Personally, I think the hitbox duration should be increased slightly because the fact that the mercs in this game run really fast and it’s hard to hit perfectly, and also keep in mind that this game doesn’t have lockon knife like most FPS games.
Right now with Phantom, he’s just… his katana lunge attack now takes a lot of precision, as well as a lot of other mercs because of this hotfix and how your sensitivity completely changes the motion of the knife.
The fact that Phantoms a lot more visible now, it’s even harder to strike a enemy down, due to the fact most of them take at least 2 knives. That means as Phantom, you need to chase down the person that is either going to be ahead of you or just way faster and at the same time, you need to catch up and KNIFE WITH PRECISION. I can’t picture a person pulling that off with every enemy he attacks.
Yes I know these are just patches and hotfixes and there will be more, but I want some opinions on this.
Are You Guys Satisfied With The Melee Changes?
Problem with you rquestion still is… meelee-change is about two seperate things.
First the hitbox, and/or the time/angle the target is hit.
Second the change to input>output movement/sensitivity.
So for the hitbox parts, surely, yes… and no. The weapons should simply hit accordingly to their animation, even if this animation has to be changed.
For the sensitivity part… … . FFS, who do you think you are, messing with my sens???
[quote=“D’@athi;57870”]Problem with you rquestion still is… meelee-change is about two seperate things.
First the hitbox, and/or the time/angle the target is hit.
Second the change to input>output movement/sensitivity.
So for the hitbox parts, surely, yes… and no. The weapons should simply hit accordingly to their animation, even if this animation has to be changed.
For the sensitivity part… … . FFS, who do you think you are, messing with my sens???[/quote]
The sensitivity part is just wtf, who ever thought of this idea is just…idk what to say.
Lunge as in, step forward and impale the target? Sorry, but I would rather it worked that way, getting melee kills should take skill just as much as consistent headshots do.
Stealth means that melee would be stupidly easy if all it took was a bit of low skill button mashing when you get near a target.
Sorry, know you wanted support, but you didn’t give us enough options for what I really want for melee (biased poll on your part, shame on you), so I voted for the closest one to my own opinion.
Having 0 problems knifing people since hotfix. Skill issue if you’re still missing now.
Lunge as in, step forward and impale the target? Sorry, but I would rather it worked that way, getting melee kills should take skill just as much as consistent headshots do.
Stealth means that melee would be stupidly easy if all it took was a bit of low skill button mashing when you get near a target.
Sorry, know you wanted support, but you didn’t give us enough options for what I really want for melee (biased poll on your part, shame on you), so I voted for the closest one to my own opinion.
[/quote]
Other option?
I think the hitbox duration should match the animation, It feels really stupid when you can miss a melee attack on a stood-still target, either change the animation to match the hitbox duration, or change the hitbox duration to match the animation. I do really like how they fixed the sensitivity lock however, and hope it stays like that.
It’s hard to explain but I would prefer melee to be like it’s in CS pretty much.
Melee shouldn’t be a huge focus like a lot of people seem to want it to be. Melee is high risk, high reward.
I hate when I see an Aura with a cricket bat running around killing everyone, it looks stupid as hell. I would like to see melee being used for finishing or during REALLY close combat when the enemy doesn’t see you, not as a primary weapon ,cough some Phantom people who use Katana only cough.
[quote=“RenLou;58028”]It’s hard to explain but I would prefer melee to be like it’s in CS pretty much.
Melee shouldn’t be a huge focus like a lot of people seem to want it to be. Melee is high risk, high reward.
I hate when I see an Aura with a cricket bat running around killing everyone, it looks stupid as hell. I would like to see melee being used for finishing or during REALLY close combat when the enemy doesn’t see you, not as a primary weapon ,cough some Phantom people who use Katana only cough.[/quote]
Well, Phantom is supposed to be focused on meleeing, but SD must have predicted that there’s gonna be complaints about it, that’s why they probably added a primary weapon to Phantom unlike in Alpha where he only had a revolver.
[quote=“XavienH5;58305”]
Well, Phantom is supposed to be focused on meleeing, but SD must have predicted that there’s gonna be complaints about it, that’s why they probably added a primary weapon to Phantom unlike in Alpha where he only had a revolver.[/quote]
Phantom does have the look of a melee focused merc, however, the recent changes done to melee and Phantom himself makes me think SD has something else in mind for him. Honestly, I prefer the way it is right now, maybe just buff his cloak a bit (make harder to see) and it would be a good “flanker/recon” merc. I’m sure most will agree that Phantom shouldn’t be encouraged to use his katana for most of his kills, but rather his guns.
Why is this game dead without the turn speed limit? How do you play this shooter man?
Remove the turn limiter, its simply no longer needed as the damage window from the stabs is no longer 1 ~ 2 seconds long (jesus, who thought that was a good idea?) but it has been reduced to the point where it actually feels like stab and then the damage stops.
remove the turn limiter (i voted wrong for some reason)
This is a misconception, aiming can still lead to misses due to the game’s wonky netcode and innate speed of some characters. it does work for the light attacks and if you’re sitting on top of them but for the heavy attacks versus those characters prediction helps you land more hits then actually aiming for their body, provided they are not sitting still.
Also the damage window of melee was like 1~2 seconds long, doesnt that seem obscene to you? why not tune down the damage window to where attacks actually behave like stabs and not install a global band aid fix to melee that literally no other fps game has?
Never played a single fps where they simply lock your character’s movements during normal player melee.
Not even the Demoknight from TF2 got turnlocked while melee slashing, he only got turnlocked during his shield charge to prevent players from going in circles and then hit a player just before the charge ends for a critical shield bash and critical melee hit that would oneshot 95% of the classes in that game. And then valve added an alternative shield that does less damage on a charge but allows 100% turn control while charging.
¿¿¿
I’m against turn speed limit, what the hell m8
Also I play like a fucking golden god
Well, knifing is always an alternative if you wanna mix things up a bit in shooter games.
This. I don’t think they should have changed melee at all to begin with. Or phantom for that matter. But I guess the instant casual backlash caused both changes so oh well.
