PC Melee is it me or is the new mechanic hot garbage?

I get total misses while i see the sledgehammer going right trough the zombies face. Not like close on the side. No, right trough the middle of the head and still a miss. And not only when they are really close.

 
I get total misses while i see the sledgehammer going right trough the zombies face. Not like close on the side. No, right trough the middle of the head and still a miss. And not only when they are really close.
Same, everytime I play I have a ton of hits that just make me go: "Wtf how did that miss?" every game. I blame part of the problem on how melee hit detecting works like guns. its a raycast, and the raycast is only on a certan part of the swing. In a17 it generally was when the weapon passed thru/over the crosshair that was the raycast. Still annoying as if your even 1 pixel off when that raycast fires you'd miss. The glancing blows system kinda helps, but it needs to do a much bigger percent of your damage, maybe 50%, as it is about all I find it useful for is glancing blows can knockdown zombies with sledge/clubs that aren't the main target. So at least it lands the enemy on their butt and is free hits after, other weapons kinda got it worse like knives, they have no knockdown, or spears only have it on a throw.

 
The only problem with this is it flies in the face of everything you know about zombies... It's always go for the head.
My problem is typically a single zombie. I miss so often when I know it should have connected. It's not out of range and the crosshair went right through it's head. Yet it's a toss of the dice whether it's a connection or not. Which as I mentioned in my first post, I think if you stood with a club/bat in your hands and swung at something walking in front of you, the chances of you missing are near 0 simply because it is a blunt weapon, unless you're to weak to swing the club there is little to no chance of you not hitting your target.

Body shots are counter intuitive with zombies. That's why I kept asking for a shove/push/kick option if they get in close rather than a secondary swing which up until Freshmint posted I had no idea they were two different directional swings. I never noticed the swing change, I thought they just added a grunt to it.

as for strategy, I have no problem with the rage system they added, however, it doesn't "improve" strategy if your attack is random whether it hits or not. Strategy would be (if we had it) 20-30 zombies walking towards you, and you figuring out what objects on the ground/buildings you could use to block vision so you can chip away at their numbers. Not a RNG chance if you hit the single zombie standing in front of you. That's no fun at all, using your terrain to assist in killing the zombies would be far more fun I believe, but then again we'd have to have dumb zombies again as well rather than the block engineers we have currently.

...
I agree with the ridiculous misses when you know you're close enough and aiming at their head, yet their arm-length strike hits us?!

But I don't mind body hits to zombies, like I say it adds to the strategy a little bit, do u risk the head shot or be safe with a body blow. I guess they could make non-head strikes non lethal, so you'd have to strike the head at some point to kill. If it's just head shot>kill, head shot>kill, it'd get a bit routine-like. I remember striking a zombie as he was trying to jump up onto a counter, no way I could've got his head so I aimed for his abdomen, sent him flying I literally shouted out lol. He didn't die but gave me time to deal with his cheerleader friend.

...What the current system does do is make running zombies scarier, not because they're harder, but because you know it's going to be a swing and a miss more often than not, which makes them scary for the wrong reasons.

I sure hope they can figure this out so it plays properly and can be enjoyable again. I've never quit a game in frustration so much before because of broken game mechanic.
Agree it's more difficult for the wrong reasons, but thing is I'm having too much fun with a18, hope they fix the headshots anyways. Weird thing is I'm not nearly missing as much with the other melee weapons. Could it be a balance thing?!

 
Zombie laying on the ground stunned. Crosshairs dead between the eyes...swing and a miss! Hit the concrete under his head.

 
@sickpuppy

Sure body shots are needed from time to time. Or possibly crowd control. But when you have a single zombie walking in on you, it's a head shot, no sense needed for a body shot because it's a guarantee connection. Unless of course you're playing 7 days to die, in which case it's a flipping toss of the dice.

and what Jeraal mention has happened so many times to me as well.

 
Swinging at a zombie and accidentally harvesting the grass on the floor behind it is annoying, but that was in A17 too.

A18 made it better, but it's still not great.

The club's swing really needs to hit everything in an arc, rather than just hitting where the crosshair is.

 
Zombie laying on the ground stunned. Crosshairs dead between the eyes...swing and a miss! Hit the concrete under his head.
Don't remind me, it makes me rage so bloody hard when that happens, hits the block behind the zombie, but misses the zombie entirely.

 
It took some getting used to for sure. I first played a16 I think, and re-joining in a18 I was like wow, this hit, partial hit thing is really bad.

I'm playing on a server so I'm sure there is some lag added to the equation, but I primarily used Sledgehammer, witha pistol as an emergency weapon. Even now I can still miss several times as theyre sprinting in my face, but to compensate for that, I'll occasionally aim for chest so that I know it will connect.

 
https://steamcommunity.com/sharedfiles/filedetails/?id=412007318 L4D2 has always had some melee issues but overall I think the system was pretty excellent and would be much less prone to that whole thing where you use half your stamina bar to power attack a downed enemy with a sledgehammer and whiff and get 2 plant fibers.

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Zombie laying on the ground stunned. Crosshairs dead between the eyes...swing and a miss! Hit the concrete under his head.
Yikes, that's not good. It is pretty infuriating when it should be a clear hit.

 
Agreed, the most obvious bug in hit detection is when you hit that zombie lying on the floor right in the head but you smack the ground.

Same issue is pretty glaring when you mine. It happens all the time that you actually mine the block behind the one you aim at.

 
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Agreed, the most obvious bug in hit detection is when you hit that zombie lying on the floor right in the head but you smack the ground.
Same issue is pretty glaring when you mine. It happens all the time that you actually mine the block behind the one you aim at.
I've had this happen a few times. usually when trying to aim at gravel when its the last block of gravel between 2 blocks of ore, it'll often just start mining the ore than hitting the gravel. I don't mind that one so much, as at least it won't get me killed unlike melee hits missing entirely.

 
or just upgrading (or repairing) wood spikes to iron, depending on the angle you will upgrade the block behind or below very likely.

i think there are several issues, hitboxes in general and wonky hit detection when zombies are doing weird animations especially when they move faster and come very close.

 
did a quick video of a random situation which i encounter quite often:

what do you think, do i just suck or should at least one of these 3 swings have hit the zed?

 
did a quick video of a random situation which i encounter quite often:
Yeah that's my experience with melee weapons in A18 alright.

You should show this to the devs. Can you post a video with the melee arc animation on?

 
did a quick video of a random situation which i encounter quite often:
You manage to twitch at every blow, making those "possible" legit misses. Always just at around the blow landing, the crosshair does spend a frame or two outside of the zed. So that's a "maybe" at best - if taking the actual implementation into account. From an animation point of view, sure, those should have landed, but from the "one-instant-moment-at-the-crosshairs-decides-the-hit" implementation, that's pretty impossible to judge.

 
Yeah that's my experience with melee weapons in A18 alright.You should show this to the devs. Can you post a video with the melee arc animation on?
aww, not worth it.

as theFlu pointed out, i just need more practice.

 
i started now my meele training, ferals are waaaay to twitchy for me, so i stick to static targets for now.

but still hard times hitting these darn spikes, they are so nimble..


i guess i should aim for the body because the head is so hard to hit.

 
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