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Thanatos
06-12-06, 21:38
We have created a thread for each weapon category in Neocron to allow easy communication between you and us. Here you can post your first impressions, experiences and suggestions. You can also ask us about changes – for bugs related to the combat area please use this [link] thread.

You will find updates to these threads in the original post as well as in the normal post list – that way you can easily keep yourselves up to date or participate in the discussion.

As we are currently in the Christmas period, we will from time to time present a new „toy“ that you should check out.

Tip: Zsusun (Sword, LowTech, Rare, TL 108)

Missing Features: None

Known Bugs: None

This thread is currently closed and will be available for discussion after a familiarization phase (Please check for more information (http://forum.neocron.com/showthread.php?t=136935)).

Thanatos
13-02-07, 18:03
Now open for discussion!

Dribble Joy
14-02-07, 01:48
The skill gradient for nearly all the weapon systmes is too shallow.
Though the skill effects on imps is high (though not high enough so that variation is actualy meaningful), this still leaves the possibility of small reductions in combat skill giving very large increases in other skills.

A skill system more akin to that in NC1/2 would give better results.
Here's (http://forum.neocron.com/showthread.php?t=137808) a suggestion for values on imps and general imp system.

a4nic8er
14-02-07, 09:24
The bug that enables a player to walk backwards to avoid being hit by melee been fixed yet?

netster
14-02-07, 11:13
The bug that enables a player to walk backwards to avoid being hit by melee been fixed yet?
thats netcode, not a bug within the game thought.

a4nic8er
14-02-07, 15:39
Hmm. In patch notes (http://forum.neocron.com/showthread.php?t=137941&page=1&pp=15)

[Items - Weapons]
- General damage modifier for melee weapons changed: -5.00 percent (Reason: It's not possible to miss your target)
I posed the same question there, but others found something shiney to talk about in that thread.
So I am asking here, as it is a problem that has been around forever and should be fixed.

Melee needs the 2nd and 3rd mods such as all other weapons have (for frequency, handling, range). Oh, let me guess, melee is bugged and it isn't going to get fixed so forget about it?

Phasio
08-03-07, 18:40
Imo you should have upped MC damage not nerfed it..
There's no way in hell a pure MC tank can compete with a HC tank in either PvP or PvE. And everyone is using the run backwards bug when fighting a MC player, as the MC can hardly hit the person.

Dogface
08-03-07, 19:10
Argh I wish people would stop saying melee is that bad, it really isn't. Melee PEs are very strong in 2.1. Same goes for tanks.

High melee aim > shitty netcode.

[edit]

Haven't played melee PEs in 2.2 since launch of the server so I can't comment there.

ashley watts
08-03-07, 22:03
Melee REALLY sucks in 2.2, a meele tank sucks on it's own, nevermind Melee PE's :rolleyes: , all is needed is a little damage increase.

Archa Ic
18-03-07, 19:32
Ok, I have made some tests. On my Melee PE, 150 melee, POT, damage = 130%.

In PVP, I do an average damage per hit of around 15-30.

If you take the best option 30. I guess that since the frequency is 80 shots a minute, I could do about 30*80 = 2400 damage. But remove to that the Medkits, the heals, the nanites, and the netcodes bugs, and additionaly the time you actualy need to reach a target this becomes completly unviable.

I think that melee damage should be reviewed and upped a bit. I know that melee PE's are an outcast cast, but something should be done. Additionaly, maybe the thought of introducing a PE PA for Melee combat could be interesting?

nabbl
18-03-07, 21:19
there is a mc pe pa..

and a hc pe pa

and a rifle tank pa
and a pistol tank pa ...

Archtemplar
18-03-07, 21:33
I checked the BD FSM, and there was only pistol, heavy and rifle, so unless the melee's been hidden else wheres - i see no evidence that there is melee pe pa.

yuuki
18-03-07, 21:35
afaik there should be at least a mc pe pa 1&2 at the smuggler near pp lab, additionally there is a regants mc pe pa i believe.

Archa Ic
18-03-07, 22:57
There aint a Melee PA for PE at the smuggler near the PP lab. Or I am blind... :wtf:

Chuck Norris
14-04-07, 21:43
please consider making changes to the way melee works, seems to be totally inviable in PVE.

Eneco
14-04-07, 22:05
there is a mc pe pa..

and a hc pe pa

and a rifle tank pa
and a pistol tank pa ...


really? and where do you find the rifle tank PA, i've never heard of it. probably because tanks don't have the INT to spec the WEP they need for it :p

nabbl
15-04-07, 00:20
int 25 = wep 85.

with imps u can get like 110 (or even more) :)

Eneco
15-04-07, 01:21
int 25 = wep 85.

with imps u can get like 110 (or even more) :)



yes but where do you get the rifle PA? :confused:

nabbl
15-04-07, 01:23
TG fsm or military base

Eneco
15-04-07, 01:29
TG fsm or military base

hmmmm... i will have to check that out. i have TG fsm and i was only aware of DEX pistol PA for tanks

Seraphin[69]
15-04-07, 10:16
Me agree : Melee isn't viable in PVE (mobs do way too much damage)

In PVP it's viable but the damage don't match what they were before (poison is no longer direct damage and people have more poison armors)

The DG is quite good on low level xray templates but IMO melee takes too much staminas and swing a bit slow (appart the dentist)