Starfield

Starfield

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Kacho Sep 7, 2024 @ 7:36am
Have they added new melee weapons?
Thinking about jumping in but I can’t find good information on what’s been added since launch. Any new weapons? Specifically melee weapons?
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Showing 1-13 of 13 comments
momopovich Sep 7, 2024 @ 8:01am 
they added melee weapon tiers (like calibrated - refined - advanced for guns but with different names) and melee weapon mods (installed on weapon workbench). The highest tier for melee weapons is "quantum-edged".

Unfortunately the "irradiated blade", "corroded blade" and "venomous blade" mods are bugged and don't work atm (the effects only proc/tick for 1 damage).

Melee weapon damage is still very underwhelming on higher difficulties. The sneak attacks deal a lot of damage though. A very efficient playstyle is to spam refresh the void form power, run to enemies, crouch and melee sneak attack them. (works only if you have a good enough rank of void form).
Last edited by momopovich; Sep 7, 2024 @ 8:02am
dr46onfusion Sep 7, 2024 @ 8:17am 
They should bring back the directional power attacks from skyrim. Then create dual wield weapons like in Skyrim, and large blunt weapons.

Then implement personal shielding devices which offers a small rechargable shield that can deflect a small amount of damage, to toughen up all the melee enemies... The shield activates for melee and deactivates if you are shooting. Maybe as a suit upgrade if you don't want higher damage resist, but gain a small shield (about 15-50 pts of shield).

This enables guards and patrolling enemies to survive sneak attacks since the shield would be up when they aren't shooting. Unless you use very powerful ballistic guns that can penetrate armor (which in turns ignores shields).
Last edited by dr46onfusion; Sep 7, 2024 @ 8:23am
Lucius Confucius Sep 7, 2024 @ 8:19am 
I love melee. It has been updated a bit through patches, but I would like more refinement to it.
dr46onfusion Sep 7, 2024 @ 8:24am 
Originally posted by momopovich:
they added melee weapon tiers (like calibrated - refined - advanced for guns but with different names) and melee weapon mods (installed on weapon workbench). The highest tier for melee weapons is "quantum-edged".

Unfortunately the "irradiated blade", "corroded blade" and "venomous blade" mods are bugged and don't work atm (the effects only proc/tick for 1 damage).

Melee weapon damage is still very underwhelming on higher difficulties. The sneak attacks deal a lot of damage though. A very efficient playstyle is to spam refresh the void form power, run to enemies, crouch and melee sneak attack them. (works only if you have a good enough rank of void form).
They should recode the alt jump boosting to be its own dash function, so that you can dash while on foot and not in the air, and the enemy can do so to evade your shots.

With melee weapons, you can dash forward and pull off a pursuing melee strike.
With guns you can sidestep backwards or to the sides in shorter distances than with melee weapons.

So melee = dash function
Guns = dodge function

You already has similar function in zero G anyways, so enabling forward jump jet to melee power strike makes sense.

For it to work in console, maybe make sprint button to work alongside ADS to dodge?
Last edited by dr46onfusion; Sep 7, 2024 @ 8:29am
Kacho Sep 7, 2024 @ 8:54am 
Originally posted by momopovich:
they added melee weapon tiers (like calibrated - refined - advanced for guns but with different names) and melee weapon mods (installed on weapon workbench). The highest tier for melee weapons is "quantum-edged".

Unfortunately the "irradiated blade", "corroded blade" and "venomous blade" mods are bugged and don't work atm (the effects only proc/tick for 1 damage).

Melee weapon damage is still very underwhelming on higher difficulties. The sneak attacks deal a lot of damage though. A very efficient playstyle is to spam refresh the void form power, run to enemies, crouch and melee sneak attack them. (works only if you have a good enough rank of void form).
Do the tiers add a feeling progression throughout the game? The lack of progression was one of my major complaints.
jonnin Sep 7, 2024 @ 9:05am 
if no one said not only did they add ranks, but you can also modify them at the workbench a little bit now. Between the two, you can get a melee weapon to somewhere between 200-300 damage (not sure where the endcap is) which is then multiplied by 5 or more on sneak attacks, making it effective against reasonably high level targets.

they also added gambling for items and the gold tier gambles favor melee weapons heavily, making it easier to get a gold quality melee weapon that does good damage, as opposed to say a 1911 or razorback which take hundreds of coins and save-scum to get.

the same place you can get advanced AA and solstice at level 1 also has a high end melee weapon.

It may have a long way to go, but its MUCH better than it was.
Last edited by jonnin; Sep 7, 2024 @ 9:07am
Sparhawk122 Sep 7, 2024 @ 9:11am 
They are paid mods now. You have to buy them.
Lucius Confucius Sep 7, 2024 @ 9:19am 
Originally posted by Sparhawk122:
They are paid mods now. You have to buy them.
What disinformation nonsense is this?
momopovich Sep 7, 2024 @ 9:46am 
Originally posted by Sparhawk122:
They are paid mods now. You have to buy them.

