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Lol yeah true, but it's just easier with Tatsumaki because you have 8 possible cells to drop them on. And as a plus you get to damage or kill other nearby enemies
Btw, you brought up Tarma's Giant Fist which gets a reset on adjacent kill, so if you pull an enemy to a character using Tatsumaki, there's a good chance you can also get friendly fire on other characters contributing to the sync. There is the benefit of also hitting other adjacent enemies, but this just isn't a scenario that happens very often. It also puts yourself at risk in higher difficulties where enemies have way more health and frequently cannot be killed in 1 turn.
https://www.youtube.com/watch?v=7uULMIqNwX4
The exact same can be said about ranged weapons (many of which are actually weaker than melee weapons), yet I do not see you complain about them needing a buff. Stop being so incurious.
Melee weapons are very powerful - particularly during Sync Attacks - and can become even more powerful with the right mods and skills. Do not be afraid to experiment! For example, "Guerrilla" will considerably improve your character's mobility by granting them a free move every time they contribute to a melee-range frag. Also, by default, melee weapons ignore cover, which allows you to make short work of any enemy sitting on a blue tile.
Of course, you could have figured that out yourself already had you been not so incredibly incurious and unwilling to listen to others. You were complaining about the Tatsumaki causing friendly fire (while paradoxically complaining about melee weapons being too weak and thus useless...), but had you bothered watching the video I shared, you would have found out that this can be used to your advantage!
tl;dr melee weapons are fine, git gud scrub
So basically, like every weapon in the game, which.... also becomes "even more powerful with the right mods and skills"? This post is about melee vs ranged and how ranged weapons are just better. So why don't you point out the "right mods and skills" that give melee weapons an edge, but not ranged weapons?
Sure, the no cover perk is useful. Question is, how often are enemies sitting behind cover as opposed to every other cell on the map? And if enemies aren't going to be behind cover most of the time, why is this perk going to be beneficial most of the time?
And since you brought up the "right mods and skills", why wouldn't I just use a displacement skill like Tarma's Giant Knuckle to move an enemy out of cover, thereby rendering this perk pointless?
Why do you struggle to read so badly? I said TWICE already that melee weapons are NOT useless, but only that they need a buff. And here you are once again, attacking an argument I never even made.
And even then, where is the paradox? 3 damage to an ally is far more consequential to 3 damage to an enemy. Do I really need to explain why 3 damage of friendly fire to a 30hp total health pool is far more damaging?
Putting aside the fact that words are all that is needed to explain why melee weapons are comparably weak to ranged ones, I will reiterate once more why your video makes no sense.
I'm saying that ranged weapons are better in most scenarios due to their greater utility, and your response is "here's this one video with specific mods and abilities in this one scenario where you can one shot a boss". So what? Can you not also one shot bosses with ranged weapons with the "right mods and skills"?
Try putting aside your tangents for a second and compare ranged weapons to melee ones, and tell me why melee weapons have enough of an edge to render them preferable to using ranged ones.