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Joel II X
Dah Gods O Bacon
2747
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Posted - 2014.08.02 14:22:00 -
[1] - Quote
I got no idea how close you have to be to actually hit someone, but I know the range is less than Knives (as it should be).
Rattatouie wants to make Myofibrils useful, but if you can't hit the guy, it's the same as making the T-Pose and embracing enemy fire at 4m away.
Make melee range range and adhesion more useful. You don't even have to change damage stats, in my opinion. Current knife range is 2m, I think, so maybe if melee was 1.5m?
Also, I would love it if hit detection got better as well. I though it was only real weapons and shotguns that were buggy, now Knives and melee, too? C'mon, CCP. |
Joel II X
Dah Gods O Bacon
2747
|
Posted - 2014.08.02 14:52:00 -
[2] - Quote
shaman oga wrote:Myofibril should be the choice if you want to make melee your primary source of kills, but i would buff vanilla melee damage on all the suits, it's very difficult to hit someone and it should remain as it's now imo. It's too difficult. Since melee is Knives' annoying little brother, I was thinking of buffing melee a bit as well. A little more range and adhesion, but I think damage is alright.
It's a choice to equip Myofibrils, that's why they do good damage if used. Problem is: they can barely be used. A player will need to have more skills than a knifer because not only does it take stamina, but you can't deal as much damage as you would with Knives, even without charging.
The icing on the cake is hitting someone and actually registering a hit. Yesterday, while I was out trying new fits, I hit a dude, but he took no damage. How fun that was. |
Joel II X
Dah Gods O Bacon
2751
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Posted - 2014.08.02 19:13:00 -
[3] - Quote
Cat Merc wrote:Melee is currently at either 2m or 2.5m, don't remember. Imposible. It feels as if I have to be closer to punch, than I do with Knives.
Also, as everyone seems to agree with, hit detection needs to be looked at. |
Joel II X
Dah Gods O Bacon
2770
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Posted - 2014.08.03 07:04:00 -
[4] - Quote
PARKOUR PRACTIONER wrote:ROMULUS H3X wrote:The only thing needed buffing about melee is the hit detection.
I personally use myofibers on all of my fat suits except caldari because it is too slow and lacks low slots and stamina.
Anyways there have been to many times that I have got the sound of my fist hitting the enemy clone to only have dealt no damage... When punching there are 3 different sounds you can hear one sound for swing and miss, one sound for hitting a clone, and one sound for punching an obstacle like a wall or a railing.
Who knows.. Maybe a very slight range increase like you said would help this problem..
In the end I will remain using these these punchy mods because it's my favorite way to counter shotgun scouts who jump you from behind.. Hes right... I think so, as well.
My hits only register half the time, and not only that, but it is 10x more difficult than Knives (only tried melee'ing in a scout suit... lol) since I have to get closer to deal miniscule damage in comparison to Knives.
Damage is fine though since a dedicated build has be shown to be effective, but range and hit detection is not. Adding a small adhesion during the quick animation wouldn't hurt, either. Not much, but enough to let you get a hit on a target that took half a step to the left. |
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