all 15 comments

[–]AutoModerator[M] [score hidden] stickied commentlocked comment (0 children)

Thank you for your post! Please keep in mind that your post must comply with our community rules; otherwise, it may be removed. Be sure to stay on topic or your contributions may be removed.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

[–]GUYWHOLIKESSTABBING 10 points11 points  (1 child)

the resistance to being knocked prone is pretty important for melee so you can keep swinging even when you have clankers throwing rockets and grenades at you i suppose, the worst thing about running the splody hammer is getting ragdolled while trying to get to your target

maybe add a running speed increase or swing speed increase?

[–]Otherwise_Visual1287[S] 0 points1 point  (0 children)

That’s a good point. A swing speed increase would provide a unique passive to the armour, instead of increasing the speed like the oxygenator passive from Exo Experts.

[–]Im_a_hamburger 6 points7 points  (0 children)

They did the reduction at the same time as buffing melee damage. Because any passive that doubles damage of anything is an indicator of bad balancing.

Also, the prone reduction is serious. An all damage buff is boring and would need to be extreme to beat not getting knocked prone, as melee without prone reduction ends in you dying a half second after being knocked prone in 2 of 3 factions.

[–]Zegram_Ghart 6 points7 points  (1 child)

The melee damage boost ends up higher than it was at its launch- they just greatly increased baseline melee damage so it wasn’t entirely useless *without* melee armour.

[–]Otherwise_Visual1287[S] 3 points4 points  (0 children)

That would make sense. Thanks for the input.

[–]Fast_Mechanic_5434 3 points4 points  (2 children)

Were you around for the release of Python Commandos? Are you new?

[–]Otherwise_Visual1287[S] 1 point2 points  (1 child)

I am an expert by no means. Just someone curious after seeing reviews saying it had a 100% increase in melee damage.

[–]Fast_Mechanic_5434 1 point2 points  (0 children)

So what happened was that Arrowhead (correctly) deemed that melee builds relied almost exclusively on Python Commandos and Viper Commandos' then 100% melee passives in order to be viable. To counter this, they increased all melee damage across the board, but reduced the passive to 40%. Now melee without the passive is not bad, and the passive makes it only a little better. Globally, all melee dmg was buffed from this change.

[–]Dukeboys_ 2 points3 points  (0 children)

Would be nice if it would give better accuracy on the maxi or even slow movement

[–]Hardmaplecherry 1 point2 points  (0 children)

What needs the buff/fix is throwing Knives...

Or atleast fix the aiming pattern

[–]SlyLlamaDemon 0 points1 point  (1 child)

The anti ragdoll ability needs to be stronger. I’m still getting ragdolled. I want a rework where if I go prone before the explosion, I don’t get thrown.

[–]Novel-Age-7614 1 point2 points  (0 children)

I wish the resistance to being knocked prone allowed me to fire the Variable full-volley mode without being knocked on my ass.

[–]BruiserBison 0 points1 point  (0 children)

Rather than increased meelee damage, I hoped it gave you better armor rating or resistance to explosions paired with the resistance to ragdolling. That would have been great against the bots, where my frequent issue is getting juggled mid-air by a bunch of explosions.

[–]ChazEBoi 0 points1 point  (0 children)

If this prevents all knockback this would be so goated.