I'm playing through and getting the melee achievements from the Klingon Recruit table, I really don't like how the Bat'leth of Sto'Vo'Kor and Flame Sword freeze the character in place while they wind up and swing... only to have the enemy take a few steps back and not get hit. I know the Dual Nanopulse Mek'leths have a "closing/cunge" attack when you use the third option, and also allow you to move while swinging them around. I don't want to have to replay Khitomer Discord every few levels to get a higher Mk. version, and would like to try something new.
So are there any other weapons available that have a closing/lunging attack, and/or allow you to move while using them, that I can search for? I checked the wiki, but it doesn't even mention the closing/lunging property (or that you can use them while moving) of the Dual Nanopulse Mek'leths or any other weapons.
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Just guessing on the numbers, but melee attacks may reach about 2m, but the lunge won't happen till 4m.
Whether its different on console I have no idea.
Am pretty sure the auto-lunge range for the recruit Bat'leth was increased to about 12.5 meters after some discussion and feedback.
Also, for the melee kills find that new Klingon episode mission where you go to nimbus looking for a hacker. In the later part of the mission, madran is in a forcefield you have to shut down by using 3 consoles. By each console there will be packs of melee enemies (mugato, scorpions, or hounds) that will continually respawn until you shut the console down. If you ignore the console you can sit there farming melee kills endlessly.
https://youtu.be/owvmu_3hKC0
Here's a couple things to try though - turn your away team to passive if that's possible on console. A ranged weapon that multi-targets is going to wreck a melee fight. Give them supporting abilities. If this is not possible give them cheap level appropriate common melee weapons from an equipment vendor (or just disarm them) but still ensure they don't have any AoE abilities. Even things like hyperonic radiation are bad, while other single target abilities like lunge, battle strategies, shield recharge, weapons malfunction and science hypo sprays and heals seem to be fine.
At the very start of the video you definitely had threat, meaning that the bad guys were focused on you which is great as targeting is a two way street. Shortly after your away team stepped in you lost threat and the bad guys switched to targeting them. They promptly a annihilated everything. This makes testing things and melee warfare a lot tougher.
My experience using the recruit Bat'leth in shooter mode wasn't like yours. As long as I had a target within range and in my reticle the auto-close mechanism would work. What I did experience was a mode of combat that was a fair bit slower than the dual Mek'leths with some occasional hesitation in closing and/or animation that might be related to my ping or the network. No enemy ever backed away.
Here's hoping you can do one more test with your away team operating in a more restrained manner.
I just removed the Away Team from the equation. ^_^
https://youtu.be/c4YqnjNeX3U
So the next mission in that episode arc is just the Player Captain, which made it easy to try again without any Away Team interference. Still nothing, though. Tried all the attacks, tried all the attacks with the "aim" button pressed. In the end, I switched to the Dual Mek'leths to show that weapon's "dash/close" attack. But you already know those also just let us move and chase as we see fit while swinging.
I guess I'm stuck with the dual Mek'leths... which have an animation bug that makes using them look goofy. The Furidan Fangs are like the dual mek'leths, but bugged(?) in that their "quick attack" has a two second cooldown... so they're super slow to use. It's a little upsetting not having the same opportunities as y'all on PC, but I'll just have to be a big girl and suck it up. Thank you for the time you've taken on helping me test things to see if I'm just missing something in the controls, though! ^_^