Melee turn speed slow, please get rid of it...


(SteelMailbox) #21

As someone who mains a medic class I can use the defibs but i still agree that the new sensitivity when using melee really is bad. I understand its to encourage aiming but cmon I didn’t saw one melee kill ever since the patch and I try to avoid attacking with melee (Like many over people).


(Jostabeere) #22

This is the most retarded and bad way of fixing stuff when instead of fixing the actual issue devs fix everything around it in my opinion. Its possible to nerf only Phantom and not all melee weapons. Or his katana and not the Butcher perk. Same with katana turn speed instead of ALL turn speed…


(Ottah) #23

I think phantom recieved enough nerfs and his kantana damage window was fixed, so there is no need in my opinion to single out his weapon or the merc in general.

I would love to see the melee turn slow removed as it is not possible to swipe and damage anymore. (kantana lunge feels like a knife stab now)


(RuleofBooKz) #24

As proxy with knife: what i noticed is that sprinting then doing a jump in the air, and while in the air, doing a 360 full spin is that was fine. If you attack tho is when u get a very little slow down in a spin. This is fine to me.

My logic: I will pull out a knife when i retreat from battle, for the speed boost, so being it only effects those who attack, not defend, its balanced.

I do play with max 60 sens with a 2000 dpi razer mouse (someone in the thread mentioned they didnt like it and they used low sens)

Only played for a quick 30min so will play again tnite with other classes etc to get a better over all idea


(WinterShade) #25

[quote=“RuleofBooKz;51780”]As proxy with knife: what i noticed is that sprinting then doing a jump in the air, and while in the air, doing a 360 full spin is that was fine. If you attack tho is when u get a very little slow down in a spin. This is fine to me.

My logic: I will pull out a knife when i retreat from battle, for the speed boost, so being it only effects those who attack, not defend, its balanced.

I do play with max 60 sens with a 2000 dpi razer mouse (someone in the thread mentioned they didnt like it and they used low sens)

Only played for a quick 30min so will play again tnite with other classes etc to get a better over all idea[/quote]

Thing is pistols provide the same speed bonus as melee weapons do and the turn limiter is far more noticeable on the Cricket bat and Katana as they are the ‘heavy’ melee weapons over a knife.


(Ghosthree3) #26

You what.


(Fap Fap Master) #27

Worst change ever, go to knife a downed person, can’t even look anywhere anymore, not only that, you decided to listen to all the baddies in this game and nerf phantom. You seriously fucked up SD


(Cr4zy) #28

1.3cm 360. I don’t even. o.O


(RuleofBooKz) #29

ive mentioned it b4 on these forums?? long time twitch (not the streaming service) gamer

i like the flow of twitch. i like the good footing. i like the extra challenge of control

makes it a little hard to get HS if feeling sloppy / tired etc but thats the trade off

also i guess why wanting the game to be, tighter, with all this anti lag compensation discussions in those other threads


(Ghosthree3) #30

I can twitch aim too, on 3.7/1000 + some accel which goes to 2x multiplier.


(Gi.Am) #31

The patchnotes imply that it was done not only to fix the exploits (that where in theory possible with all melee weapons) but also to “reward intial aim more” indicating that SD felt that charging in and spamming melee attacks while moving around might have been a bit too easy.

They also stated they will finetune it in the future. Makes sense to start with a setting at a point where it will absolutely do its job (make exploiting impossible, make melee harder) and then gradually improve it to a point where its balanced.
Also nicer to get 1 initial shitstorm over the change and then hearing praise the next 2-3 patches for buffing it, than getting a shitstorm in the beginning for not fixing the issues and then 2-3 more for constantly nerfing a mechanic further and still not fixing the issues.


(triteTongs) #32

Who exactly was exploiting spinning around with the default tiny little stiletto knives. You know, those knifes that requires you to kiss the enemy for it to hit? It’s a shame so many players had to use those spin bots on those knives. They really got too many kil–ohwait.


(TeeKayM) #33

To me, it was an unnecessary change. I’m not a fan of Phantom’s melee as I usually go invisible to go up to people and shoot them in the face, but I tried a melee game just to see how it is.

I was actually shocked as to how slow it turns. It might be the fact that I’m not used to it yet, but IMO it ruins the fast paced aspect of the game, especially when you can hardly turn around if your target moved.

We should give it a week and get used to it. If it doesn’t work, we can ask for a change.


(HonourBound) #34

as a player with high sensitivity this is the only new thing added to the game that im completely against, never mess with sensitivity in-game :frowning:

I believe even with the current phantom tweaks he would still be balanced even without this global melee tweak


(B_Montiel) #35

They probably should ask torn banner about melee turn speed rates :stuck_out_tongue:

Actually, that’s not a bad idea, but it is way too stiff and sudden at the moment.
I feel like I am arching a bow everytime I use melee, no matter quick/strong slash.
And I would not be surprised if the feeling is amplified for high sensitivity players or players playing with acceleration.


(robustWonder) #36

I really don’t like the sudden slow down with melee. There is absolutely no reason to use melee now except if you are completely out of ammo.

I don’t play a lot of FPS so I don’t know how other games handle characters who have strong melee capabilities like in TF2. How does the spies melee work? How does the spy achieve balance with melee weapons compared to this game?


(B_Montiel) #37

[quote=“robustWonder;52013”]I really don’t like the sudden slow down with melee. There is absolutely no reason to use melee now except if you are completely out of ammo.

I don’t play a lot of FPS so I don’t know how other games handle characters who have strong melee capabilities like in TF2. How does the spies melee work? How does the spy achieve balance with melee weapons compared to this game?[/quote]

It took them 3 years to resolve most of the frontstab issues and it still happens lol…


(Cr4zy) #38

[quote=“robustWonder;52013”]I really don’t like the sudden slow down with melee. There is absolutely no reason to use melee now except if you are completely out of ammo.

I don’t play a lot of FPS so I don’t know how other games handle characters who have strong melee capabilities like in TF2. How does the spies melee work? How does the spy achieve balance with melee weapons compared to this game?[/quote]

He’s super weak, has a very short attack range, can only one hit kill in the back.


(Fap Fap Master) #39

Melee lock screen completely ruins the flow of the game, go to knife a downed player and you become blind for 1 second.


(robustWonder) #40

[quote=“Cr4zy;52028”][quote=“robustWonder;52013”]I really don’t like the sudden slow down with melee. There is absolutely no reason to use melee now except if you are completely out of ammo.

I don’t play a lot of FPS so I don’t know how other games handle characters who have strong melee capabilities like in TF2. How does the spies melee work? How does the spy achieve balance with melee weapons compared to this game?[/quote]

He’s super weak, has a very short attack range, can only one hit kill in the back.[/quote]

How many hits if on the side of the character or in the front? I am guessing very short means stiletto range and does he move faster than other characters? I know he can look like opponents and get by that way, but how does invisibility work, when he moves?

I like the idea of a melee capable character but in the current state all melee is seriously handicapped in this game.