Knife discussion


(Shiv) #1

Just opening this up to some thoughts on the knife.
For me it feels too powerful, or rather, too powerful too fast.

Current problems I have with it
-Its range is too long, it loses its feeling of connection because you can hit a guy a couple of feet infront of you.

-Its too fast, I think if it was a big hit but slower it might work better, then you can still wipe out a group of enemies if you are behind them or out manouver them but you cant run at them wildly swiping like you can now.

-There seems to be a delay between the full swing animation and it hitting, especially the right click slower one. It felt like the character swung AND THEN the enemy essentially ran onto the blade.

I really like it as a secondry on the quick use. The final hit to finish a fight as both players rush towards eachother, then it can have a longer cool down between hits and no one would notice.

This all comes from using the knife exclusively one map and coming just under first place on kill count, including running at enemies who were shooting me. I think the top aim skill players had stopped playing at that point so maybe its a better indication of a standard pub game.


(Dthy) #2

After the game just played, the knife seems really OP. I personally found that it seemed to have an insane amount of lag compensation (I managed to alt stab a the air a second after Shiv passed and killed him). Also the damaged just seemed ridiculous (left click then right click and they’re dead). It seems alot more efficient than using the gun.


(tokamak) #3

I think it’s fine. You wanted up-close hipfire combat? You got it.


(INF3RN0) #4

Fear the Banana!


(DarkangelUK) #5

He just said it’s not up close, it hits a few feet in front.

That’s my major gripe with it. I’m used to instant melee from the likes of Halo and CoD so it’s taking a bit of getting used to, but the hit distance is too far imp.


(Apples) #6

I wont comment on this as to me any instakill weapon is bad.


(DarkangelUK) #7

Well its only instakill from the back if that makes a difference.


(INF3RN0) #8

Knife range and hitbox is much too big. I think we can all agree on that, otherwise I wouldn’t really mind the damage aspect.


(Bananas) #9

[QUOTE=INF3RN0;415038]Knife range and hitbox is much too big. I think we can all agree on that, otherwise I wouldn’t really mind the damage aspect.[/QUOTE]What he said.

The backstab aspect is fine. It only works if you get behind someone anyways. Damage is also fine as you have to be super close.

If you could tell who enemies are easier, the knife would get indirectly nerfed.


(SinDonor) #10

Knife range is HUGE. I was about 3-4 feet away and 30-45 degrees aimed off this pillar, and I was still able to score hits. All of those bullet holes are strikes compared to where my cross hairs are.



(Kiddspooky) #11

It does seem to have a bit more of a range than it should…

But I just love how you can fast swipe, or have it as a weapon bank. I think its going to please everyone, make it easy for people to adapt.

edit*

We also need an icon for the one shot kill backstabs.


(AKAMrSmiley) #12

Yeah I agree with a lot of the others in this thread, damage doesn’t seem to be too overwhelming just you seem to be able to hit people from a distance quite frequently and it doesn’t even look like your knife is close to them.


(tokamak) #13

I like the COD knife (a sweep rather than a stab) but it doesn’t have to be instakill.


(Mustang) #14

Too fast? I was thinking it was too slow. (Talking about the good stabby one this is)


(MrEd) #15

[QUOTE=SinDonor;415049]Knife range is HUGE. I was about 3-4 feet away and 30-45 degrees aimed off this pillar, and I was still able to score hits. All of those bullet holes are strikes compared to where my cross hairs are.
[/QUOTE]

Interesting…

Not sure about the range but as for the angle, in early playtests the knife used the same crosshair trace as bullets which gave us problems with hit detection on fast moving targets. To remedy that we added a sweep in front of the player which gives you the 30-45 degree margin of error. That was added before the backstab animation, I think, when we only had the light slashes.

I guess the question then is should light slashes have the wide sweeping arc and the heavy stab have a narrower one or leave the detection angle the same for both attacks?


(Mustang) #16

Well that’s an easy one, the stab should have a much narrower angle than the slash.


(SinDonor) #17

[QUOTE=MrEd;415068]Interesting…

Not sure about the range but as for the angle, in early playtests the knife used the same crosshair trace as bullets which gave us problems with hit detection on fast moving targets. To remedy that we added a sweep in front of the player which gives you the 30-45 degree margin of error. That was added before the backstab animation, I think, when we only had the light slashes.

I guess the question then is should light slashes have the wide sweeping arc and the heavy stab have a narrower one or leave the detection angle the same for both attacks?[/QUOTE]

If the sweep has less damage and the stab has more, then I think it would be logical to decrease the angle for the stab.


(Bananas) #18

The knife hit is too long. What I mean is, you can hit someone after the stab animation goes off. Like when the animation shows you pulling the knife back. This probably lets you get kills where you don’t actually hit someone with the knife technically.


(Breo) #19

To balance stabbing, the speed, angle and damage (front attack) should be reduced, slashing is fine.


(mortis) #20

W:ET did backstabbing perfectly, IMHO…