View Poll Results: Do you like the melee changes?

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  • Bring back the previous model (1 hit headshots and melee to the back)

    26 65.00%
  • The current model is fine

    4 10.00%
  • Other/Combination (please post what you want to see)

    10 25.00%
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Thread: Opinion on the melee changes. | Forums

  1. #11
    I for one allways hated it when a person could come up to ya and oneshot ya with a melee shot go play COD if ya like that stuff the way it is now is good cause BTW you are wearing armor so if ya both run out of amao its fun to see ya both trying to fight it out and kill each other . not like the other games to where someone hits ya and you say ok come on ill fight ya and one hit your dead .
    i like it that when someone hits ya you can try and hit them back ! and if you are better at it then you can win !
    One way to live One way to die.

  2. #12
    I try and use melee as a means to silently take down an enemy to avoid alerting all the enemies in the area to my presence, somthing that firing my weapons might do.

    It Rarely works out that way for two reasons. One melee is almost ineffective in it's current form and even snipers with their tunnel vision clue into the fact that someone is beating on them by the seccond hit. Two, people are generaly clueless as to when they are being flanked (even when someone yells on coms FLANK FLANK FLANK) and as such firing the weapon is always the better option because you can generaly kill a person, reload do a few laps, kill another person, take a nap, and finaly come back and kill the third person before he realize's what is going on. (heh, sad but true)

    I like the idea of taking the time to line up the headshot melee for the 1hit kill
    I also like the idea of execution annimation that takes 2 secconds to complete but nets a kill but it would have to be structured very carefuly.

    For instance it would have to go like:
    Walk up behind someone holding melee button- cursor turns red after 1 sec
    Que 2 sec animation of killing that person that a third party could intervene to stop.
    So total kill time 3 Seconds.

    The reason why the 1 sec que time before starting the execution animation is to prevent people for executing on the fly, in other words your in a melee fight and you just happened to be lucky enough that the computer registered you being "Breifly" behind the opponent and insta-caps him. That way it is useful, but not overpowered.

    -Crow

  3. #13
    GRO Community Leader KegaroOne's Avatar
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    When I try to melee someone and they don't die after the first hit, I immediately go to my main weapon and shoot them. I have had too many instances of having the person turning around and killing me before I can kill them with a melee strike.

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  4. #14
    GRO Community Leader CDSOTO's Avatar
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    After several incidents of getting killed by an enemy that I just recently hit with a low damage melee. I decided to just shoot my enemy instead of punching them.
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  5. #15
    Senior Member Compassghost's Avatar
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    The purpose of a melee is supposed to be a silent takedown, is it not? If you melee someone who is not expecting it, you should expect massive damage, if not a one-shot. If it's more effective to pop three into the person than to take down a person who's diligently staring down a sniper rifle, then there is an issue.

    I hate to compare other games, but games like BF3 are OHKO, games like GRFS are apparently OHKO, and so on. Even worse is the fact that it's almost impossible to melee someone while prone.

    The range needs to be adjusted so it's possible to hit someone's back when they're prone, because you can barely hit them while they're standing and when crouched all you get is the arms and legs hitboxes triggering.


  6. #16
    The prone melee needs fixing...that's a 100% Also...any melee to head or back 1 hit 1 kill. If I let someone sneak up on me, I deserve instant death. As much as I would like animations for 1 hit kills...I agree it's just not fast enough for the way this game plays unless they add like a break neck from behind thing or something, which I bet won't happen. They already have the animation for the gun melee so I don't see it being altered.

    Also...you should get bonus dmg from behind as with any gun kill. It's like when you get a head shot...you're deed...so why not with Melee. It's one of the hardest things to do in the game so it should do ALOT of DMG. Also... I think you should be able to buy better gloves or armor for melee so you can actually upgrade your melee DMG...how about that? This adds more customization for your character. If you want to add more melee damage, but some enhanced gloves with steel tips on them or something. That would be cool.

  7. #17
    Junior Member michaelbraid's Avatar
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    Thoughts from Peabody86... (and my first post on this forum!)

    I didn't realize there were changes to the melee function until I found this thread. But I was wondering why I was struggling with melee in the recent build(s). Now I see why...

