Phantom Brigade

Phantom Brigade

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(Outdated) I tested how Melee works. These are my notes.
Af Ortadragon
A set of notes from a newbie for newbies.
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So melee got reworked.
Cool. This is outdated now. Don't expect an update.
The Basics
  • To hit, just move through a target within the melee range with a melee attack order.
  • Melee requires that you be a certain distance away just like guns in order to hit opponents.
  • Check your range mid fight by hovering over pink melee button. How far you can move does not match where your melee attack is active.
  • Melee deactivates crashing into other targets and allows your mech to phase through regardless of weight.
  • Your weight does not matter during a melee attack.
  • You will count as crash possible If you stop on top of a unit.
  • Ignore the red swing arc. Sometimes the animation matters but its inconsistent so ignore it as well.
  • A larger red circle appears on the bottom on targets within the width of the attack. This highlight is not 100% accurate.
  • Holding CTRL will flip the side the melee attack will swing from.
  • Multiple targets can be struck at the same time as long as they are within the range of the melee attack.
Visual Examples
Range Explained. Hover over melee button. Do not click to start an attack. The most consistent way I have found is to wait till the enemy is within the hit zone at the start of the melee strike before an attack order is placed.

A Valid Attack. The enemy mech has a red circle highlight and the melee mech is moving through them.

Video Example of dashing through an enemy.

Planning and Execution Video Example.

Multi Hit Melee Example
Scribbled Notes
  • Dear Devs, melee needs to show its attack range rather than movement range.
  • I have not tested if thrust affects melee attack ranges.
  • I might update this as I use melee some more.
  • Height differences seem to whiff melee strikes. Needs more testing and documentation.
  • Need to test more aiming with the red arc now that I know the red circle highlight is a thing. Initial tests were not positive. Genji dashing through targets still seems to be the most consistent.

3/11 update: I'm a bit deeper in. Manned up and went into a level 5-6 zones from my level 3s. The loot is pretty good for just hitting patrols while the total difficulty is low. Only 3-4 targets while they drop some big jumps in gear level. Melee is working ok so far if you dump lots of heat dispersal on the mech. Kinda reminds me of running around with high speed builds in Armored Core. Fun.
13 kommentarer
PoDH 15. maj 2024 kl. 20:43 
I know I'm like one year late and I haven't test it again, but I remember weight does matter when it comes to melee attack. It doesn't change the damage but it change if you're going to knock them down or not.

Because what happen is, if you hit someone/get hit my melee attack, the game count it as a crash and would deal stability damage in accordance to your weight class (but the attacker would ignore the stability damage). This is why getting Super Heavy weight class is really important (I think) on melee guy. Just slap lots of heat dispersion so you can always jump.

Also melee doesn't phase through your mech. What normally happens is your attack would knock the enemy down(but didn't kill them), and downed mech are immune to crash so this is why you can "phase through" them. You can test this by getting really light mech, hit them with a sword(weapon that doesn't cause extra stability damage) and crash your mech because you didn't knock them down.
larhtas 18. juni 2023 kl. 23:35 
Thank you for this. It's super helpful!
cookie! 30. apr. 2023 kl. 11:21 
Very helpful, thank you. Also agree that devs need to work on melee.. I think it should show both attack & movement range, shouldn't it?
Bladewind 22. mar. 2023 kl. 19:53 
"Dear Devs, melee needs to show its attack range rather than movement range."
Amen.
dragonman 21. mar. 2023 kl. 21:03 
Thank you for these video. I did not know dashing negates hitbox. im going to be genji dashing a whole lot more once i practice it.
Kn1130 18. mar. 2023 kl. 16:35 
From what I noticed, the swing always happen at the !!!Middle of the dash!!!. So if you want to check if the swing will connect, plan your attack, hover you mouse over at the (P) in "Melee(P)" text in the timeline, if enemy is slightly to the right( or which ever side you swing from), you'll hit 99% of the time. Also to hit moving targets you can trust the forecast, just adjust your dash until in time (P) your mech is next to the enemy.
Or if you want a easier chances to hit, keep the dash distance to a minimum
Eo 16. mar. 2023 kl. 19:15 
Hi, I have tested melee significantly, the red circle indicator is not reliable as to whether someone will be hit..

The melee action takes 1.3s in total.
Between 0-0.5s mark, the mech will prepare it's dash.
From 0.5s-0.75/0.8s the mech will complete it's swing. Any target in the red zone during this time will be hit by the melee weapon.
from the 0.8s-1.3s the mech completes it's backswing animation (nil further damage done).
killjoy 15. mar. 2023 kl. 22:13 
do you know using melee with ctrl key makes you swing left side? lol it took me way too long to realize that
GAME Games 14. mar. 2023 kl. 15:59 
@Dragon of Fire - "This is due to concussion damage requiring your weapon the be higher level than the opponent."

Does that mean my lvl 5 Vulkan gun with high concussion damage will do NO concussion to a lvl 6 enemy?
Warskull 12. mar. 2023 kl. 19:10 
From my experiments, thrust functions as a 2nd cap on your melee attack range. The lower value of your max thrust range and your max melee weapon range will your max melee attack range. The range preview will still show you the full attack range, but when you plan it you'll won't be able to go far enough to reach your max range.

Also of note range increases from sensors do impact melee weapons. So both range sensors and boosters help you achieve more ridiculous melee attacks.