SmokeBraid Posted December 11, 2013 Share Posted December 11, 2013 Charge damage for melee weapons shouldn't be a source of flat physical damage, but should reflect the damage types of the base weapon and its mods. Your magnetic Fragor shouldn't stop doing impact or magnetic damage just because you took the time for a heavy swing. This could also be expanded to include not just charged attacks, but spin/leap/wall attacks. Mods such as Killing Blow would be unchanged, as they would effect the multiplier. Feedback, either good or ill, is encouraged. Link to comment Share on other sites More sharing options...
Voltaic_Backlash Posted December 15, 2013 Share Posted December 15, 2013 My thoughts? Wait to see what they do in 11.0, since that is supposed to be their big melee update. Until then, melee is going to be in a kind of broken/ignored state anyways, as far as I'm concerned. Link to comment Share on other sites More sharing options...
ErickJatobA Posted December 15, 2013 Share Posted December 15, 2013 I always thought in the melee system could be like, hit " F " to switch between your melee, primary and secondary, when you grab your melee, you will have two buttons to do the combos. Left mouse button for light attacks. Right mouse button for heavy attacks. I like the part of the game when you jump in a horde of enemies and slash them all... Link to comment Share on other sites More sharing options...
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