In the most recent patch, an item was added that changes melee gameplay drastically.
“Added a turn-speed-limit for melee attacks to prevent exploits and to reward initial aim”
In short? This is a pretty awful change, and is a solution in search of a problem and makes close quarters combat a dull and less interesting affair.
Currently, in dirty bomb melee weapons are a high risk, low reward option. Only useable at point blank range, and with an in built delay between clicking and the attack connecting, they are inherently difficult to use already as your targets already move incredibly quickly across your screen. There is a degree of skill involved in tracking your targets between initiating and landing your attack, all the while hoping you don’t get gunned down.
With this addition, the tracking becomes almost impossible to properly pull off as your mouse sensitivity gets artificially tanked at the most important point of the attack. While in theory this rewards “initial aim”, the experience I have had shows that it limits melee to something that you do to unsuspecting players while removing its viability as a last ditch effort in a close CQB duel. Melee is not something that needs to be nerfed in this way.
“b-but phantom!”
I would assume that phantom’s katana is the major reason behind the new melee mechanic. But balancing one class is no justification for massively gibbing the viability of one third of the game’s arsenal across every single merc. There are many ways to bring phantom’s katana into line that does not involve ruining the CQB combat of everyone else, and i am sure there is a good way to bring that about. But for now, please undo these new melee changes, as it is a far too heavy handed change that does not bring anything good to the game.
Thanks.