I think Melee weapon is now somehow too low damage.It make the melee weapon very disadvantage that almost no one to use.
Everytime the character run towards the ememy have one attack and you don’t have energy to leave already
I think it should add up the damage a little bit.
or keep the damage same but reduce the cost.(actually increase damage is easier to handle in you program side)
or can it add a stunt which like the concussion grenade to reduce opponent 's energy which helps the melee character to get out of danger?
Seriously, I think if you design melee weapon but nobody fancy to using it. It is so wasted.
I would like to try using melee weapon in my team if it is not so disadvantage.
You can see it is very very very hard to have 3 ticks in the fixed Squad game “downtown rumble”. Melee weapon is almost useless.
Melee weapon disadvantage
Yeah melee weapons suck. The damage should stay the same imo, but they need to lower the energy usage of them, so like you say, the user can get away safely.
They used to cost 2 energy to use. And if you didn’t have 2 cloaked slammers you more
Or less lost. Keep the energy cast and increase the damage. Still hard to get close but you leave a bigger mark
The only use for melee is on a cloaked unit. Otherwise you just run into bullets on the way and die. You might be lucky to get a stab in, but then the next turn you are nothing but a target. There is no run in, attack and run away. Just isn’t enough energy to do that and you can’t “get” that close to enemies without taking fire 90% of the time. I have won a couple matches using melee, but it was just luck against new players.
Or maybe instead of having people’s movement set, the weapon defines it. So a low damage melee weapon means you have 1 movement. A hammer means 2 chainsaw 3… That way you can attack multiple times because your movement is increased or decreased depending on the weapon you want.
the best way to Fix this problem is slightly increase damages a bit.
This is the easiest way to do on the program
[QUOTE=Crozzton;420221]They used to cost 2 energy to use. And if you didn’t have 2 cloaked slammers you more
Or less lost. Keep the energy cast and increase the damage. Still hard to get close but you leave a bigger mark[/QUOTE]
They don’t need to make them only cost 2 energy, but maybe decrease the current numbers all by 1 energy usage, so the knife would need only 2, but the katana will need 3 and so on.
In my opinion they could also give 2 cloak ability per character (the ones that already have it). This way one could get close stealthily, hit at least a couple times and disappear. Or they could make a new ad-hoc character with a sort of a kamikaze ability. It could work in a passive way (when he dies, he kind of explodes and deals quite a big damage (80 in a 2 squares range). Or it could be something the player triggers himself, something that drains all health but 1 but gives you a huge damage boost for the turn.
well it is called melee for a reason. Dont they always say dont bring a knife to a gunfight? Melee are indeed at a disadvantage 1v1 but in a 26 point one would have more units in a full melee setup, this would give you the opportunity to outnumber and even corner your opponent. However not all maps would be suitable for an all melee setup BUT hey, you would would get a huge amount of satisfaction and pride gutting and bashing your gun-wielding opponents right!
Its a known issue, and is on the To-Do list.
A Dev posted it on a different thread.
An idea just came to me, the problem of melee strength is NOT in the Damage and Energy Cost but the Squad Points! ! ! The Damage/Energy is currently balance but one couldn’t expect a lumber axe(6sp 76dmg cost 5) to stand on equal terms with Botherer(6sp 60dmg cost 6). Comparatively it only cost one energy less and 16 damage more. Balancing the SP cost to less for the melee weapons is to my opinion the best option.
I say decrease energy cost by on point its not like im gonna run up on you and hit you until my energy is gone, i would love to hit you and run of and not leave my self in the open for the whole enemy team to blast into me, look at the stumptin for example, it costs 3 energy to use and does the same damage and pushes the enemy team back so you can run and even be further away