Successive Melees

What are the factors that determine whether or not you bounce backwards after either getting hit by a melee strike, landing one yourself, or both? I’ve experimented a little bit and have not reached a conclusion. Most of the time I get knocked backwards even if my opponent is standing idle (not moviong, not meleeing).

Here’s a quote from the Season 2 patch notes: " * Fixed a bug where aim bending was not working as intended. Aim should better snap towards your target on a successful melee lunge, helping keep your target in view for successive melees (reducing the need to spin around) and hopefully reduce instances of “whiffing”, which typically occurs when the target is towards the edge of your screen."

I have tried practicing the melee + reload + melee combo for a quicker successive melee. However, in most instances, I miss my second attack because one or both of us bounces back out of melee range. The added “snap back” functionality does not seem useful if I’m usually ending up out of range anyway.

Is there a way to control this or are we better off just backing out after the first melee and going for the headshot instead? Or going for the 2 x BR burst + 1 melee kill.

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I, honestly, didn’t know about this and haven’t notcied any difference since their “fix”.

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melee + reload + melee you say…

Would be nice if it was actually viable. Right now it doesn’t appear that it is.

I’m glad that you posted this.
I’ve all too often been in battles where the melees do different things from my opponent staying right on top of me to them meleeing me and then bouncing away and I whiff on my melee. The bugs of this game are huge and I wonder if it has something to do with the weapon shooting desync issues currently in the game?

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Desync is more noticeable the closer you think you are to the enemy player and it isn’t just about shooting; melees are definitely included.

Every single time I trade melees recently, my opponent manages to hit me again first or shoot me first. I have got to be doing something wrong.

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Some of my games are exactly like that. I have no idea what magic is working in the background, but I think that it is the general net code that causes problems and not some special technique that allows you to go first after punching each other.