Let’s sum up the problem with the katana: how do you face the typical noob phantom approaching you thinking he’s invisible?
You move back, and you shoot at him. That should be how to handle it, and it’s tough because he’s fast. But you should be handling him THE WAY YOU SEE HIM. It’s not our fault if he lags, we should not be instakilled by the katana from meters away simply because the other guy lags.
Besides, the katana shouldn’t be there. Let’s remember how online games used to be. Connections were poor, lag was ok in FPS games, but VS fighting games (Street Fighter) could simply not exist online. Then connections improved, and games like SF finally could exist, but for the simple reason that it’s possible to find 2 players in the same area & play with minimum lag.
In a 10+ people FPS, you just can’t expect everyone to have a low latency, and besides the game accepts crazy high 500ms+ latencies (why??).
WHICH IS WHY FPSes normally don’t feature such close-range large hitbox weapons. Traditionally, melee weapons were used for backstabbing. Lag doesn’t matter there, the enemy didn’t see you coming anyway, and it does make sense to instakill wen stabbing the back.
A katana instakilling you from front was really a bad idea, and it shouldn’t favor the shooter, especially when those lag on purpose, or pick it on purpose because they lag.
There used to be a merc I hated facing, it was Fletcher with his OP bombs, I’m glad it got nerved. But at least those were good players. I hate how even a lvl2 laggy phantom can slay people while he can’t play. I just don’t know what to do against them… I can try to dodge but it doesn’t matter, I’ll be instakilled because on their screen they hit me.
DB is really a very fast game, and the results of “favor the shooter”+lag show very often, when you get hit way past walls. But that’s normal, it’s not like it could be done better, and it’s probably the best for everyone. But that speed+an instakilling melee weapon just doesn’t work. Melee should be for a specific time, when you encounter someone & you have to fight at close range. It shouldn’t be effective by running like a moron into a gun, but it is, at least for some players & we can’t control that. We can’t control the distance to avoid it if it varies with players.