Author Topic: Bayonet  (Read 2168 times)

0 Members and 1 Guest are viewing this topic.

Offline Killington

  • Major General
  • **
  • Posts: 3536
  • Everyone's favourite
    • View Profile
  • Side: Union
Re: Bayonet
« Reply #15 on: February 24, 2014, 12:35:49 pm »
They should make the bayonets one hit kills.
But then trench clubs are useless because they would do the same amount of damage as a bayonet but have no range in comparison.
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.

Offline Oposum

  • Sergeant
  • *
  • Posts: 65
    • View Profile
Re: Bayonet
« Reply #16 on: February 24, 2014, 05:30:31 pm »
They should make the bayonets one hit kills.
But then trench clubs are useless because they would do the same amount of damage as a bayonet but have no range in comparison.

1 hit kill melee weapons are really needed, since stabbing/hitting someone doesn't stop him from shooting you 0.1 seconds later since people aiming can't be interrupted by pretty much anything.

Offline MadManYo

  • Second Lieutenant
  • *
  • Posts: 722
    • View Profile
  • Nick: MadManYo
  • Side: Confederacy
Re: Bayonet
« Reply #17 on: February 24, 2014, 06:05:41 pm »
I seem to find that a bayonet seems to slow the boot action very slightly

Offline Xanderman

  • Donator
  • *
  • Posts: 634
  • Victory through incompetence. Old 7th guards rifle
    • View Profile
  • Nick: Alexander
  • Side: Confederacy
Re: Bayonet
« Reply #18 on: February 24, 2014, 06:43:57 pm »
All melee weapons should be one hit kills because melee in this mod is quite rare.

Offline Sir_Spill

  • Lieutenant Colonel
  • *
  • Posts: 1173
  • Some sort of a generalist
    • View Profile
  • Nick: 3rdFG Robert Murphy
  • Side: Confederacy
Re: Bayonet
« Reply #19 on: February 24, 2014, 06:48:05 pm »
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Regiment history:
15thHussars_CoH_Sir_Spill | 3rdFG_Sjt_Robert_Murphy-Gren Company | 93rd_Sjt_Robert_Murphy
NA 71st_Rgl_Sir_Spill

Offline Xanderman

  • Donator
  • *
  • Posts: 634
  • Victory through incompetence. Old 7th guards rifle
    • View Profile
  • Nick: Alexander
  • Side: Confederacy
Re: Bayonet
« Reply #20 on: February 24, 2014, 06:50:04 pm »
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Have you seen the how many times people get into melee? It doesn't happen much at all.

Offline Rigadoon

  • Board Moderator
  • *
  • Posts: 623
    • View Profile
  • Nick: Rigadoon
  • Side: Union
Re: Bayonet
« Reply #21 on: February 24, 2014, 11:19:23 pm »
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Have you seen the how many times people get into melee? It doesn't happen much at all.

Offline Killington

  • Major General
  • **
  • Posts: 3536
  • Everyone's favourite
    • View Profile
  • Side: Union
Re: Bayonet
« Reply #22 on: February 25, 2014, 12:25:59 am »
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Have you seen the how many times people get into melee? It doesn't happen much at all.

To be fair, it is Belgian Forest, where the spawn positions make it basically TDM, on a more Conquest-y map, melee is indeed super rare.

Still think that the bayonets should at most do 60% of maximum health as damage though.
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.