I think it's fair that melee deals a lot of damage, because you can counter someone running straght towards you with ANY of the weapons available in Xonotic. It's *hard* to hit a good player with melee.
Amount of HP (there's no concept of armor in TF2) are actually quite comparable to Xonotic, and it deals 65 damage for a normal hit, and 195 for a critical hit (about 10% chance of that happening).
Plus, instead of running towards an enemy you can just do this: http://youtu.be/jm-aBVxVPcs :p
And a last thing, isn't the "refire rate" on the q3 gauntlet pretty darn fast compared to our melee? It only makes sense that it does lower damage then... Although sure, 80 might be a little on the big side, but don't make it useless!
Don't remove trouting! :<
(05-21-2012, 05:46 AM)asy7um Wrote: 2: In quake3 it's 50dmg, that's half of what rocket and rail (both 100dmg) deal there. The impact hammer is a nice example because you have to charge it to deal a reasonable amount of damage. That's not comparable to instahit 80dmg either.If we're comparing things to other games, here's a typical melee weapon from Team Fortress 2: http://wiki.teamfortress.com/wiki/Bottle
Amount of HP (there's no concept of armor in TF2) are actually quite comparable to Xonotic, and it deals 65 damage for a normal hit, and 195 for a critical hit (about 10% chance of that happening).
Plus, instead of running towards an enemy you can just do this: http://youtu.be/jm-aBVxVPcs :p
And a last thing, isn't the "refire rate" on the q3 gauntlet pretty darn fast compared to our melee? It only makes sense that it does lower damage then... Although sure, 80 might be a little on the big side, but don't make it useless!
(05-21-2012, 05:46 AM)asy7um Wrote: 4: We need divverent to commentate on this but I think it's rather a limitation of the current antilag system than a bugYeah, nothing that can be done about that as far as I know.
(05-21-2012, 05:46 AM)asy7um Wrote: 5: Not the same, a weapon can fit into the balance but doesn't make sense logically. For example if we follow FrutieX's approach of giving every weapon a melee attack, that attack could be balanced very well with an artificial delay but for players it wouldn't make much sense to wait N time units after pressing the attack button before the playermodel reacts.It does not have to be *that* long! We can make this delay unnoticable AND balance the melee out by reducing damage if that's really even needed!
Don't remove trouting! :<
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