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Thread Statistics | Show CCP posts - 11 post(s) |
Francois Sanchez
What The French Red Whines.
24
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Posted - 2014.06.04 16:59:00 -
[1] - Quote
CCP Logibro wrote:Hello those of us that like to stab
In Hotfix Alpha we made a change where you no longer slow down enemies when they are hit. This change also extends to the Nova Knife.
I was just looking for feedback from those that knife on whether you now find it harder to consistently hit people, and whether we might need to bring it back just for the Nova Knife.
(You can pimp other Nova Knife changes here if you want, but it's not something I'm specifically looking into at the moment)
I was going to make a thread asking if you had changed something to knives, because today I missed the second hit more times than usual. It's not a problem when the enemy moves sideways or towards you, however when you attack somebody from behind (which is the best best way to kill with knives) whereas he's running, the second hit will miss 90%of the time if the target is a sentinel, and probably all the time if the guy is faster, but in that case he generally dies after the first hit so it doesn't really matter. So I personally do feel a difference, but maybe I just need to get used to go a few centimeters closer. If others feel a difference, you should put the slowdown back for the knives, it's not like if they were OP with it anyway. |
Francois Sanchez
What The French Red Whines.
24
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Posted - 2014.06.07 20:15:00 -
[2] - Quote
TRULY ELITE wrote:CCP Logibro wrote:Hello those of us that like to stab
In Hotfix Alpha we made a change where you no longer slow down enemies when they are hit. This change also extends to the Nova Knife.
I was just looking for feedback from those that knife on whether you now find it harder to consistently hit people, and whether we might need to bring it back just for the Nova Knife.
Edit: Seems that the changes haven't broken anything for anyone. Mission success!
This thread is now about the changes I'm looking at for Bravo, namely increasing the range of Nova Knives from 2m and turning on aim adhesion. Timing for strikes is also on the table. I'd say being able to charge the knives when sprinting but keeping the range or increase the range and don't add sprint charging
Never allow charging while running, I'm using NK all the time, they don't need that and that would be way too powerful. If your problem is to walk during the last meters, sprint, jump and charge the knives while in flight. A range buff... maybe 2.5 instead of 2, but not more because they're knives, not swords. Personally I don't mind if the knives remain as they are now in terms of mechanic, however one or two extra skills would be cool. Fitting optimization would be really useful as minjas don't have much PG available. Maybe we could solve the range problem (if there is one, personally I don't think so) by adding a skill that increases the range by 8% per level
If you want to modify something to make the knives more reliable, maybe a bit of extra aim assist because the main cause of failure is the random step aside of your target. But again I don't think it's needed at all, what I like with my knives is that they need training and skill to be used well (and I love stabbing people too )
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Francois Sanchez
What The French Red Whines.
28
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Posted - 2014.06.09 21:01:00 -
[3] - Quote
Baal Omniscient wrote:Side Thought: Should Minja's have a higher walk speed in order to make up for the fact that you have to walk while your knives are charging/charged?
Or simply make kincats boosting walking speed (not strafe speed though). And here is a tip for you : never walk after somebody with your knives charged except if you're super close and flanking him. Run, jump, charge your knives while in flight and land on your prey |
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