Idakar Posted December 5, 2015 Share Posted December 5, 2015 Anyone else having issues with not being able to throw your melee; primarily Kestrel & Cerata (I no longer have Glaive to test it)? I noticed it today during my Spy runs. I can do the hold to charge it, but upon release nothing happens. I even changed out my keybindings to rule out any physical issues on my end. Link to comment Share on other sites More sharing options...
Buff00n Posted December 5, 2015 Share Posted December 5, 2015 How long are you holding the button? Since U18 I have to hold it for about two whole seconds before my glaive will throw. Not sure if this is a bug or a nerf. Link to comment Share on other sites More sharing options...
Idakar Posted December 6, 2015 Author Share Posted December 6, 2015 Started playing with the hold time myself. Kestrel & Cerata are both about a 3 sec hold prior to throw. Its amazing how that lil bit of a shift can throw off your routine for combat. Link to comment Share on other sites More sharing options...
DoomFruit Posted December 6, 2015 Share Posted December 6, 2015 (edited) Since U18, the Glaive Prime (haven't tested this on any other throwing weapons) not only takes absolutely forever to charge up and throw the blade, but it also doesn't throw without your character flailing around with the glaive first (read: you swing it for a melee attack, regardless of what you actually wanted to do). Neither of these two behaviours were present pre-U18, and both are detrimental to the weapon's performance. On a slightly related note, the Redeemer has also been subject to the "forced swing before charge attack" bug ever since Parkour 2.0 came out, and it's still not resolved. Edited December 7, 2015 by DoomFruit Link to comment Share on other sites More sharing options...
Egg_Chen Posted December 6, 2015 Share Posted December 6, 2015 It is every thrown melee, and unfortunately I don't think it is a bug (though I really hope it is). I think it is down to the implementation of charge attacks, only reason I can see to mess with it. Link to comment Share on other sites More sharing options...
DR-MICHAEL-MORBIUS Posted December 7, 2015 Share Posted December 7, 2015 Stupid Stupid Stupid I swear if they continue to make stupid choices im going to quite this game the glaive do crap dmg even charged. i used the Halikar with a fast throw i stood a good chance to disarm making it useful now its S#&$ the games not fun any more most of the weapons are nerfed garbage yet DE expects you to play LV 100 plus mobs on special missions; so spamming 4th powers and using tonkor to win then has made this now the most boring sci fi fantasy game of the year. I guess the other weapons are for show Link to comment Share on other sites More sharing options...
nulloperations Posted December 7, 2015 Share Posted December 7, 2015 Glaive Prime as well. Useless to throw now and I even have increased attack speed. Link to comment Share on other sites More sharing options...
DoomFruit Posted December 7, 2015 Share Posted December 7, 2015 It is every thrown melee, and unfortunately I don't think it is a bug (though I really hope it is). I think it is down to the implementation of charge attacks, only reason I can see to mess with it. I've updated the title to reflect its more general state.Also, it can't be an implementation issue. We had working charge attacks on the glaive before U18, so there was at least one proven implementation which combined melee 2.0 and charge attacks and that could be copied for the other weapons (though this admittedly doesn't explain the Redeemer's behaviour). Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 Halikar , Cerata ,glaive and glaive prime both melee and thrown attacks. With u18 the charge attack was added but at the same is enhibits the normal throwning of the weapons .So basically my attempts to use my glaive prime ,ceratat and halikar for throwing it rarely happens and most of the time i get the charge attack . Charge attacks take to long to throw my best advice is to remove the charge attackes on the those weapons since the throwing aspect is hard to do now Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 (edited) I use the glaive prime , cerata and halikar regularlly and the charge attack a majority of the time overrides the throw attack..I am of the opinion that melee thrown weapons dont need the charge attack since the thrown attack gets overriden most of the time.I can the thrown attack to work very very seldom .Mod stance I am using is Astral Twilight Edited December 7, 2015 by Tittakemen Link to comment Share on other sites More sharing options...
dragonxia23456789 Posted December 7, 2015 Share Posted December 7, 2015 I have the same problem please de fix this Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 To further not the speed of the throwing and charge attack is exactly the same and the mod whirlwind will both assuming the same distance and flight speed Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 Gleaming Talon , Astral Twilight have a new melee ability called falling star .''' hold momentarily and release. " ... Sad though the throwning aspect has the sort of function as the charge attack Link to comment Share on other sites More sharing options...
