Queuing up melee hits: To add to the list of things that will eventually be screamed about as exploits

Since calling anything an exploit is all the rage these days I’ve been memeing with the crappy warclub trying to find new and interesting ways to kill pubs and get some use out of weapon swap perks.

Rare tip for those that aren’t aware, if you start a string of melees and switch weapons - once you switch back to that weapon it will resume your position in the combo. Queuing melees like this works across ALL melee weapons. IE: you swing combistick at the air, weapon switch and now your next swing with the combistick will be the second or third more damaging hit in the combo. Time in between doesnt matter, it stays queued until you swing it, & you can do this repeatedly.

So in theory to increase your damage output, you swing twice with the club, switch weapons, and switch back and then your next melee with the club will be the final swing in the combo. That hilariously slow high damage uppercut with terrible tracking.

  • The catch to this however is that a lot of weapons require the initial first swing to slow the target so they can actually be hit by the second or third slower attack that has worse tracking. This can be compensated for by bear traps, netgun pins, and giving violent beat downs to people who are standing next to walls with nowhere to go or are interacting with objects/mudding before they see your shouyrouken coming.

Note that the warclub is still terrible but its funny coming at the FT with the same baseball bat swing everytime that you’re normally never able to land.
Not any more of an exploit than that video illfonic applauded of some guy shooting uncharged plasma caster between melee hits IMO. Queuing up swings on the combistick feels nice though provided you don’t miss.

Discuss.