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Title Update


MrDeath n Decay

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I'm not sure what all changes were made in the Title Update, but now that everything is TU all I see is everyone charge and melee. No matter what weapon, map, or gametype I play all I see is people charge with whatever gun they are using and melee. The only thing I see that's wrong is when a player gets meleed it doesn't just break their shield and leave them a one shot giving them time to counter; it just goes through your shield and kills the player. This encourages people to not try to get better at the game. It basically tells people, "If you are not good at this game, don't worry you don't have to get better all you need is your Assault Rifle and melee." I would like to see people try to improve at this game, not see it turn into a casuals paradise.

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I don't know about you, but I've not really seen people rushing and trying to melee as much as I did before the TU. Before, people would rush into you and melee you twice to score a cheap kill. I saw this all the time. Adding bleed-through has kinda solved this double-melee issue, at least from my experience. If you see people rushing at you like that with any weapon, you should be able to kill them before they can kill you if you've got the right weapon and are skilled enough. Because of bleed-through, those pesky sprint-melee people don't stand that much of a chance anymore. The AR is now useful in close combat situations. Pre-TU, I never really used the AR or Plasma Repeater (or really any plasma weapon for that matter) because I thought they were kind of useless. Things like the Plasma Pistol or Plasma Repeater, or even the AR are now actually effective close range weapons. A melee won't outright kill a player if they've got full shields, only when their shields are relatively low. When they're almost gone, that's when a melee is more likely to kill them. I don't think it should kill in one hit, however. I would prefer melee damage to be set to 75% or 50%, which I think would be better.

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I don't know about you, but I've not really seen people rushing and trying to melee as much as I did before the TU. Before, people would rush into you and melee you twice to score a cheap kill. I saw this all the time. Adding bleed-through has kinda solved this double-melee issue, at least from my experience. If you see people rushing at you like that with any weapon, you should be able to kill them before they can kill you if you've got the right weapon and are skilled enough. Because of bleed-through, those pesky sprint-melee people don't stand that much of a chance anymore. The AR is now useful in close combat situations. Pre-TU, I never really used the AR or Plasma Repeater (or really any plasma weapon for that matter) because I thought they were kind of useless. Things like the Plasma Pistol or Plasma Repeater, or even the AR are now actually effective close range weapons. A melee won't outright kill a player if they've got full shields, only when their shields are relatively low. When they're almost gone, that's when a melee is more likely to kill them. I don't think it should kill in one hit, however. I would prefer melee damage to be set to 75% or 50%, which I think would be better.

 

Assault rifle has always been a good cqc weapon. Just not as good as the shotgun or sword. There is still double melee but bleedthrough helps if you lower their shield you can atleast melee them and stand a chance if you damaged their shields.

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Assault rifle has always been a good cqc weapon. Just not as good as the shotgun or sword. There is still double melee but bleedthrough helps if you lower their shield you can atleast melee them and stand a chance if you damaged their shields.

 

It wasn't nearly as effective as it is now pre-TU. I didn't say that there wasn't any double-melee left over-post TU, just that I don't see it nearly as often as I did before the TU. Besides, bleed-through makes this cheap tactic much less useful than it once was. Before, victims of the double-melee didn't really stand much of a chance unless they had a really good CQB weapon or armour lock, but now if someone attempts to rush in and double-melee someone, they have quite a big risk. Because of bleed-through, there is a pretty high chance that said melee user will end up dead on the floor instead of walking away with their opponent's blood on the butt of their gun.

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It wasn't nearly as effective as it is now pre-TU. I didn't say that there wasn't any double-melee left over-post TU, just that I don't see it nearly as often as I did before the TU. Besides, bleed-through makes this cheap tactic much less useful than it once was. Before, victims of the double-melee didn't really stand much of a chance unless they had a really good CQB weapon or armour lock, but now if someone attempts to rush in and double-melee someone, they have quite a big risk. Because of bleed-through, there is a pretty high chance that said melee user will end up dead on the floor instead of walking away with their opponent's blood on the butt of their gun.

 

Yeah, theres less double melee, but theres still plenty which is annoying but bleedthrough helps in all i think the title update is good, kinda getting used to the dmr in zb though, i like it though.

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If someone is sprinting at you to melee you, you'll have enough time to wound them that if you melee them back you'll kill them. If they're firing at you, they can't be sprinting, so just back away and don't let them get in melee range or use the half-second cooldown after they've disabled Sprint to hit them. It's really not that hard to counter.

 

Anyway, 50% melee strength is really too low, as even if shields are down it's not a certain kill. 75% still feels a little too powerful, but is better than the current situation. Melee damage would work perfectly at about 65%, as it would only guarantee a kill once shields were down (or half a hit point from popping).

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People have always charged and meleed. The bleed just makes it worse, because if you are hurt at all it will kill you or make you no shield in red health. I don't know what matchmaking you are playing in, but since the TU so many people charge-melee-AR,or some combination like that, and can kill anyone very easily. Unlike before TU when you would get meleed it would only break your shield. It also has done nothing except make double melee even more effective than it already was.

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People have always charged and meleed. The bleed just makes it worse, because if you are hurt at all it will kill you or make you no shield in red health. I don't know what matchmaking you are playing in, but since the TU so many people charge-melee-AR,or some combination like that, and can kill anyone very easily. Unlike before TU when you would get meleed it would only break your shield. It also has done nothing except make double melee even more effective than it already was.

 

Actually, you need to have taken off more than half an opponent's shield in order to get a kill when they're at full health. Also, what do you want someone with an inaccurate, close-range weapon to do? Walk away from their target as they fire?

 

As for making it more effective than before, I don't understand that. Double melee was a kill before, it's a kill now. There is nothing wrong at all with people being forced to use their weapons at their effective ranges. The world is a better place now that the DMR does not automatically win at every range.

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