CS GO's knife mechanics, and how the Katana and other melee weapons could benefit from it.


(watsyurdeal) #1

So, I wanted to bring this up for a while, since people argue the Phantom is mindless and takes no skill to use…well let’s fix that!

In Counter Strike Global Offensive, the knife works like this, left mouse click = faster, weaker swing, right mouse click = stronger, slower swing. And if the slower swing misses, the delay between swings increases. In other words, missing leaves room for the enemy to counter attack or in Dirty Bomb’s case, get away.

So…I’m thinking, what if we applied something similar

If you land a lunge with the Katana, allow it to immediately follow up with a fast swing, if not, you’re stuck doing the lunge. This combined with a turn speed nerf and maybe a small hitbox nerf, will mean Phantom players will have to learn how to combo their swings together to deal enough damage, in enough time, to land a kill.

It may add some extra depth to the class, and therefore, more skill.


(CCP115) #2

Uhh… isn’t this is already in the game?

Right click for a heavy attack, and left for a fast. This is a definite for knives and such, but I don’t know about the Katana. I imagine Phantom players just use the lunge (right click) anyway, then just spin a little to hit everyone.

As for CS:GO mechanics, yea it’s kinda cool I guess. But Team Fortress 2 has the most indepth melee mechanics I have ever seen. I lied, there are none, but there are different timings, and it takes a lot of skill. The hitboxes are also on time, and the range is communicated well. Something DB needs a fix with.