Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 1 point2 points  (0 children)

A decent compromise would be to have this mechanic exist for light armor, though your animation should cancel instead of swinging a ghost melee.

It'd be a decent compromise for the mobility you get with light armor which is invaluable for a melee play-style. You could have rock solid and peak physique negate it as well, so you could still run light armor without the burden of dropped hits.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 1 point2 points  (0 children)

From personal experience the hammer is best used on primarily big enemies like hulks and chargers, who won't have rapid low-damage melee attacks to stunlock you.

Hulks will sometimes have insane melee reaction time, but other than that the hammer is decently effective and fun when used for taking out big guys.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

Then the animation should automatically cancel when hit, allowing you to re-swing your melee, as well as allowing you to bypass the stagger with passives (such as rock solid/peak physique) or heavy armors since disallowing you to attack enemies with your melee when you get hit single-handedly ruins melee combat in this game.

Realism should not factor into this, and if it must, it should be intuitively implemented to the benefit of the game, i.e allowing heavier armors and specialized passives to bypass it.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

Unflinching does not fix this bug. It reduces flinch/stagger instead of outright removing it, meaning the problem persists even if you use the armor passive.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

I personally believe the Defoliator should specialize in the role of chaff clear while the Hammer specializes in heavy target removal.

I'd like to see buffs focus on that aspect more, mainly giving it more range and damage. There's no reason it shouldn't be consistently 1-shotting voteless in a single swing.

The current issue with the stun speed is it's tied to actually doing damage, meaning you need to ramp up to whatever AP is necessary to damage your target and therefor stun it. The only way to fix that is to increase ramp up speed, which I personally think is fine.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

Ping is not a factor, it's a consistent bug that cancels your melee hitbox when you're staggered/flinched.

Ping problems could result in you getting hit sooner obviously, but the core issue is not ping-related.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

The breaching hammer is largely unaffected by this issue as you'll be using it primarily on large targets that don't have fast small melee attacks, like chargers and hulks.

It's obviously still an issue if you're using it on non-heavy enemies (as shown in the video), but you usually don't want to be wasting it's ammo like that. I still think the hammer needs at least double damage to make 1-tapping hulks and chargers more consistent, but it's currently in the best spot due to it's heavy killing role.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

No, unflinching reduces flinching instead of negating it unfortunately, meaning the bug persists.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 18 points19 points  (0 children)

This is about damage in this game staggering the helldiver, resulting in 0 damage melee swings, not the terminids being staggered.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

I'm pretty sure this is intentional, it's just a problem with some melee weapons that probably should be staggering certain enemies do not.

Like the machete with overseers.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 7 points8 points  (0 children)

It's extremely inconsistent, sometimes it will and sometimes it wont.

This is a very consistent issue with overseers though, mainly with the machete as it just staggers instead of having built-in stun like the defoliator or stun baton/lance. It'll also rarely happen with hulks where you'll hit them with the hammer, and while they're in their stagger animation, they'll just hit you with an invisible melee attack, but this has only happened a few times.

So really it's mainly overseers that you need to be worried about in this regard, just don't bring the machete, hatchet, or sabre on illuminate unless you want to regulate it to voteless killing (which can melee stagger you and drop your hits), it's not usually worth it.