Team Fortress 2
How would you recreate or rebalance a melee-only class in TF2 (excluding Spy and Demoknight)? Is it even possible for a melee-only class in TF2 to exist and not be broken?
Since a lot of people seem to hate Demoknight for being too obnoxious to fight against while simultaneously not being as capable as normal Demoman, how would you try to recreate the class without giving him the same perks as Spy (a stealth based class)?

Is a melee-only class or subclass even possible whilst still making him enjoyable to fight in your own eyes?
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No, melee only is boring. This is a gun game, go play Chivalry or whatever if you want melee only.
add doomfist he is really cool and he will kill snipers easily
Add l4d2 melee mechanics.
The deadly Cutsman eredeti hozzászólása:
No, melee only is boring. This is a gun game, go play Chivalry or whatever if you want melee only.
Basically this. TF2 is not built for melee and sucks at it. Even if they could somehow fix melee hitreg's wonkiness, the environment of the rest of the game just can't support a zero range class.

Spy has an instant turbo-kill melee and is extremely niche/one of the weakest 2 classes in game.
Demoknight has passive resistances, on demand speed, and a million little gimmicks to try to prop up what is still a joke of a "subclass."
Trying to make a melee-only class in a game where everybody had guns means you either have to make him strong/fast enough to close the distance, or make him hit so hard that getting in range of said class can be a death sentence. Spy already takes the glass cannon approach and still has balance issues despite having arguably the best positioning tools in the game.
Walter Clements eredeti hozzászólása:
Add l4d2 melee mechanics.
You mean like knockback and stun mechanics?
Emurinus eredeti hozzászólása:
Trying to make a melee-only class in a game where everybody had guns means you either have to make him strong/fast enough to close the distance, or make him hit so hard that getting in range of said class can be a death sentence. Spy already takes the glass cannon approach and still has balance issues despite having arguably the best positioning tools in the game.
My thoughts exactly. A melee-only class that doesn't prioritize on the same design as Spy would be pretty difficult to tune as there's no way of making it balanced while giving it needed buffs to compensate.

Walter Clements suggested some type of ectoplasm beam or something. Another similar mechanic would be Terraria's melee weapons which shoot a sword beam (essentially melee in Terraria is no longer melee).

I was thinking making melee having some sort of unique dashing mechanics (mini-dashes separated into charges that can also allow you dash mid-air, dash charges with stickybomb's charge mechanic, etc.), cut down on resistances, and perhaps add new items or mechanics to supplement it. Maybe sword beams with recharge of some kind for ranged attacks, maybe ricochet-based items such as whips (without pullback mechanics of course), and so on.
JUST ADD DOOMFIST HE IS REALLY COOL
KasoTrooper eredeti hozzászólása:
Walter Clements eredeti hozzászólása:
Add l4d2 melee mechanics.
You mean like knockback and stun mechanics?
No I mean making the hitbox not just an invisible bullet with limited range and instead having it align with the swinging animation.
Walter Clements eredeti hozzászólása:
No I mean making the hitbox not just an invisible bullet with limited range and instead having it align with the swinging animation.

L4D melee is still invisible bullets
The deadly Cutsman eredeti hozzászólása:
Walter Clements eredeti hozzászólása:
No I mean making the hitbox not just an invisible bullet with limited range and instead having it align with the swinging animation.

L4D melee is still invisible bullets
I'd still rather have a bunch of invisible bullets mimicking the swinging arc of the weapon than what amounts to a worse pistol.
Walter Clements eredeti hozzászólása:
I'd still rather have a bunch of invisible bullets mimicking the swinging arc of the weapon than what amounts to a worse pistol.

Tru, tru
this game's melee systems were built to be for last resort situations and very specific encounters per class and you're trying to make a class that can be made full time just for that
Redo the steak sandvich to give a speed buff and 25% health on damage as well as limiting heavy to fists, but make it half any other passive speed buffs.

The real way to do melee subclasses though isnt melee only but like the axtinguisher pyro, basically a normal class but they have an ability that makes frequently using their melee in combat viable.
Bad Medic Buddy eredeti hozzászólása:
Redo the steak sandvich to give a speed buff and 25% health on damage as well as limiting heavy to fists, but make it half any other passive speed buffs.

The real way to do melee subclasses though isnt melee only but like the axtinguisher pyro, basically a normal class but they have an ability that makes frequently using their melee in combat viable.
The real way to make a subclass isn't to just be the normal class with a better melee. Do what demoknight did and replace everything the normal class can do with something else and basically creating a new class in the process.
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115/29 megjegyzés mutatása
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Közzétéve: 2023. júl. 4., 7:00
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