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The damage is acceptable. It does seem to have a pushback now. The cooldown is....rough, but tolerable.
The airtime is less than hammer, but it MOVES you so much better. The hammer launches you up, which is often good, but there are plenty of times where I've died midair using the hammer because it keeps you airborne without getting you horizontally clear.
The katana's animation and "flight time" is also less than the hammer, which isn't great as far as staying airborne for extended periods of time, but it is FANTASTIC in that the animation doesn't outlast the "counts as a dash" invincibility (the moment you hit your melee key for hammer and katana you get the same brief invincibility as when you dash....problem is that the hammer's up, pause, smash down animation far outlasts the invincibility duration, while the katana's quick forward dash doesn't).
All in all, I rank it pretty much on par with the hammer.
The hammer has better airtime, but can cause you to be stuck midair without I frames.
The katana has much better horizontal movement and IMMEDIACY....hit button and BAM you've yeeted yourself. But it lacks the ability to recover from cliff falls.
If only cliff falls was the only issue
When you are backing away from enemies you want to use your entire arsenal like weapon+melee+grenade but now you realize you have to be extra careful with melee because it propels you forward even if you are going backwards, slowing your pace, making you more susceptible to get hit. I have to basically do a 180 every time I want to do a melee to back away from enemies but then.... my melee damage misses them
It needs a rework imo, the one that lets you do a spin damage without launching you forward that much. Maybe increase the AOE range of the melee and give it a slight pushback on enemies
We'll see what Noise comes up with later on
The hammer has* (had....the anvil update seems to have changed it somewhat) a similar feature in the "bounce" after it lands launching you backwards, which meant using it to move FORWARDS was difficult. You could use the hammer, launch yourself in the air, then do a 180 in the air so that the bounce would propel you in the same direction, before spinning again to land. It was awkward, but that's basically the same as the the katana now (spin, use it, spin back).
As it is, the katana right now mostly seems to serve a mobility function in the game while also being an acceptable damage dealer. And it excels at that mobility function.
* it feels like in the anvil update, the reverse direction bounce on the hammer has been replaced with a neutral bounce, which doesn't ruin your forward momentum anymore....but now that I've gotten used to harnessing the old backward bounce, the neutral bounce feels WORSE, like it just floats you in place for a moment which is TERRIBLE in a bullet hell setting. I feel like removing the strong forward launch of the katana would remove the key beneficial feature of the weapon.
Currently for me the katana feels solidly as good as the hammer for what I mainly use melee for....movement and escape. If the forward launch of the katana were replaced with a neutral float, or even no movement at all, it would drop down to a useless never-used-except-to-get-weapon-rank F-tier like the claw and dagger. If it doesn't help me move, it doesn't help me.
Also, how can we have another melee weapon with a multi-hit function that is just so useful compared to dagger which sucks in like every aspect, that just won't get buffed? How long did we have dagger in this current state for? Feels like eternity. I even tried using it just to create some space for the 4th (now 5th) melee. Nah, it just sucks. Literally unusable. Such limited range only means you gotta build range increase on it and even then with 100/200% increase it will not feel like it's doing that much on a Loop island with gazillion of enemies around you
It's not even a competition to compare the two
I personally rank hammer higher than katana for sure because of the airtime it gives. It's very easy to cheese it with Blender, and airtime, by default, is a safer state to be in than on the ground
Pickaxe is still my favorite. It just does everything, including the air. You can literally use it to get to certain hidden chests on certain islands where you can't possible get there without hammer/pickaxe/grappling hook
I sometimes do enjoy the multi-hit element stuff I apply to big targets like elites but it's just not worth it, given very limited range and the fact I have to get up super close to them to do anything
Also it would be nice if the movement was in the direction you are looking at - including vertical.
now i just hope the ak-47 gets into the game in the future
I think it should be movement-based. So like if you are clearly looking forward but moving back, it should move you backwards
tbh I personally want a minigun prototype, some kind of Thompson Submachine Gun or something. 100 ammo magazine, lower spread than minigun, reduced firerate. As we have it right now, only Minigun really benefits from a plethora of weapon mods like Mag Shot/Escalating Shot/Accelerating Shot/Wind up - the list goes on. It shouldn't only be working flawlessly on 1 gun. Other guns don't get the benefit because right from the get go they don't even have 100 ammo to fully benefit from lvl 1 Mag Shot, for instance, and why would you be building Big Mag perks when you can instead focus on reducing reloading time?
This game still needs a lot of polishing