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Reconsider Melee Attack Timing for Instant/Compensated Combat Experience

Suggested by
on December 19, '25
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Instant/compensated melee attacks should be reconsidered, like what existed in SPLITGATE 1. Currently SPLITGATE: ARENA RELOADED features a melee attack that is delayed on press. Visually it is because the animation needs to reel into the actual contact point to deliver the damage, kudos to team 1047 for realism. However, I want to present an opportunity for your team based on my experience in SPLITGATE 1: There was always moments in SPLITGATE 1 where I ran at an opponent (e.g. 0 ammo in One-in-the-chamber) and hit the melee button, and because my opponent did the same we BOTH ended up dying via melee. This brought warm relationships with other players and a bit of comradery within the rivalry. Likewise, having those situations happen with friends I was playing with on Discord, we would laugh and just comment on our thoughts at the moment. These good feelings are elements of a good game. I get WHY your team implemented the delay. It is literally not needed. CQC should be dangerous, virtually. It should gratify the deliverer. And it should bring good feelings to both players when they both fall from the same melee attack instance. At the start of this post, I mentioned "instant/compensated", because I can't tell if this was a feature implemented on purpose so that it's more likely that melee attacks would lap on top of each other making these marvelous events, or if it was the simple setup of having instant melee attacks which coincidentally made those magical moments happen.

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