    I don't like the multi-bash melee (3 or more hits to kill), at least not the way melee functions in the game. I think it would be more realistic to make the first hit ring one's bell, incapacitating the recipient like when you get blitzed by an assault class. That would give you the opportunity to follow up with a death-stroke (melee) or just pop a cap or two into the melon (head shot). I was not thrilled by the changes resulting in my chasing an opponent, swinging my weapon wildly, only to find the opponent could back away after being hit once and subsequently kill me with a bullet. In the real world, one solid b u t t stroke to the head from any direction will put you down - hard. However, the effect is also mediated by the weapon used. An assault rifle, SMG or LMG with solid-bodied stock (even if collapsible), is amendable to a true b u t t stroke. A collapsing stock of a tubular-design with a b u t t plate, such as an M4 carbine's collapsible stock, is not favorable for b u t t stroking. Both are suitable for a bashing-type maneuver (striking with the b u t t plate with the weapon's barrel parallel with the direction of travel). You need the surface of a solid stock to perform an effective b u t t stroke. And being that mass is the ultimate damage factor, I would say the SMG would score the lowest damage value, AR/SR would be second, with the LMG delivering the biggest hit of the bunch. I disagree with kills made by melee with a grenade (which I've been the receiver of). A pistol is reasonable, but should score just below the SMG, in my opinion. Perhaps a grenade should be ranked with a pistol...

    Regarding the hit boxes, I've been frustrated by the variability in distance. In the recent build(s), I found it difficult to land blows up close. And experimenting with increasing standoff distance didn't seem to help. This wasn't a problem for me in the earlier build(s). As for the comment on executing a melee against a prone opponent, I was able to do this in the earlier build(s) against 2 recons during a round while attacking from the crouched position, but not from standing. I found that design of positional-relationship to be impressive. I don't know if that was changed in the recent build(s), mainly because I was having a hard time landing blows. If that was changed, I'd like to see it reinstated.

    That said, if the devs want to add execution features or the like, more power to them. However, at minimum, I'd like to see melee revert to a one-smack kill, or at least a "ring the bell" maneuver that leaves the option for a follow-up with a second melee or head shot for the kill.

    EDIT: I forgot to note that the damage inflicted could be reasonably-gauged according to class, with recons being the most delicate and specialists being slightly-lower than the assaults...

    Them's my 2 cents...
    Last edited by michaelbraid; 05-21-2012 at 01:48 AM.

  8. #18
    GRO Community Leader JDCAce's Avatar
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    Welcome to the forums, Peabody86! I like your "ring the bell" suggestion in theory, but I'd have to see it in practice before I put my full support behind it. I do support a better melee system, of course. Execution animations may be a bit too much, but melees dealing knocking your opponent down to 2/3 health is definitely not enough. If they aren't one-hit kills, they should definitely scare the victim. Make them drop to maybe 10% health. If I were hit for that much damage (and I didn't even hear a gunshot), I'd be scared.

  9. #19
    This thread has prompted me to upload a fantastic example of how... underwhelming the melee system is.



    Anyone that gets the jump on someone THAT WELL deserves a 1 hit kill.
    Nothing funny to see here, move along

  10. #20
    Senior Member Compassghost's Avatar
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    I think the biggest confusion regarding why melee seems wonky is that the reference point for the melee landing is your crosshair. It is off-center in regards to where it looks like you're meleeing. IE, if you're standing and you melee, the target either needs to be 45 degrees to your left or right depending on your camera angle.

    Here's a pre-patch melee only montage. You can see how much ease I have taking out Recons when they're standing, simply from just aiming for their back.



    Meleeing any class 3 times is excessive IMO. Assaults pre-patch were definitely still 3-hits. If you can land two well-placed strikes on a person over a span of 3 seconds, they should be dead.

    In regards to the melee damage being weapon-based, I am on the fence. I believe that heavier weapons should get a bonus, like LMGs, but keep the baseline damage the same for weapons below the threshold like pistols and SMGs. No point making it untenable for the class with the highest chance of takedown to be running around with a sniper rifle normally for melee kills like I am.

    I most likely have the most GRO melee-ing experience out of all of us, so somewhat biased. :P


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