Melee Turn Limiter Feedback Part 2


(Ottah) #1

So after the first implementation of the melee slow i was one of the first to make a thread with feedback, so here’s part 2.

In short: While melee certainly has changed for the better, especially on slash attacks and gibbing, myself and many of the people i’ve asked for opinions, still feel the stab attack isen’t quite there yet and still feels awkward to use as times, and doesn’t reward aim as much, it more rewards prediction at the moment.

Here’s why; Dirty bomb has fast paced classes, is fast paced in general and many of the stab attacks feel like they have a small windup time before the damage lands. This will often result in missed melee attacks, so predicting where your enemy will be when the damage activates is just as important, if not more then aiming the attack itself.

This in itself is not such a bad thing and one can get accustomed too it, but the turn limited also rules out any last split second corrections due to you being turn limited as well as any awkward situations resulting from it such as being at the end of your mousepad while you barely turned because you got slowed during your mouse wipe, causing a ‘loss of control’ feeling.

Another issue that arised from the melee slow in general is that it makes you feel like you are playing with a constantly changing/inconsistent sensitivity and for me, this is the biggest gripe of the whole melee turn limiter. In an ideal world, the melee turn limiter should prevent exploits, but would not be noticeable during normal gameplay, as if such a fix never has been implemented in the first place.

Many players, including myself constantly track our enemies, regardless of weapon, and the constant locking doesn’t contribute to a smooth game experience. In other games, in a simlilar situation, where you missed your right attack, your enemy will still stab you, just as in this game, but atleast you can turn around and asses the situation and how you will perform your next attack.

Here i feel needlessly punished at times, when a melee attack is the right choice to use, because i just can’t recover myself in time due to a fix, that is to prevent an exploit. it dindt help me promote my aim because i already landed the attack, but did put my character in a loss of control state for a split second.

Like i said i don’t think a fix ingame to prevent exploits is a bad thing, but please tune it to the point where players dont feel hampered by it during normal gameplay, and like i said, atm with the fast paced gameplay, it kinda rewards prediction more then aim.

Looking forward to more feedback from the rest of the community :slight_smile:


(Ottah) #2

Can a moderator please to so kind to move this discussion to the “Weapons Discussion” Section, i thought i was posting there but apparantly i dindt. ^^’


(Arri_Shi) #3

I made a thread on this. Basicly, this makes the M2 useless because the hurtbox doesn’t appear in an instant and need to be tracked for a period of time in order to connect but it can’t be corrected enough in a close range fight to be viable due to this stupid limiter.


(KattiValk) #4

Right click either needs to be much more reliable or have faster recovery.