To be fair, mechs were virtually worthless by the time you could unlock them fairly, and boats are only useful on 3 biome types and in special scenarios. It would be nice to have a boat system similar to the hoverbikes though... and maybe have it actually fit the sci-fi theme of the game instead of that weird wind waker boat.
What if you don't have a leveled planet handy, though? What if you want to drive a bunch of peeps to and from an asteroid base?
i played the unstable update to try it out. The starting broadsword could no longer block damage, and its special ability ran out after like 1.5 seconds, enough time to hit something 1-2 times, 3 if you got lucky, and the touch damage was like 23 a hit, and all the mobs took like four hits to kill. In order to survive successive combat encounters, you need as many bandages as you can get. Then there were the creatures that had a shell thing that took three to four hits to break, revealing three more mobs that take another two swings to kill.
In my experience, the spin slash works better if you either use energy dash while using it or just wait until you're cornered. I'll be honest though, it's sort of sucky. the crafted weapon skill, by FAR, is the spear's "flurry" it lasts longer than spin slash and does much more damage, it's more versatile and you can hit multiple monsters with it.
I normally would wind up using guns as my main weaponry and maybe have like 1 melee weapon, since you know, energy ain't cheap, but I find myself liking the melee route a lot more this time around. The special moves make melee feel more engaging, and with the addition of boomerangs, I found myself mainly using my greatsword, occasionally using my two flame boomerangs as supplementary damage, and having only an assault rifle as a pure ranged alternative.
There's still no better feeling than dropping in dual wielding submachine guns and spraying lead(?) everywhere.
Oh yes, I never even considered using FTL because it wouldn't work in the air. For one thing, I found the dash handy for eliminating fall damage. It was also generally more necessary when used in the air. You're more limited at the ground. So far, the energy dash change is the worst thing for me.
I like a lot of things in this update, including the damage on contact for enemies. I feel that it adds some challenge to the game.
I wouldn't call it challenging at all, it's more like "punishing". They spent all this time making a bunch of special moves as a huge incentive to use melee weaponry, and then they punish us for it by making us take an absurd amount of damage just because we got a little to close while trying to punch something in the eyeball or something. I wouldn't mind it as much if it wasn't blatantly obvious from some of the unique mobs (mainly these two ) that the only reason it was added back is because some of the UMs don't have actual attacking skills and that damage on contact was the only way to remedy it on short notice.
I think now melee has fallen into it's place, good old fashion fisticuffs between players. PVP boxing league!
I have come to the conclusion that you cannot use capture pods on unique monsters But I want that fox monster, it's so cute! I'm so disappointed. No more energy dash No fox pet
Actually I'm really looking forward to PVP with melee weapons only. Reminds me of the early stages of the beta where we would fly around energy dashing in the sky constantly trying to get the 1-hit-ko in. Good times, good times.
How else do you expect to get up so high?[DOUBLEPOST=1448831180][/DOUBLEPOST] But is there a more satisfying melee weapon than your own fist, to know it's your own body that holds the power to beat the shit out of someone?