[patch discussion] new melee mechanics


(goodTech) #1

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.


(CCP115) #2

Melee shouldn’t even be considered a viable form of combat. In any game, melee only just straight up doesn’t work unless paired with more mechanics, such as demoknight in TF2. Unless paired with shields, melee only is incredibly hard and just impractical.

Back in closed beta, you would get Proxies using nothing but cricket bats, and it was simply too effective. Now that isn’t viable, and I am ok with that, this game is about guns, not melee combat. If you want that, go play Dead Island or something.


(Rykuta) #3

No, this game is about tactical objective based combat. It is not solely a game about guns (see borderlands 2 or loadout), this is especially apparent when you consider that a class was released with the intention of primarily using a melee weapon; and the fact that every class is equipped with varying melee weapons with different statistics. If melee wasn’t supposed to be a part of the game, it would not have been included. On top of that, there are also perks that improve melee performance.

Melee should be a high risk high reward option in any game that includes a close quarters option (melee weapons). It requires an incredible amount of determination and skill to rise to the challenge of forgoing traditional weaponry in an attempt to pretend to be a ninja.

Furthermore: As someone who has primarily used a melee only proxy post-beta, and been incredibly successful up until this patch; I can safely say that no, it was absolutely still viable, and should continue to be.

There is no justifiable reason to say that it is acceptable for a game to completely ignore a core feature just because that particular style of gameplay does not suit you; other than that you yourself choose not to find a counter to it.

I agree with the first post. This particular change has completely hindered the use of melee weapons to the point of complete uselessness. I am actually having difficulty meleeing dead corpses; I imagine that was not the intention.

I am totally fine with the concept of making the melee damage time much lower, but keep the sensitivity as it is so players can keep their shots lined up, in a game where characters move lightning fast and are never stationary.


(Crimor) #4

messing with a players sensitivity mid game is the number one thing you should not do in an fps, why do you think mouse acceleration is hated by every single player worth a damn.

They just killed my love for the game in a single patch.


(Vexed) #5

My own personal take on the situation is that some form of cap is probably necessary to stop spin2win macros being viable, but that it doesn’t need to be so… obvious. Turning mid swing is extremely sluggish, and it feels odd that everybody has to feel such heavy effects when it was really only Phantom that was able to hack freely at thin air and pick up kills by swinging the mouse around. The notes say that secondary melee with the katana now deals damage for a reduced period of time, so I think we probably don’t need this heavy a cap for spin macros (and their lesser cousin, clicking at random in wide sweeps) to stop being effective. I’d like to see how it goes if we have something that only really kicks in if you have a crazy mouse sensitivity or a macro set up.

It’s been marked in the notes that the turn limitation is up for review based on player feedback, so it looks like this is a real possibility. How would you guys feel about keeping a cap in place but raising it considerably so that most players will rarely encounter it?


(goodTech) #6

The solution for countering spin macros is pretty simple, Make all melee weapons only do damage in one instant instead of over time. The sensitivity limitation is akin to nuking a town to solve a roach infestation.


(currentDoctor) #7

i try to be gentle…I HATE THE SLOW at least its too slow… the slow gives HUGE advasntage to the player with gun because u need to hit people 2–4 times…first tiem u hit ur enemy usually jumps away and starts shooting you theres the problem while im the melee guy and hit him i cant keep track on him because i cant turn at all…so plz take it off or make it hella faster thanks


(currentDoctor) #8

i thought u couldnt brake already broken melee system…congratz u just did
take the limit off or make it faster than its atm


(XavienX) #9

This patch made meleeing even worse, why they put this when it doesn’t even have a lock on knife like CoD, I do not know. I just know it needs to go.