Melee Rebalancing proposal.

Three changes around melee combat, with two targeting the most exploitable weapons on both sides, reining in Fireteam knife rushing and the Shock Gauntlet’s stun-lock, and also making the Predator’s Shield worth equipping, since it’s currently useless.

Starting with the knife, because:

  1. Parrying the Predator is far too easy and carries no risk. A lone knife rusher can parry attacks and follow up with the knife, and a missed parry costs nothing, so there’s no reason not to spam it.

  2. The tap-melee quick-swing has short animation gaps and auto-returns to the gun, letting players throw rapid swipes and cancel the recovery to chain a swipe straight into a gun shot.

  3. Knife swings cost no stamina, so there’s no cap on how long a Fireteam member can keep swinging.

Proposal 1: A three-part fix to Fireteam melee.

Add a short self stun to the Fireteam member whenever a knife swing connects with the Predator. This forces a recovery window between swipes, caps melee DPS, and nullifies the swing-into-shot cancel, since the stun prevents immediately firing or chaining another swing off the back of a hit.

Add a longer self-stun whenever the Fireteam member parries the Predator. Tying the parry to a longer self-stun turns it from a no-risk, spam move into a strategic survival move.

Add a stamina cost to each knife swing. This removes the ability to spam the knife indefinitely and forces players to manage melee like any other resource.

Together these reduce knife-rushing DPS, make parries a genuine risk/reward decision, and close the animation-cancel and stamina-free spam exploits in a single pass.

Next, the Shock Gauntlet, because:

  1. Its range lets the Predator land the stun from far enough away that there’s no warning and no way to react.

  2. It works straight through walls and cover, so positioning doesn’t matter, because the stun lands regardless of what’s between the Predator and the target.

  3. With no real cooldown, it can be spammed repeatedly, chain-stunning a target with no recovery window.

Proposal 2: Reduce the Shock Gauntlet’s effective range, require line of sight so walls and objects block it, and increase the cooldown between charges. This keeps it a real threat up close while removing the ability to stun through cover or spam it from range with no counterplay.

Last, the Shield, because:

  1. It has zero offensive capability, because you can’t attack from behind it, and the only option is a weak wrist-blade swipe. It does nothing to pressure the Fireteam.

  2. The Predator can’t sprint while it’s raised, sacrificing the core of Predator combat (hit, disengage, reposition) for a purely passive block the Fireteam can simply ignore.

Proposal 3: Allow the Predator to sprint while the Shield is raised, and give it a bash attack that pushes back any Fireteam member it hits. This turns the Shield from a stationary, do-nothing block into a real tool that is usable on the move and able to create openings instead of just absorbing damage until the Predator gives up and switches weapons.

@CommunityTeam

Preds get the full stamina recovery rate jumping like a frog, and FT loses chunks of stamina doing the same.

a man in a suit says i don 't have a problem with that|833x468.5625

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i’m pretty sure fireteam stamina goes down on a successful parry, but it doesn’t do anything like cause them to go into an exhausted state. will have to re test @BeerWarrior66