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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. |
shaman oga
Nexus Balusa Horizon
2580
|
Posted - 2014.08.02 14:42:00 -
[2] - Quote
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.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
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Joel II X
Dah Gods O Bacon
2747
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Posted - 2014.08.02 14:52:00 -
[3] - 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. |
shaman oga
Nexus Balusa Horizon
2580
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Posted - 2014.08.02 15:10:00 -
[4] - Quote
Joel II X wrote: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. After Destiny i have the desire to punch more faces, it was EZ there, but i prefer how it is in Dust. I have edited my previous post.
I really think that melee should be useful for everybody.
If you make a comparison you can kill people with a MLT weapon, but good luck killing someone with melee or even with MLT myofibril mods.
Basically i think at myofibril mod as a proficiency skill not a operation skill.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
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ROMULUS H3X
research lab
131
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Posted - 2014.08.02 16:43:00 -
[5] - Quote
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..
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Coleman Gray
Haus of Triage
986
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Posted - 2014.08.02 17:12:00 -
[6] - Quote
If hit detection was sorted out then melee would be awesome, with one proto myofibril a commando deals around 400 dmg
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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ROMULUS H3X
research lab
131
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Posted - 2014.08.02 18:35:00 -
[7] - Quote
Coleman Gray wrote:If hit detection was sorted out then melee would be awesome, with one proto myofibril a commando deals around 400 dmg
420 dmg on the dot for 1 melee mod
and an amazing 693 dmg for 2. and STILL SOME SCOUTS BE TAKING 2 HITS WHAT THE HELL ><
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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buzzzzzzz killllllllll
Fatal Absolution General Tso's Alliance
661
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Posted - 2014.08.02 18:40:00 -
[8] - Quote
melee is actually quite good, ive gotten very good scores with a melee tanked min scout, and when u kill someone with melee it feels like they just drop dead effortlessly. one problem though is the terrible hit detection, and the slot placement of myofibs. myofibs should be a low slot mod just like all the other biotics |
Cat Merc
Onslaught Inc RISE of LEGION
11461
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Posted - 2014.08.02 18:54:00 -
[9] - Quote
Melee is currently at either 2m or 2.5m, don't remember.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11461
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Posted - 2014.08.02 18:56:00 -
[10] - Quote
Commando is the only suit with any real amount of damage done with melee.
I think that suit's melee should be the standard for heavies and mediums, not the exception.
Feline overlord of all humans - CAT MERC
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ROMULUS H3X
research lab
132
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Posted - 2014.08.02 19:00:00 -
[11] - Quote
buzzzzzzz killllllllll wrote:melee is actually quite good, ive gotten very good scores with a melee tanked min scout, and when u kill someone with melee it feels like they just drop dead effortlessly. one problem though is the terrible hit detection, and the slot placement of myofibs. myofibs should be a low slot mod just like all the other biotics
I strongly dissagree with myos being on the low slots, it would make all of my melee suits crap if i had to take away my cardios and kincats and profile dampeners in order to punch hard.... You might not understand this seeing as the scout suit you use is DAMP and FAST to begin with.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Toby Flenderson
research lab
560
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Posted - 2014.08.02 19:01:00 -
[12] - Quote
buzzzzzzz killllllllll wrote:melee is actually quite good, ive gotten very good scores with a melee tanked min scout, and when u kill someone with melee it feels like they just drop dead effortlessly. one problem though is the terrible hit detection, and the slot placement of myofibs. myofibs should be a low slot mod just like all the other biotics
I finally wised up after some corpmate a suggested myofibs and tried the min scout tanked with them. It's for this reason that I don't think the modules/dropsuits themselves should be changed. I've seen how easy it is to take out 2-3 enemies at a time with one melee each in a scout suit. If hit detection was improved then I wouldn't complain but I would not be looking forward to seeing any other buffs as it seems to be working for me and others as is. |
ROMULUS H3X
research lab
132
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Posted - 2014.08.02 19:01:00 -
[13] - Quote
Cat Merc wrote:Commando is the only suit with any real amount of damage done with melee.
I think that suit's melee should be the standard for heavies and mediums, not the exception.
My mk sentinel punches 619 dmg... that's not real damage?
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Joel II X
Dah Gods O Bacon
2751
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Posted - 2014.08.02 19:13:00 -
[14] - 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. |
ROMULUS H3X
research lab
132
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Posted - 2014.08.02 20:11:00 -
[15] - Quote
Joel II X wrote: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.
