Small update
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Improvements to body impacts. Should also be less problematic with higher pings.
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Body impacts from dashes no longer knock upward (less of a hinderence when trying to hit with melee).
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Body impacts feel a little more impacty, with unique audio and impact shake, so it's a bit more clear when they happen.
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Potential solution for the rare cases of rubber banding when using maneuvers in quick succession.
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Adjustment to melee attack input (for improved functionality).
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Alternate attack is now initiated by pressing and releasing fire (LMB) while quick melee (V) is held.
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Quick melee can now be held indefinitely (dash duration is still limited).
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This will allow all 3 attack types to be used with the dash (press or hold quick melee and release / hold LMB then press or hold quickmelee and release / hold quick melee then press or hold LMB and release).
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Melee weapon block (ADS with Akanami + Dusters) will now prevent frontal impact based knockdowns (body, intel etc.).
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Akanami thrust deals increased damage from behind, Dusters quick melee deals increased damage to crippled enemies.
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Corrode defense drain is now applied as a damage tick, so the owner of the damage is credited and is visible as a damage number (tick type, not visible through walls).
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Damage from Necrosis is now visible to owner as a damage number (tick type, not visible through walls).
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