We need to talk about melee


(Lisjak) #1

The heavy melee attack is Shit. I’m sorry but it just is. The fix was implemented to stop the Phantom exploit but in the end it just hurt all the mercs. Limiting the movement as a means of fixing a problem is just not the right way to do it.

The way it is now it’s either use the light melee attack and hit your target for less damage, or use heavy melee and risk missing, even if the target moves just a little, and end up dying because you can’t switch weapons fast or you’re still in the animation.

It’s just not fun and takes a lot of potential out of melee weapons.


(HonourBound) #2

Well Its not nearly as bad as when they first implemented the nerf to melee but I feel its definitely playable at its current position. Although I don’t hard-stab as much as I used to, I feel its more designed for slow/immobile objects i.e. deployable or unaware enemy aiming down another sector of a map.

Though I protest Splash damages continuation to try and implement mouse sensitivity adjustments in game (used to be concussion nades, and the heavy melee swings) the only melee weapons that struggle with this is katana and kukri in my opinion, I can safely hard stab with stilletto and beckhill fine (cricket bat isn’t really needed for hard stab, its light swing is powerful enough)

I’d definately revoke the movement speed reduction to the melee weapons they added a while back though, as people simply backpedalling and shooting can easily gun you down as you actually try and kill with decency and honour with your melee weapon out…

So yeah overall I’d say the heavy attack isnt as decent as it was, but its position isnt unusuable, I feel if they were to balance melee i’d definately remove the movement speed reduction because that was just uncalled for and unecessary. if a player cant win or run away from a melee fight (easily long jump / sprint away) then they should meet the end as intended


(XavienX) #3

SD just like nerfs EVERYTHING when once doesn’t work. And they don’t nerf it a small step at a time. They nerf that sh*t to the ground over half the time. I’d have to say meleeing in this game with wall jumping and fast mercs they could take more than 2 knives with great timing is really tough.


(Amerika) #4

I’m honestly struggling to think of when something was nerfed “to the ground” let alone half of all things. Could you give some examples because I can recall tons of buffs and nerfs that barely touch the game and few things that deeply impacted it positively or negatively. I’d actually say SD has too light of a touch on the game sometimes.


(XavienX) #5

I’m honestly struggling to think of when something was nerfed “to the ground” let alone half of all things. Could you give some examples because I can recall tons of buffs and nerfs that barely touch the game and few things that deeply impacted it positively or negatively. I’d actually say SD has too light of a touch on the game sometimes.[/quote]

Okay, that was a exaggeration that changes such as Phantom and Thunder which did had a significant impact on players’ perception. It might be literally a small change, but in certain situations is a big game changer.


(cornJester) #6

Apparently it’s fine to limit turn speed on an actual attack (which makes it bad) but not on concussion grenades, even if removing that makes them shit. >.>


(EpicnesslvlMichiel) #7

I just think it’s a shame phantom isn’t really being used for melee primarily. I would prefer that he only had a pistol but his katana was better but i guess that would probably be impossible to balance.


(Ctrix) #8

Why is there even a heavy melee attack


(BananaSlug) #9

the old melee was soo good :confused:


(LifeupOmega) #10

What they did was ruin melee for all when all they had to do was lower the active attack frames of the Katana’s heavy attack. Now it’s a useless attack that will end up with you dying more often than not.

I don’t know why this is so damn difficult for them to do.


(EpicnesslvlMichiel) #11

[quote=“LifeupOmega;120006”]What they did was ruin melee for all when all they had to do was lower the active attack frames of the Katana’s heavy attack. Now it’s a useless attack that will end up with you dying more often than not.

I don’t know why this is so damn difficult for them to do.[/quote]
It looked like such an easy patch just make that one heavy attack so that you can’t just wave your sword around and boom fixed but they just ruined the whole system instead of fixing one error I hope they pick up on this mistake.


(SnakekillerX) #12

Yes, I thought about the exact same thing when I saw they removed the turn limiter from the concussion nades. I don’t understand the thought process here.

I would love them to one day remove the turn limiter from the heavy swings though. I never use the heavy swing anymore now. I’ve unbound the quick melee in favor of something more useful since again I don’t use heavy swing anymore.


(Amerika) #13

I’ve never understood why quick melee is called quick melee when it uses the heavy melee attack and is anything but quick. I might actually use quick melee from time to time if it was the light attack.


(EpicnesslvlMichiel) #14

I just bound the quick melee key to get out my melee weapon and then attack it’s actually quicker so there’s no reason to even use that button.


(Telzen) #15

Its called quick melee because you don’t have to switch to your melee to do it. Its 1 button press instead of 3.


(HonourBound) #16

Its called quick melee because you don’t have to switch to your melee to do it. Its 1 button press instead of 3.[/quote]

Yes, but ironically the melee swing it uses is the heavy variant.


(Black) #17

Precisely.
I never understood this light and heavy melee attack choice.

There is absolutely no tactical or strategic advantage to choosing to heavy melee attack over to light melee attack. The heavy melee may do more damage but it just slows your speed and prevents you from taking any other action briefly.

I have better chances at attempting to light melee someone twice.
A melee should be a melee. If anything the melee should be a charge attack. Holding down the melee will lift the players hand slowly going back until at full strength until they release and do full damage as oppose to just tapping it. That makes way more sense.

It’s an essence a noob trap.


(Amerika) #18

I just bound the quick melee key to get out my melee weapon and then attack it’s actually quicker so there’s no reason to even use that button.[/quote]

That’s part of my point. It’s not quick in anyway making it ironic.

Its called quick melee because you don’t have to switch to your melee to do it. Its 1 button press instead of 3.[/quote]

Yet is uses the heavy melee attack that is fairly useless right now which was my point. So it’s not quick at all. I see tons of people use “quick melee” to finish people and it gets them killed because they are stuck in the animation or they miss melee attacks.


(EpicnesslvlMichiel) #19

@Amerika yeah it’s simple its the heavy attack being so (excuse my language) sheit that ruins the system especially when this heavy attack is being bound to ‘quick melee’ happy I’m not the only one who doesn’t use the heavy attack. I see no use for it right now. Really hope sd pick up on this mistake as i love meleeing from time to time


(Scrazzor) #20

I think the melee attacks are pretty balanced atm. The light attack is obviously your goto attack and the heavy is useful, but situational. I use heavy attacks when I come from behind or holding a doorway for example. Also, when fighting an Aura on her station. Using light attacks can be quite a pain since she’s healing so much, but if you land a heavy attack with a cricket bat you one shot her. A really powerful attack is a double jump into a heavy cricket bat attack. You need a lot of practice to pull this off, but once mastered you can catch really good players off guard with it. You need to know which mercs you can one shot with the different weapon with or without the +melee dmg augument. Phantom can one shot Vasili and Phoneix with a heavy Katana + melee dmg augument attack for example.

Why the quick attack is bound to heavy attack I don´t know. I stopped using quick attack at lvl 3-4 so never been an issue for me though.

The heavy attack is a high risk high reward attack. It´s situational and hard to master, but still very useful. I see no point in changing this.