Melee turn limiter


(ProTecz) #1

First of all, I do agree Phantom being quite OP before this patch.
but I do not agree on trying to solve it by forcefully limiting turn speed.
tbh reducing the time the katana does dmg would be quite a good fix already so you cant go slapping people anymore or hit 2-3 people with 1 swing (Bayblade Mode)

and along with the 10 less HP, more visible cloak, shield over dmg going into HP now and have a much longer cool down make it a rather big nerf for phantom.
and as stated before he was OP but turn speed was not necessary not to mention fucking up melee in general for all mercs.

Please to anyone that whats this changed i encourage you to share and keep posting and make this a big thread to make sure the Dev’s see it and “TUNE” this mechanic properly. (cough* remove cough)


(Sagan on Roids) #2

Agreed. I mostly use melee for gibbing, and with this change it feels awful.


(Rjsto) #3

“and to reward initial aim”

There’s that bit too. I like it, even if it foils my previous tactic of in a knifefight shaking my mouse from side to side while spamming light attack. And you know, that worked, now there will be a bit more precision on knife fights


(Jojack) #4

Yeah, another lazy fix to a problem. Just another example of how Phantom has ruined the game.


(InvaderGir) #5

People weren’t kidding when they said it was bad. The control feels so awkward now it’s unreal.


(triteTongs) #6

[quote=“Rjsto;51243”]“and to reward initial aim”

There’s that bit too. I like it, even if it foils my previous tactic of in a knifefight shaking my mouse from side to side while spamming light attack. And you know, that worked, now there will be a bit more precision on knife fights[/quote]

Well, you know what else could fix rewarding initial aim?

Lessening the amount where the melee attack can tag a player. Instead of having it .6 seconds of knife contact, it could be .3 seconds.

I’d suggest completely removing the speed cap for Stiletto, and the Combat Knife, and the cricket bat. Then change cricket bat to have a shorter window of attack.

At least that won’t feel gross when you go to knife a downed player.


(forlornStake) #7

[quote=“ProTecz;14841”]First of all, I do agree Phantom being quite OP before this patch.
but I do not agree on trying to solve it by forcefully limiting turn speed.
tbh reducing the time the katana does dmg would be quite a good fix already so you cant go slapping people anymore or hit 2-3 people with 1 swing (Bayblade Mode)

and along with the 10 less HP, more visible cloak, shield over dmg going into HP now and have a much longer cool down make it a rather big nerf for phantom.
and as stated before he was OP but turn speed was not necessary not to mention fucking up melee in general for all mercs.

[/quote]

I’ve been in a match with several players and we all ended up complaining how bad and annoying the sensitivity is when we knife. It cannot stay like that!


(NeoRussia) #8

This is horrible. All they needed to do was make it so that the katana wasn’t a lawnmower with a huge hitbox and long animation on the stab. But no lets screw up all other meleeing as well. And while we are at it, lets take the least damaging melee weapon and give it -15% move speed! As if cricket bat was overpowered with its lowest single hit damage of any melee weapon…


(Rjsto) #9

I like it


(Rjsto) #10

[quote=“triteTongs;51263”][quote=“Rjsto;51243”]“and to reward initial aim”

There’s that bit too. I like it, even if it foils my previous tactic of in a knifefight shaking my mouse from side to side while spamming light attack. And you know, that worked, now there will be a bit more precision on knife fights[/quote]

Well, you know what else could fix rewarding initial aim?

Lessening the amount where the melee attack can tag a player. Instead of having it .6 seconds of knife contact, it could be .3 seconds.

I’d suggest completely removing the speed cap for Stiletto, and the Combat Knife, and the cricket bat. Then change cricket bat to have a shorter window of attack.

At least that won’t feel gross when you go to knife a downed player. [/quote]

That could work too, yeah! I guess I’m just used to slowed sensitivity in melee from Chivalry, lol


(Jojack) #11

Wait. I haven’t been in game yet. For some reason I thought the turn speed limit only applied to secondary melee attacks. Does it also effect normal melee attacks? If the former, I’m good with it. If the latter, they will need to fix it.


(triteTongs) #12

From the patch notes:
Melee Weapons
Added a turn-speed-limit for melee attacks to prevent exploits and to reward initial aim
This will be fine-tuned based on player feedback and metrics

Fine tuned? How about removed for everything but katana?

Please tell me who was exploiting the spin mechanic for the Stiletto, or the Combat Knife. You have to get so damn close to someone anyways with those.

It’s the grossest mechanic I’ve ever seen in a video game. It doesn’t feel good, especially playing at high sensitivity. It really makes you not want to finish off downed players. Sad, because finishing players is apart of the game.


(forlornStake) #13

@MissMurder Please notice this. I personally experience this new “tweak” as a gamebreaking issue.


(Cr4zy) #14

So the smart fix would be to limit the amount of time the “attack” does damage for, if people could 360 and abuse it it was clearly too long.
Or Make it so it can only ever hit one person at a time per attack.
Or make it so it only does minor damage to additional players.

But don’t change with a players sensitivity in the middle of fucking combat are you stupid?! - Apparently, yes they are.

So many alternatives to balance melee and they choose what appears to be the most idiotic one they could think of.


(triteTongs) #15

It’s for both.
Interesting idea though. Maybe the speed cap should be only affect the secondary “hard stab” melee attack for the Katana, not the quick swipes.

I still think it should be removed for everything else.


(Ottah) #16

Melee feels horrible atm, they need to remove it.

Why not go after the real issue, like scripts and macros and dont put band aid fixes like this in the game.

You cant even beyblade with the big melee weapons anymore, the damage window is tiny, even on the kantana (tested it)

So why is it ingame?


(Alphafox) #17

It’s for both.
Interesting idea though. Maybe the speed cap should be only affect the secondary “hard stab” melee attack for the Katana, not the quick swipes.

I still think it should be removed for everything else.
[/quote]

Even for the stab i believe it’s too much. Just like you said earlier ‘‘buffing’’ the contact time would have been a good fix.


(watsyurdeal) #18

Messed around a bit…and the problem with that is it locks the moment you activate it, and there’s a windup before the attack actually hits…so you’re more than likely going to miss.

It’s clunky and unpleasant compared to how it was before, plain and simple.

If we can’t do at least one 360 degree turn with this, get rid of it and never look back. It didn’t solve anything, just created another problem.


(WinterShade) #19

[quote=“Watsyurdeal;51461”]Messed around a bit…and the problem with that is it locks the moment you activate it, and there’s a windup before the attack actually hits…so you’re more than likely going to miss.

It’s clunky and unpleasant compared to how it was before, plain and simple.

If we can’t do at least one 360 degree turn with this, get rid of it and never look back. It didn’t solve anything, just created another problem.[/quote]

Granted the duration of the Katana heavy attack was a great tweak personally but this turn limiter is making the melee aspect of the game slow and really not even usable most of the time.


(ProTecz) #20

the proper way of fixing this is just indeed having contact where dmg occurs shortened by a lot.

this is instantly fix 99% of the problems and then they have enough time how to figure out a long term fix.

Edit: Spelling errors