Winning a fight unscathed isn't even a thing really unless you have a crap ton of armor. Even a ranged fight you're going to walk aay from hurting. Njord: I disagree there, because you decide to shell out more doesn't mean your rock gets to counter paper. Defeats the entire purpose of the system. Also ranged = Devastators, Havocs, Lootas and Reapers. Tacs, Traitors, Shootas and Dire/Fire are hybrids. They don't have the raw firepower of the former nor the raw melee power of a dedicated melee troop.
Then Bolt Pistol should be buffed up so it can hang with and have an equal chance vs Heavy Bolters at 25 yards, right? 'Cause every pistol should have a chance vs any ranged weapon, right?
Don't be an idiot, I know it's hard for you sometimes but really...don't. You know exactly what I meant, act like you've been around since Alpha. We've been down that road, it was bad.
As a proponent of better Heavy melee I don't really have a problem with that many clangs to break for a stun & kill. 8 might be a little high but the FA damage is about 3x higher for the Knife landing than the HB so the risk is always against the Heavy fucking up. I do have a major problem with the Power Attack that clanged because of timing. That seems to be the crux of the Power Fist's bypass problem. Should have been turned aside, possible that didn't charge either player Durability. Not possible only the lower tier takes the Durability damage in a clang.
I've gotten weapon warning on a Chainsword when fighting a Havoc with an AC before. Who knows though heh.
For a virgin weapon (i.e no fight leading into it) it should never break from clanging. I'd bug report that sucker. Higher tiers should always win on a clang. Edit: as you say there's some crazy going on's when you inject half a second of lag. Not particularly obvious some of the time even when looking at the footage
You want better melee for Devastators? I geniunely can't understand, if you could explain why. In a game full of guns, a melee engagement lasting this long is ... just way too long to me. If this wasn't an isolated 1v1, any teammate could have intervened from range easily killing either of the two here. Obviously the "proper" play here is to use a lot of pistol... since relying solely on melee may stretch out way too long. But you know this.
Think that is losing repeated RPS exchanges, Dread or spamming FA into Dbashes. Edit I've seen mention (at work can't watch video) about the HA clanging a FA instead of countering. I believe once the PING sounds and you start your leap all you can do is clang with the attack. A HA is only really interrupted if you FA them during the charge.
It's really not, that crap is for garbage games. Chivalry's system for example is nothing like that (and has many more active players)
Sure. Durability in general bothers me. Capping how well you can ever perform while doing everything right is constricting to the skill ceiling. Break down Heavy weapon/classes in melee: The damage output of heavy weapons is garbage (SM FA 22dps, PA 31dps) Their attack speed is terrible, The attack range is the shortest, Interrupt window is less frequent (lower APM), The charge up for PAs is so long it's crazy (for a massive 63dmg ), They have no lock on and have to manually aim, Their Durability is bottom of the heap, They have short Evade hops, They can't outrun any non-Ork FA spam from a standing start, Only a couple of them can snap-fire inside the Bash window (shouldn't be any imo) and, No pistol swapping for Heavies which Tacts get when their primary weapons has a fire delay. Not being snarky but ... That guy had the revolutionary idea to FA spam therefore nerf his Durability more? At what point is that just hand holding when there are at least 3 other moves besides brute-forcing his weapon to break? Melee is terrible, it's just not because of excessive Durability though. Lot of reasons. What I'd like to see is the Heavy taking a ton more damage for fucking up his moveset. At least on par with a melee Bolter. Atm SM Chainswords do a whopping 146dps while a melee SM Bolter can generate 211dps. Double with headshots. Whether that's too much Tact gun damage or too little Assault damage, doesn't matter. I mean wtf?