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Suggestion: Add the "Engage" ability to all melee weapons

wermynwermyn Member Posts: 7 Arc User
It was after I accidently gave my combat-medic science officer the Mind Meld Device that I discovered the obscene power of a dylovene-snorting melee berserker running Miracle Worker and healing abilities. But, to be honest, a great deal of what made that build even remotely possible was the "Engage" ability on the Mind Meld Device.

Most other melee weapons operate on the extremely clunky "charge" mechanic, where, upon a character attacking, the game has to decide whether or not to do a charge or to do a normal attack, which almost always results in broken combos, animation glitches, and rubberbanding. In addition, the knockback tertiary attack on melee weapons is mostly useless. The knockback tertiary can be nice on ranged weapons, since that can help give you space to shoot, but on melee weapons, it's redundant at best, and counter-productive at worst. In melee, your goal is to close the distance as much as possible, not increase it. And for the occasions where you do want to put space between yourself and a target, the dodge roll is much more effective and reliable.

Replacing the knockback tertiary attack on melee weapons with Engage and removing the charge mechanics on the basic attacks themselves would make melee much smoother, both functionally and aesthetically. Adjust the ability's effects based on the weapon type, such as raising or lowering Engage's activation range, damage, root power, and cooldown. Special melee weapons that already have the knockback tertiary replaced with something else (such the Emperor's Sword or the Na'kuhl Assassin Blade) could likewise still have Engage replaced with their special mechanics.
Post edited by wermyn on
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