate melee fix: Terminate hurtbox on contact
I think one problem with that would be that melee attacks should be able to hit more than one target - if they’re bunched up close enough.
The whole melee-slowdown ‘fix’ should have never have happened.
The only real problem with the Katana, and it being exploited, stemmed from the fact that the Katana’s secondary attack had a .2-.3s hurtbox lifetime, letting players swing around an outstretched katana to kill enemies they initially missed by feet.
The melee slow should only apply to the Katana secondary fire, and not anything else. makes the most sense to me. it is a giant piece of heavy looking metal anyway, so he shouldn’t be swinging it round like a beyblade unless he lifts.
Huh, so how about it only does that with strong attacks, which are usually stabs. That way you can slash at several enemies if they’re really close together, but stabs can only skewer one person at a time?
You can’t slash multiple enemies with M1 melee, Arri, the hurtbox is there and gone in seemingly a single frame; though I’ve seen multiple DKO, I’ve never once seen someone or been able to hit multiple enemies with M1 melee - and believe me, I’ve spent a lot of time trying (without a script, though).
Huh, I remember actually slaying two guys at once with the katana’s weak swing, but it was an incredibly lucky circumstance as they were right up next to each other after eating a grenade. Guess it’s so uncommon it’s not worth taking into account.
From the way you said “slash at several enemies”, in the context of discussion, it implied not just attacking multiple people at once, but attacking one person then ‘swinging’ the weapon over while the hurtbox was still active to score additional hits, as the M2 Katana was being used/exploited.
The hurtbox being large enough to hit multiple enemies is another story. That is something that should be able to happen, and in moments like slashing both a medic and an enemy being revived, absolutely applause worthy.
OP’s suggestion is a far simpler and more elegant solution. Overall the knife animations as with most over character animations in this game are kinda long to begin with.