Serious head trauma requires special care.

Not a single paid mod from bethesda is related to melee weapon :
https://creations.bethesda.net/en/starfield/all?author_displayname=BethesdaGameStudios

There seems to be (0) paid mods related to melee weapons from any author :
https://creations.bethesda.net/en/starfield/all?categories=Weapons&page=1
momopovich Sep 7, 2024 @ 9:50am 
Originally posted by Kacho:
Do the tiers add a feeling progression throughout the game? The lack of progression was one of my major complaints.

i haven't personally done early game melee weapon builds but since higher tiers drop on higher level enemies I'd say yes. You can also craft better weapon mods after leveling the weapon engineering skill.

Also as I previously said melee weapons scale really well with the sneak and concealment perk and the void form power ranks, so it definitely adds a sense of progression when you level them.

Edit : also all mobility perks (boost pack, acrobatics, fitness) help moving around and doing more power attacks.

Re edit : many chems boost melee damage dramatically too.
Last edited by momopovich; Sep 7, 2024 @ 10:01am
momopovich Sep 7, 2024 @ 10:03am 
Originally posted by Kai:
Originally posted by momopovich:
they added melee weapon tiers (like calibrated - refined - advanced for guns but with different names) and melee weapon mods (installed on weapon workbench). The highest tier for melee weapons is "quantum-edged".

Unfortunately the "irradiated blade", "corroded blade" and "venomous blade" mods are bugged and don't work atm (the effects only proc/tick for 1 damage).

Melee weapon damage is still very underwhelming on higher difficulties. The sneak attacks deal a lot of damage though. A very efficient playstyle is to spam refresh the void form power, run to enemies, crouch and melee sneak attack them. (works only if you have a good enough rank of void form).
They should recode the alt jump boosting to be its own dash function, so that you can dash while on foot and not in the air, and the enemy can do so to evade your shots.

With melee weapons, you can dash forward and pull off a pursuing melee strike.
With guns you can sidestep backwards or to the sides in shorter distances than with melee weapons.

So melee = dash function
Guns = dodge function

You already has similar function in zero G anyways, so enabling forward jump jet to melee power strike makes sense.

For it to work in console, maybe make sprint button to work alongside ADS to dodge?

These are solid suggestions. Melee definitely needs at least one new animation (and more damage output and then it will be a strong and fun playstyle in SF.
Jarsonne Sep 7, 2024 @ 10:13am 
Originally posted by momopovich:
they added melee weapon tiers (like calibrated - refined - advanced for guns but with different names) and melee weapon mods (installed on weapon workbench). The highest tier for melee weapons is "quantum-edged".

Unfortunately the "irradiated blade", "corroded blade" and "venomous blade" mods are bugged and don't work atm (the effects only proc/tick for 1 damage).
Melee is special but fun, but is clearly calling for more possibilities and better balancing, in fact at Hard the resilience level is ridiculous. That's a first step that they added mods and tiers, good base that worth improve it.

Originally posted by momopovich:
Melee weapon damage is still very underwhelming on higher difficulties. The sneak attacks deal a lot of damage though.
I did a full run melee, but used Normal difficulty for first parts until I build a bit the melee, switched to hard about at level 10/15, and finished the play at about level 60.

For some reasons the damages was scaling a bit, and with a full melee build, even at Hard it becomes ultra resilient, I was eating Terrormorphs at breakfast.

But when enemies are too higher level, like about +10, it's impossible. Moreover for players liking the tedious NG+ each increasing enemies damages, at a point melee stops be really playable.

Originally posted by momopovich:
A very efficient playstyle is to spam refresh the void form power, run to enemies, crouch and melee sneak attack them. (works only if you have a good enough rank of void form).
I mostly never used sneak attack during my full melee run at Hard.
Last edited by Jarsonne; Sep 7, 2024 @ 10:14am
momopovich Sep 7, 2024 @ 10:22am 
Originally posted by Jarsonne:
I mostly never used sneak attack during my full melee run at Hard.

Normal hits are not viable on +75%/NG+10 (you need like 20 hits to kill anything with the most powerful weapon in the game)

Sneak attacks are still powerful though. This is a quantum edged wakisashi with + damage and +sneak attack damage weapon upgrades, no relevant legendary effect. You can get much higher numbers with things like an instigating quantum edged painblade

https://steamcommunity.com/profiles/76561198282937579/screenshot/2408950893809843133/

Edit : just tested and it seems the "headhunter" legendary effect on helmets does apply to melee hits, I just hit for 3400 after hitting a bug's head.
Last edited by momopovich; Sep 7, 2024 @ 10:25am
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Date Posted: Sep 7, 2024 @ 7:36am
Posts: 13