I thought it was 1m
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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DTOracle
BlackWater Liquidations INTERGALACTIC WARPIGS
333
|
Posted - 2014.08.03 00:08:00 -
[16] - Quote
Personally, I have better luck with a stacked melee build than my NK build. IMO the delay on NK strikes has cause me more missed hits than not. Melee also has a slightly higher ROF when compared to NK's(just watch your stamina), & at 495HP per strike, I can deal out damage comparable to a shotgun with no sound to alert nearby enemies. If played properly, a melee build is extremely fun & surprisingly effective. |
DTOracle
BlackWater Liquidations INTERGALACTIC WARPIGS
333
|
Posted - 2014.08.03 00:26:00 -
[17] - Quote
buzzzzzzz killllllllll wrote:melee is actually quite good, ive gotten very good scores with a melee tanked min scout, and when u kill someone with melee it feels like they just drop dead effortlessly. one problem though is the terrible hit detection, and the slot placement of myofibs. myofibs should be a low slot mod just like all the other biotics I would have to strongly disagree. Putting Myofibs in low slots would destroy any viability of a melee scout fit. NO dampening? NO Kinkats? I stopped putting shield extenders on my fits months ago. & Precision enhancer don't trump Dampeners IMHO. I just don't see the benefit of it. Extra tank is meaningless if your playing the scout properly. |
J4yne C0bb
Molon Labe. General Tso's Alliance
512
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Posted - 2014.08.03 01:24:00 -
[18] - Quote
DTOracle wrote:buzzzzzzz killllllllll wrote:melee is actually quite good, ive gotten very good scores with a melee tanked min scout, and when u kill someone with melee it feels like they just drop dead effortlessly. one problem though is the terrible hit detection, and the slot placement of myofibs. myofibs should be a low slot mod just like all the other biotics I would have to strongly disagree. Putting Myofibs in low slots would destroy any viability of a melee scout fit. NO dampening? NO Kinkats? I stopped putting shield extenders on my fits months ago. & Precision enhancer don't trump Dampeners IMHO. I just don't see the benefit of it. Extra tank is meaningless if your playing the scout properly. Yeah, agreed. Myos would be useless if low. You'd have too difficult a time getting close enough without dampers to melee anyone.
Min Logi | aka Punch R0ckgroin, fatman
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Atiim
Onslaught Inc RISE of LEGION
11205
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Posted - 2014.08.03 02:15:00 -
[19] - Quote
I think Myrofibrils should simply yield static HP values as opposed to % values.
Though then we run into the issue with MinAssaults stacking KinCats and 5 MyroFibs...
If I don't, who will?
-HAND
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Jotun Izalaru
Goonfeet
210
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Posted - 2014.08.03 03:31:00 -
[20] - Quote
melee is fine save for hit detection.
maaaaybe, maybe another thing to consider is having myro's reduce the stamina cost of melee... but that's only a maybe, as the resource management aspect is another way melee fits are fun but fair.
Any CQC oriented fit can do some serious damage with Melee. Even when not dedicated to punching people it's a great capstone to a shotgun hit, |
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Michael Arck
5075
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Posted - 2014.08.03 03:32:00 -
[21] - Quote
I just can't wait to see a bunch of scouts hacking away at a tank like a bunch of zombies eating the horse from the very first episode of The Walking Dead
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Apocalyptic Destroyer
RestlessSpirits
45
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Posted - 2014.08.03 03:36:00 -
[22] - Quote
I agree, given the amount of melee kills I see on the field per match ( which is once or twice for every six games) I think melee should deserve a buff to range and hit detection.
~R1P
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Jotun Izalaru
Goonfeet
210
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Posted - 2014.08.03 04:54:00 -
[23] - Quote
Apocalyptic Destroyer wrote:I agree, given the amount of melee kills I see on the field per match ( which is once or twice for every six games) I think melee should deserve a buff to range and hit detection.
I got 52 in one match once, back when I used an mk.0 to punch. Don't underestimate it because it's underutilized. |
PARKOUR PRACTIONER
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1754
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Posted - 2014.08.03 05:40:00 -
[24] - Quote
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...
PSN Sil4nt Chaozz
Autistic, artist, scout, OCD\ADHD\BI-Polar....
with a hint of sanity.
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Joel II X
Dah Gods O Bacon
2770
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Posted - 2014.08.03 07:04:00 -
[25] - 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. |
Cass Caul
288
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Posted - 2014.08.03 07:20:00 -
[26] - Quote
Joel II X wrote: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.
I miss the good ole days when Scouts had the highest melee over everyone else. mmm, that Scout B-Series.
Anyway, just coming in to tell you: at the moment Nova Knives and Melee have the exact same range, 2m for both.
Logibro tested the increase in "aim adhesion" for nova knives and did not notice a significant difference. This is because either (A) his targets were sentinels which can survive both charged swipes, and if Amarr/Gallente 2 more swipes, giving them more than enough time to mow them down. or (B) the real problem is that so long as people move backwards at 100% speed they will always be able to out-run a knifer while shooting them down.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Alena Ventrallis
S0VER31GN
1512
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Posted - 2014.08.03 07:24:00 -
[27] - Quote
what if myrofibils buffed how fast you could melee, coupled with a stamina use reduction?
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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ROMULUS H3X
research lab
134
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Posted - 2014.08.03 12:39:00 -
[28] - 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...
Hehe, took you a few tries to realize the first time wasn't a fluke *JUDO CHOP*
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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ROMULUS H3X
research lab
134
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Posted - 2014.08.03 12:40:00 -
[29] - Quote
Alena Ventrallis wrote:what if myrofibils buffed how fast you could melee, coupled with a stamina use reduction?
I like this idea :) Let's get the rat on board?
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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