Give more traits to melee weapon?


(HamanDinduNuffin) #1

you guys know about beckhill our lord and saviour the always hitting one right?

it made other melee weapons (except bat) feels useless.

how about adding Traits to the melee weapons?

  1. Stilletto Stillnotto hittinggu yourr enemies will be given cripple effect when you heavy attack with it. making your opponent cant sprint for 0.5 second.
  2. Beckhill Masterknife will be given armor piercing effect deals more heavy damage (+10) to mercs with higher than normal health (mercs that has more than 120 base health) but deals lower hit rate when trying to heavy attack lower health mercs (mercs that has less or equal than 90 base health)
  3. Kukri Sword will be given parry ability when attacked by enemy melee weapons (parry cancels the animation and deals no damage to enemies)
  4. Katana will be given an option to seath the sword and run faster (same speed with using beckhill while sprinting until sword is unseathed
    (the unseath and seath animation have 0.5 sec and 0.8 second animation. Phantom seathing his katana wont cancel his cloak)

i think this could be a great addition to your normal erryday knifes…


(nokiII) #2

no


(HamanDinduNuffin) #3

why?
give me your eed back on my eideea


(frostyvampire) #4

This isn’t Overwatch.
We don’t need abilities like that in Dirty Bomb. It doesn’t fit the game

Katana is the best melee already. No need to change it
Stilnotto could use some buff (maybe faster swing speed)
Kukri is balanced, but maybe the range could be 1.5x of a knife
Cricket Bat is OP, but also the fact it has the same range is a knife is confusing me. I think it should have double range of a knife and have the same attack speed as Kukri
And all melees should be insant kill + gib if you use right click attack from behind the enemy. I have no idea why did they remove backstabs in the first place, it’s a mechanic that we need


(DB Genome editor) #5

I would disagree… Contrary to what you see in movies, in a face to face melee a slash with a knife is unlikely to do much significant damage, unless you hit the neck or something like that. Even less likely if the opponent is wearing tactical armor or even heavy clothing (leather jacket for instance). A connecting swing from a cricket bat on the other hand is likely to be incapacitating no matter where it hits, shattering bones and/or rendering you unconscious (assuming you strike properly with the edge, not the flat :wink: ).

And insta-kill on a full attack from behind would make sense as I’m pretty sure it would cave-in your skull in RL.


(HamanDinduNuffin) #6

[quote=“FrostyVampire;201600”]This isn’t Overwatch.
We don’t need abilities like that in Dirty Bomb. It doesn’t fit the game

Katana is the best melee already. No need to change it
Stilnotto could use some buff (maybe faster swing speed)
Kukri is balanced, but maybe the range could be 1.5x of a knife
Cricket Bat makes no sense to me that it does more damage than a knife. I think it should be changed to deal 30 damage on left click and 70 damage on right click but have a 3 times range of the knife and maybe a small chance to stun the enemy on hits (just like getting hit with a bat in real life)
And all melees should be insant kill + gib if you use right click attack from behind the enemy (except bat which will have a 100% stun chance instead because insta kill makes no sense on it). I have no idea why did they remove backstabs in the first place, it’s a mechanic that we need[/quote]

i beg to differ.

katana is mostly useless against better skilled player because first, its easier to use primary as phantom and headshot your target.

Second, Katana is currently only good while using kira (which has the speed it needs to dodge shots or other melee) and her loadout, while somewhat not that bad and is not that good either.

you will have a hard time swinging kukri rather than swinging beckhill for unknown reason so having a parry option to cancel other player melee animation is quite useful since kukri holder are generally need better melee (thunder, red eye, aimee, stoker) and it will move the throne for best melee weapons to be more playstyle related and not which one has best hit detection.

and no, stillnotto dont need more speed.

and no, i dont take the “i d e a” from overwatch nor i want to make DB become Overwatch Clone. I came to this idea while playing Mount & Blade Warband where the enemies can parry other melee weapons so you wont get hit by a massive Halberd.

and no, insta kill is not viable in DB. everyone would just run around and stab people in the back.


