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3 features which made melee strong in the past

Discussion in 'General Discussion' started by Tarantus, Mar 16, 2017.

  1. RuntKikka RuntKikka Well-Known Member

    Even by themselves they would be too much in my opinion.

    It was too cheeseball to just push space and get a free flanking position on people. The toughness buff made people far too tanky when it was in. Power attacks being the backstab move is the way to go we don't need to go back to days of circling each other.

    I have no current suggestion as what to do but this current implementation is too similar to JPA play style making GA seem pointless to me now.

    People had been telling me forever that JPA outclassed GA but I never agreed until now.
  2. Kind of like the broken OP status of Bolter + CQC barrel +Armor piercing mag... aye?

    Breaking the Ground Assault and Support class rolling melee attack killed these classes and is one of many factors that has lead us all to the train wreck that melee is today.
  3. Wiggles Wiggles Menial

    My suggestion a toughness or health or armor buff and reduce their movement speed or give them a limited sprint like with the stamina meter, when activated the meter drains and when it runs out you can no longer sprint and have to wait for it to recover like stamina.

    By doing this GA won't beable to charge head long into a room or across and open field through a hail of gun fire, but if they get close enough like just around a corner they can use their small sprint to close the gap to which their slightly improved durability will enable them to tank enough shots to kill someone in melee or last a bit longer.

    We tried durability buffs before but not along with movement nerfs, and if the durability buff isn't too big it won't help them much if they come under fire as they won't be able to run away as fast so they'll still get cut down.
  4. Rageageddon Rageageddon Steam Early Access

    Flat durability can be abused sadly. Once it reaches a certain level it either becomes too difficult to down a single guy or you can zerg rush it and they won't be able to down you all fast enough.

    I'm all for a sprint/charge mechanic instead. My idea is when you get close enough to lock on to someone you get a move speed bonus changing that single person only. It's too bad there is no charge ram or something like there is in Space Marine.
  5. Funny that marines were the biggest criers of "mellee op" , now it's nerfed a marine wants it back. And I don't know what game your playing but as an ork it's one power attack from behind and I'm dead so strong case of l2p once again.
  6. The problem right now is the strength of Dbash and headshot in cqc, which melee is capable of as well by the way, being more reliable than using RPS for capture classes etc. You cannot and should not expect to be able to run into enemy killzones and have straight melee fights and be successful.

    This too shall pass. The answer is not melee durability buffs, it's restructuring of the patchwork mess that is the RPS melee system.

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