RoadyRoad Posted December 7, 2015 Share Posted December 7, 2015 It's cause the addition of charge attacks effecting thrown melee because they use the same keybinding to both charge and throw, it's a very timed thing, go for to long and it does the wrong one, gotta learn the timing and imo it's effected by lag a bit. A bit of an oversight by de and a rework annoying trin lazy mode'ers everywhere. Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 Sad though the glaive weapons had the unique flavor for steath mission ..sad though the effective ness is reduce beyond just melee weapons . Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 Throwing is not timed thing sadly its mere function is been over riden but the melee ability called Fallen Star . Two differnt melee attacks sharing the same key binding -timing-combination is just bad . Actually glaive was my first melee weapon actually Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 I am guessing they added the charge attackes via the various stances, and is the issue is more stance related given the charge attacks a gobal key binding across those mods stances .Its an oversite not listing the throwing attack as melee abiity is an oversight . For the stances astral twilight and gleaming talon , it is called Falling Star .I am o the opinion the charge attackes should be confined to weapons with no throwing capacity Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 (edited) Been goofing aroud with my glaive prime and it appears the normal throwing is now secondary after melee for a period of time and there is the conflict of thrown and charged attackes . Edited December 7, 2015 by Tittakemen Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 (edited) Been goofing aroud with my glaive prime and it appears the normal throwing is now secondary after melee for a period of time and there is the conflict of thrown and charged attackes . Edited December 7, 2015 by Tittakemen Link to comment Share on other sites More sharing options...
MopUpCrewman Posted December 7, 2015 Share Posted December 7, 2015 Weapons like the Glaive, Redeemer and Mios have had their special attacks ruined by the return of charge attacks. DE literally had to do NOTHING to these weapons. But they decided to go with the bad design idea and destroyed the fun of using weapons like them. The Mios and Lacera are alright weapons and don't require the secondary but thrown melee and the Redeemer are mainly used because of this fun factor. You can tell it's not a bug because the weapons have a charging animation. Link to comment Share on other sites More sharing options...
Tittakemen Posted December 7, 2015 Share Posted December 7, 2015 (edited) Charged attacked where added at mod level to some weapons types stances . and its bug since its not working as entended and there is conflicted throwing and charge animations Edited December 7, 2015 by Tittakemen Link to comment Share on other sites More sharing options...
Icebreccer Posted December 7, 2015 Share Posted December 7, 2015 This bugs makes the throwing weapons unusable. Kestrel user here and very disappointed about the bug. It was perfect before and there was no need to alter it ;_; Link to comment Share on other sites More sharing options...
Henrysi Posted December 8, 2015 Share Posted December 8, 2015 Ever since U18 hit and the charge mechanic was added back into the game, all of my melee weapons that already HAD charge attacks are now 2-3 times slower than what they were before. Glaive takes longer to throw, the Mios whip attack doesn't feel as fluent, and the Redeemer feels awkward to shoot (not to mention, the animation looks kind of weird now for some reason?). I don't know if I'm just being picky, but it just doesn't feel as fluent/fun to use to me anymore. Now don't get me wrong, I love that charge attacks are back for all weapons, but why change the ones that already had the function? If this is just a bug, let me know. Link to comment Share on other sites More sharing options...
Ceryk Posted December 8, 2015 Share Posted December 8, 2015 (edited) I think that weapons with special charges should be exempt. The point of charge attacks on a normal weapon is to boost the damage at the cost of time. You're just hitting harder. Special attacks though need to be fluid and compelling to use. I have largely adopted my Lacera as my new general melee. But as it stands now, I have absolutely zero desire to use the special attack, unlike the pre-update Sword Whip special attack. Which was also an entirely different attack before U18, which really irritates me. I never use Glaives as it is, but when I tested it while fooling around with Ivara in the Simlacrum, it made me even less inclined to use them. I don't even want to test my Redeemer's charge attack at this point. Edited December 8, 2015 by Ceryk Link to comment Share on other sites More sharing options...
sappinmahsentry Posted December 8, 2015 Share Posted December 8, 2015 I think that weapons with special charges should be exempt. The point of charge attacks on a normal weapon is to boost the damage at the cost of time. You're just hitting harder. Special attacks though need to be fluid and compelling to use. I have largely adopted my Lacera as my new general melee. But as it stands now, I have absolutely zero desire to use the special attack, unlike the pre-update Sword Whip special attack. Which was also an entirely different attack before U18, which really irritates me. I never use Glaives as it is, but when I tested it while fooling around with Ivara in the Simlacrum, it made me even less inclined to use them. I don't even want to test my Redeemer's charge attack at this point. How about we make ALL charge attacks faster? Link to comment Share on other sites More sharing options...
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