(Mr-Penguin) #7

Melee isn’t the focus of this game, the guns and mercs are. How about the devs put the melee weapons asides and then balance the guns and abilities first?


(HamanDinduNuffin) #8

well when youre out of bullets and your side arm is too slow to shoot, i would always change to melee. Melee weapons IS part of the game even if its not the focus.

its like when people call burst rifle too OP and m9 is the king of pistol

would the melee get the Tender Loving Care? @stayfreshshoe ?


(BananaSlug) #9

secondary weapons are much better than melee (ok maybe if enemy dosent have any place to run). I like your idea, but melee for most players is just finisher that makes you run faster (and ofc when you want to troll) and there is the problem: stiletto is bad finisher


(Grave_Knight) #10

Fine as is.

  1. Getting hit already slows as is. Having a unique slow effect isn’t something needed in a fast pace game.
  2. That’s stupid. Why would a large blade do more damage to someone with a lot of health than it would with someone with less health. Also bladed don’t pierce armor, the entire point of armor is to stop swords from killing you.
  3. Kukri aren’t particularly good for parrying. The design is actually meant to reach through defenses. Also how the hell is that even suppose to work?
  4. HAHAHAHAHA. Okay, that doesn’t even make sense. You sheath your weapon when you aren’t using it. So by that logic you should be faster when using the gun. Also sheathed swords don’t make you go faster. You just want to live out your weeby Kenshin fantasy.

As for the cricket bat thing. Dude, smashing skulls does a lot of damage. There was a reason why knights started focusing more and more on crushing weapons as armor became more and more advance. Firstly, crushing weapons don’t have to penetrate armor to do damage. Secondly, you can cave in armor with a crushing weapon which makes the armor more dangerous to the wearer.


(JJMAJR) #11

I think that melee weapons with more range should also have a stronger snare effect, from 2/3 to 4/5, like Thunder’s concussion effect.

I also want to see skins for numerous melee weapons. Instead of a cricket bat for example, we have a nice, simple hammer, which has similar stats and the knife-based range is more easily justified. Or a wrench for builds with mechanic.

I also think that there should be a melee weapon for Rhino to not lose massive amounts of mobility for, like a police baton, while also providing a very strong snare effect and the range of the Katana. As a trade-off it wouldn’t be able to one-shot anything, and have the lowest DPS among melee weapons in the game.


(frostyvampire) #12

I never said anything about Katana only being OP.
But it’s still is the best melee weapon. Sometimes switching to melee is a good idea if you run out of ammo and your secondary is bad. I do it very often when I play Aimee or Sparks. Katana is better than any other melees. Never said it’s better than

guns[quote=“Djiesse;201639”][quote=“FrostyVampire;201600”]Cricket Bat makes no sense to me that it does more damage than a knife.[/quote]
I would disagree… Contrary to what you see in movies, in a face to face melee a slash with a knife is unlikely to do much significant damage, unless you hit the neck or something like that. Even less likely if the opponent is wearing tactical armor or even heavy clothing (leather jacket for instance). A connecting swing from a cricket bat on the other hand is likely to be incapacitating no matter where it hits, shattering bones and/or rendering you unconscious (assuming you strike properly with the edge, not the flat :wink: ).

And insta-kill on a full attack from behind would make sense as I’m pretty sure it would cave-in your skull in RL.

[/quote]

I guess that makes sense. I’ll change the bat in my post then : 3


(Grave_Knight) #13

[quote=“JJMAJR;202045”]I think that melee weapons with more range should also have a stronger snare effect, from 2/3 to 4/5, like Thunder’s concussion effect.

I also want to see skins for numerous melee weapons. Instead of a cricket bat for example, we have a nice, simple hammer, which has similar stats and the knife-based range is more easily justified. Or a wrench for builds with mechanic.

I also think that there should be a melee weapon for Rhino to not lose massive amounts of mobility for, like a police baton, while also providing a very strong snare effect and the range of the Katana. As a trade-off it wouldn’t be able to one-shot anything, and have the lowest DPS among melee weapons in the game.[/quote]

Nah, a hammer would work different from a cricket bat. It would be faster on the swing but slower on the recover and deal more damage.