"silent" combat axe nerf


(Nucleenix) #1

as i usualy do after an update, i check what has changed on the patch notes.
when i wanted to go javelin, i noticed that the 1st person viewmodel for the axe was different. i tried to kill someone and noticed the range was WAY turned down.
how come this wasn’t in the patch notes, along with a few other changes?


(blufflord) #2

My initial guess was that the UI changes weren’t all meant to be in this update. For example the UI on the second end game screen actually overlaps and goes off screen at one point. Makes me think it was unfinished. But I’m not sure about the axe changes tho.


(Nail) #3

hmmm,
pic “”)


(TheStrangerous) #4

Isn’t all melee buggy lately?


(ImSploosh) #5

I noticed it too. It’s like how the Katana was for a little bit. I hope this gets fixed quickly because it was one of my favorite parts about Javelin. Hacking people to death is just pure fun.


(GatoCommodore) #6

@TheStrangerous said:
Isn’t all melee buggy lately?

they kinda fix bat, kukri and stilleto on javelin launch


(Homu1124) #7

The axe used to have a more sensible animation and range. Like the katana’s weird nerf range, where you had to heavy stab the handle of a med station before a hit could register, now the axe must be aimbed way above the handle in order to hit it. You now have to be right in someone’s face before the axe can connect. I’ll be trying the axe a bit more in order to confirm the hitbox, but the axe hits below the swing animation rather than hitting someone mid animation, like knifes do.


(CodeAlpha) #8

Axe was ridiculous anyway.


(Press E) #9

@CodeAlpha said:
Axe was ridiculous anyway.

Ridiculous sure, but a bug that makes it glitchy as hell isn’t a proper nerf. It needs an official rework.


(EmpyreanFlaw) #10

Was really disappointed when I saw the smaller Tomahawk model and way lower range, it’s one of my favorite weapons. The range has to be further adjusted because currently the hits are very inconsistent.

Sometimes even crouching right above the downed enemy doesn’t hit. Same goes for healing and ammo stations.


(ImSploosh) #11

The axe was fine before so I hope this wasn’t meant on purpose. It was actually very consistent and one of my favorite weapons. Very satisfying to get a kill with it. But it was also balanced. More mercs should have weapons of a similar nature.


(BazBling) #12

This thread makes me Happy that i got the SE Driess and Kukri card :wink:


(GatoCommodore) #13

@BazBling said:
This thread makes me Happy that i got the SE Driess and Kukri card :wink:

kukri heavy attack is pretty good tho
i dont like the weapon because the fast attack weird hitbox


(Press E) #14

@GatoCommodore said:

@BazBling said:
This thread makes me Happy that i got the SE Driess and Kukri card :wink:

kukri heavy attack is pretty good tho
i dont like the weapon because the fast attack weird hitbox

Yeah, kukri suffers from the same problem, albeit to a lesser extent.
I usually avoid it and the stilnotto like the plague because of how broken they are.

The beckhill is really the only one I’d call “working as intended” at this point, everything else has varying degrees of buggyness.


(bgyoshi) #15

This isn’t a silent axe nerf, it’s a bug

This has happened with hotfixes before. A few months ago they released a hotfix that slaughtered melee range on deployables and downed enemies, and then they fixed it. I imagine the axe’s original code was left out of that fix, so it became susceptible to the same issue.


(Homu1124) #16

The axe literally hits only at the very end of its animation. Meaning that as it swings down, it hits at the bottom of the screen, and as it swings to the right, it hits at the right of the screen instead of at the reticle. This has got to be a bug.


(Gire) #17

Am i the only one who think Kukri is also fucked up? Seems really unrealiable hit range and sometimes feels it doesnt hit anything


(GatoCommodore) #18

@Gire said:
Am i the only one who think Kukri is also @$!# up? Seems really unrealiable hit range and sometimes feels it doesnt hit anything

only use the heavy attack, the normal attack is wonky


(ThePigVomit) #19

Wo> @GatoCommodore said:

@Gire said:
Am i the only one who think Kukri is also @$!# up? Seems really unrealiable hit range and sometimes feels it doesnt hit anything

only use the heavy attack, the normal attack is wonky

Word. Gibbing downed enemies is a freaking chore with regard slash. The animation is totally short-armed.


(SteelMailbox) #20

The range got f***ed, took me 20 swings to destroy a shield generator from point blank, both heavy and normal. Eventually I gave up and just shot the damn thing.
Impossible to hit anyone that isn’t at kissing range.