[TFP]Dice May 11 @ 7:15pm
Disciplinary Action buff idea
So the other day I thought of trying some weapons I don't normally use had success to some degree until I got to the Disciplinary action and couldn’t help but notice how difficult it was to actually hit my teammates with it.

It seemed that even when my teammates were right beside me and looked as if it should have hit, it did not, and it left me swinging multiple times to either confirm the hit or just give up and go on without the buff.

What I am asking for is an increase range like the demos eyelander for the sake of teamwork, I understand hit detection with melee weapons can be finicky and I feel the increased range could solve the problem.

So what do you guys think, does this weapon need a buff or is it fine as is?

edit it says on the wiki that it already has a bigger radious than the eyelander but does it need to be increased further?
Last edited by [TFP]Dice; May 11 @ 7:20pm
Showing 1-13 of 13 comments
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MashpitSquared May 11 @ 7:31pm 
.....
The Disciplinary Action's range is 70% larger than your average melee weapon.
Its hitbox (Or hurtbox, for you grandpa fighter game fans) is practically so large, you can hit someone that is nearly directly behind you when you're in hitbox-contact range.
What kind of weed are you smoking, m8
Stop using ggglygy's Soldier Skill Enhance, for one
Zecora (Banned) May 11 @ 7:33pm 
It has no issues since it has the eylanders range.
MashpitSquared May 11 @ 7:34pm 
Originally posted by sandvich (no sound):
It has no issues since it has the eylanders range.
Larger than eyelander, I believe. Eyelander is 35% bonus range, DA is 70% bonus range.
Zecora (Banned) May 11 @ 7:34pm 
Originally posted by MashpitSquared:
Originally posted by sandvich (no sound):
It has no issues since it has the eylanders range.
Larger than eyelander, I believe. Eyelander is 35% bonus range, DA is 70% bonus range.
yes
Darkanine (Banned) May 11 @ 7:38pm 
Originally posted by MashpitSquared:
Originally posted by sandvich (no sound):
It has no issues since it has the eylanders range.
Larger than eyelander, I believe. Eyelander is 35% bonus range, DA is 70% bonus range.
No, Eyelander has more then 35%, 35% is for Demos other swords (Persian, Skullcutter, More).
Ribblets #BreadJoke May 11 @ 7:41pm 
The only problem I have with it is it sometimes not giving the speed boost, but besides that, I'm fine with it. It's my main Soldier melee.
Pwnage Peanut May 11 @ 8:09pm 
37.5% melee range for whinelander and reskins
70% for whip
-W3E- Dat Jane Doe May 11 @ 8:11pm 
Its the weakest base damage among melee weapons, how about nope

(equalizer can deal less damage but requires full hp)
Sentient_Toaster May 11 @ 8:11pm 
It does actually have the longest range of any melee weapon in the game

What I've heard, although haven't systematically tested nor read official confirmation of, is that it's not lag-compensated for the purpose of detecting whether or not you hit a teammate so network issues can interfere.
MashpitSquared May 11 @ 9:06pm 
Originally posted by -W3E- Can EH Diane:
Its the weakest base damage among melee weapons, how about nope

(equalizer can deal less damage but requires full hp)

If you've taken out the melee, I usually find it safe to assume that you've taken most of the hp off your opponent and need just that final ~30 damage to send your foe into critical existential failure.
'tis the reason I always pack a Pistol for my srs Scout loadouts.
gagik_black (B-DAY!) May 11 @ 9:22pm 
The thing is, a lot of times I used it and whipped my teammates, I didn't receive the speed boost (even though I heard the whip sound) so I had to whip them multiple times, just like OP said.
Something needs to be done 'bout this
۩≈PoF≈۩ Spud-Mann May 11 @ 9:36pm 
I have heard that though it got that 70% longer range it does not "detect" teammates with that it only "detects" enemies and to give boost you actually have to be in normal melee range if you want boost teammates.
Normal melee range: will boost teammates
70% longer range: hits enemies.

I'm not completely sure. Someone should test it.
MashpitSquared May 11 @ 9:36pm 
Originally posted by khnum with jetpack:
The thing is, a lot of times I used it and whipped my teammates, I didn't receive the speed boost (even though I heard the whip sound) so I had to whip them multiple times, just like OP said.
Something needs to be done 'bout this
The real problem: teammate hitboxes aren't lag compensated, which means they're actually pretty far ahead of where you actually see their model.
That's part of the reason why the DA has a gigantic range, so that you can still hit the hitbox that's waaaaay ahead of the model when they're moving forward.
You hear the sound, because on your client, you hit 'em; on the server, however, you swung your whip about 5 feet behind where they are, at clean, fresh air.
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Date Posted: May 11 @ 7:15pm
Posts: 13