

This was fixed by extending the length of the collision volume for the mantis blades. This seems to be somewhat dependent on the angle of the camera at the moment you hit. No damage, no hit effects, no reaction from the target at all. Occasionally, I would make a leap at a target, watch the blades hit them, and then. Leaps that appear to hit but just don't for some reason.It's not the best experience visually, since you still swing over their head, but at least it makes the gameplay functional and lets you attack sitting targets. Since I couldn't fix it in the ideal way, I fixed this by making the collision volume for the mantis blades 4 meters tall instead of the normal 0.25 meters tall.

Or the LookAt function just doesn't work. I tried to fix this by snapping the camera to the enemy, but it seems other systems in the game are controlling the camera during the animation and preventing the LookAt function from working. Because you're often leaping from long distances, when you leap at an enemy that's squatting, the camera position you started in usually results in your attack just flying over the target's head, wasting your time and generally making you look foolish. The leap animation doesn't allow your camera to track the target you're leaping to, but rather, ends with your camera in the same position it was in when you started. Leaping at enemies that are sitting or squatting.

This has been fixed by disabling the leap if any enemies exist (roughly) within the collision box of your standard attack. If you're attacking someone and they move slightly to the left or right so the enemy behind them is under your crosshair, instead of attacking them like you intended, you'll dash by them and attack the enemy behind. The base implementation of mantis blades goes by whatever enemy is closest to the center of your crosshair.

The mantis blades have a few issues when it comes to targeting: Since that's no better than ending it, really, finishers have been completely disabled while either sandevistan or kerenzikov is active. I couldn't really fix this by way of making the finishers not end it early, because the animations are synced - when I removed the "early end" effect, it resulted in a painfully slow animation carried out in slow-motion. In vanilla Cyberpunk 2077, any time you happen to kill an enemy with a melee finisher, your sandevistan ends early, completely devaluing it and often resulting in death. I was unable to find any situation where the attack speed of a weapon changed after removing this cooldown, but I didn't test a whole lot of weapons so tell me if you find one.
#Onlyoneof time leap download mod
This mod addresses this by simply removing the cooldown - it doesn't seem to serve any purpose, as you already can't do another melee attack during the animation. This is because there is a hidden melee cooldown that's processed in game time instead of real time, so when your game time is slowed down, so is the cooldown. Now you can do light melee combos as much as you want even when sandevistan is active. The stronger your sandevistan's time dilation, the more time you had to wait between melee attacks. Previously, melee combos in sandevistan were non-functional.
#Onlyoneof time leap download download
The download provides an installer that lets you choose which elements you want, and which ones you don't. Better Melee is a small mod that addresses some melee bugs in Cyberpunk 2077 and provides some quality-of-life adjustments to improve the melee experience, particularly with the mantis blades.Īll changes in Better Melee are optional.
