Guide
When to swing and when to stop
How to use a melee weapon in R.E.P.O. without wasting one, given that the game gives melee weapons durability, a hit freeze and a swing you can aim.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A melee weapon in the crew
- Charge in it if it needs any
- A monster you intend to hit rather than avoid
Steps
- Accept that a melee weapon wears out as you use it.
melee weapons drain durability on hits - Check the weapon over after a fight rather than assuming it is fine.
a melee weapon can have a broken mesh of its own - Face what you are hitting, since the weapon records its hitting side.
there is a hitting side angle and a forward tilt - Expect a moment of freeze on impact and use it.
the game keeps a hit freeze with its own delay - Remember that some melee weapons run on battery.
a melee weapon can be set to use battery logic
Common mistakes
- Swinging a spent weapon and wondering why nothing happens.
- Hitting sideways without facing the target.
- Forgetting a battery-powered melee weapon needs charge.
Related entries
Weapons and ammunitionMelee weapons and their wearA melee weapon is its own item with its own behaviour.
Weapons and ammunitionWeapons you can bringA gun is a defined item in the game.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.