Board Thread:Suggestions/@comment-28577833-20180719022125

Contextualization
Once again I remain dissatisfied with the statistics of the weapons in this game. I want to remedy it for the melees because it remains rather simple to concretize.
 * I will start by presenting a new format of statistics for the melees in the store.
 * Then I will suggest a redesign of the effects of the melees.
 * I will end up presenting some additional effects.

New melees format


Lethality: Damage per hit

Length: maximum range of the weapon while attacking that can hit a enemy.

Exhaustion (Formerly called "energy"): Energy points lost per click.

Attack speed: Time required for the attack to be fully engaged

Penetration (Formerly called "Max hits"): Maximum number of targets that can be hit during a move.

Melees effects revamp
Most melees have effects. Here is the list of those in the game currently.
 * +Trip (The weapon knocks down the enemy)
 * +Push (The weapon pushes the enemy forward)
 * +Headshot (The weapon does more damage if it hits the head.)
 * +Throwable (The weapon can be throwed)
 * +Climb (The weapon can cling to surfaces)

I suggest that the text explaining the effects be replaced by easily recognizable icons (indicates the effect if the mouse is on it).

I want to propose some major changes to these mechanics.

[+Trip changes]
Each weapon can trip their enemies but they rely on a percentage of chance to knock down the victim.

Some weapons are more likely to trip their target per shot (shovel, baseball-bat, tinpot). Weapons with a blade (Rambo, karambit, katana, axis, etc.) have a very small chance to trip their targets.

If the weapon hits the head, the percentage of chance to trip the target is doubled as the damage multiplied when a bullet in the head.

To sum up, the "+trip" effect is no longer mentioned because it applies to each melee.

[+Headshot changes]
The "+Headshot" effect is removed because it also applies to all weapons.

Each weapon can do additional damage if it hits the head.

As mentioned before, the chances of a target's trip are doubled if a headshot is successful.

[Torpor]
The weapon with this effect triples its chances to trip their enemies.

[Bloodthirsty]
This effect applies to blades (Rambo, karambit, katana etc). The weapon is likely to bleed the affected target. Bleeding wounds the victim 5hp per second for a short time.

[Versatility]
The weapon can be launched as a projectile.

 