Maybe it varies on melee upgrade lvl n brass knuckles.
Of course it does with Brass Knuckles. Those are a super weapon.
As for upgrades, testing needs to be done on the lowest level first to establish rules, what works/doesn't work, then move up from there.
Sometimes they can get right back up from a knockdown
There are many ways to drop an enemy, but at the moment I'll mention one I've seen during my testing.
There is a falling state, which I haven't tested but have only achieved so far while attempting shots to the knee. They just stop, and look like they go stiff, then fall backwards like a plank. They aren't dead though, and they get up pretty fast, though I have seen some get up slower. Could be dependent on damage, though I only remember the fast one when I ran up to drop a match, like they knew what I wanted to do. I'll see if I can get the same fall state with body shots later.
sometimes they flail other they get up slowly.
This is another good one. It's an attack, but I don't know what triggers it. Haven't seen it early in Nightmare mode yet but I'll keep a look out. I might just stay in the village a while and test this stuff.
I did notice, already, the weird aiming of the pistol. Sometimes it just misses, period. Really weird; other guns seem accurate.
Yeah, and this is why I think they wanted to add a level of realism at least in terms of shooting, not to try and make a realistic game (I mean look at the rest of it) but to increase the survival aspect. That's why both the pistol and magnum have an accuracy state, and possibly why the machine gun is hard to control too by pointing upward the more you shoot.
On the melee I've found a surefire loop on regular mooks which has worked 100% so-far. Call it the Double Spin Loop. Basically you hit them with a melee attack and then spin 360 degrees twice and walk up to them and hit them again. Helps with the timing of when to hit them. Haven't been hit yet and they don't tank the hit. Great sweetspot!
This seems to definitely break the 'two hit rule' thing, but what can happen is they can quickly attack too.
I've been testing baiting them into attacks RE4 style, and it works, but they sometimes tank the hit for no reason I can see. Like a standard guy with a small axe, when he does a standard swing, I've had two things happen.
1 - I've attacked and actually interrupted his attack and stunned him.
2 - He tanks the hit.
Same for grabs or other attacks. It could be a specific frame, but they tank at random times, like during the hit, or when they are standing there just after finishing an attack. I'll test it some more later.
Does melee deal more damage dependent on the weapon? I know the animation and range change.
I'm going to go with no for weapon damage. There's a melee stat, and it doesn't say anything about what weapon you're holding. Could be wrong though knowing this game.
Last edited by Birdman on Sat Sep 28, 2019 1:53 pm; edited 1 time in total