This suggestion has been split into multiple separate requests. Each split focuses on a specific aspect of the original idea to ensure better tracking and implementation.
1
Voting disabled

Add Melee Weapons as Secondary Class Options for Close Combat

Suggested by
on June 17, '25
Split
Melee Weapons as Secondary Class Options. Introduce melee weapons as an optional secondary for certain classes or loadouts. These weapons provide high-risk, high reward gameplay focused on close quarters combat and mobility. Mechanics & Balancing: Charge-Based Usage: Each melee weapon comes with a 2-charge system (or cooldown timer). Charges regenerate over time (e.g. 1 every 10 seconds). This prevents spam while rewarding strategic timing. Damage Output: Deals heavy damage (e.g. 90–100 HP) but requires close proximity. Non-lethal if not aimed correctly (hitbox skill-based). Can be countered with portals or distance weapons. Weapon Types (Examples): Energy Blade: Fast, low reach, fast regen. Gravity Hammer: AOE knockback, 1-charge, long cooldown. Pulse Dagger: Teleports you a short distance behind target if undetected (1 charge only).

Watchers

Split Suggestions

This suggestion has been split into the following separate requests:

Add Melee Weapons for High-Risk, High-Reward Close Quarters Combat in Splitgate 2
by elthae on June 20, 2025 • 1 vote • Status: Open
Implement Melee Weapon Cooldown System for Strategic Gameplay
by elthae on June 20, 2025 • 1 vote • Status: Open
Melee Weapons with High Damage and Non-Lethal Outcomes Based on Accuracy
by elthae on June 20, 2025 • 1 vote • Status: Open
Implement Counter Strategy for Melee Weapons Using Portals or Distance Weapons
by elthae on June 20, 2025 • 1 vote • Status: Open
Add Melee Weapons: Energy Blade, Gravity Hammer, and Pulse Dagger
by elthae on June 20, 2025 • 1 vote • Status: Open
No comments yet.

You need to join this project to comment on issues. Join Project