Yeah I was referencing the running in circles not because movement isn't included in melee, but more that melee is a deadly dance of controlled movements, feints and blinds. what it's not is a circular bunny hop, which is far too common in MMOs.
I can attest to them already having blocking and dodging already in the game. They tweeted me back when I asked
Pretty damn good for such an early Alpha. Looks like it uses ideas (and a good few of them,) from Space Marine as a base and further tweaks and builds upon that. Lotta time left between now and release which just gives them more and more time to add and adjust to make it their own amazing piece of Warhammer 40k and truly bring the grimdark to our fingertips with thousands of players waging war at one time. My friends and I have already said that if it was just Space Marine with more people it'd be great....it's going to go so far beyond that!
The gameplay does look amazing and with great potential, having played a whole lot of the Space Marines online multiplayer I'm very eager for this game. And like others said, I have NO IDEA how they're going to manage a game like this on an MMO scale, but if they manage to do so, they will be the first to escape the MMO stigmas set by WoW in a veeeery long time, and this should bring a LOT of success to them. They said the game was being developed for PCs and next gen consoles, so I expect they'll find their way to PS4 and XBoxOne (but I doubt WiiU). Curious to see MMOs as such on consoles, but pretty cool, and most likely very possible given the new gen specs. And I'm pretty sure there won't be cross-platform connectivity, but it would be pretty cool if there was. Given the option of playing with XBox controllers on PC, I expect I'll be playing it on my PC ^^.
I am a member of the SMCA on the ps3. We are a competitive site for the old Space Marine game. There are about 400 members still and we regularly organize tournaments and chapter battles. As such I feel that I can add something to the combat debate. The game's limitations are such that 1vs1 combat is often random and frenetic. While this may not reflect the training of an elite astartes it gives such confrontations a degree of excitement. The controls, basic as they are, work quite well and with some refinement would be a decent prototype for the new game. I do feel that a better counter action is needed and the direction of strikes needs some major retooling. As previous posts have correctly mentioned, the reason behind the nature of the combat is that the model was designed for attacking multiple opponents and therefore feels a little clumsy in the multiplayer. With some practice it is possible to implement strategy, which is invaluable when playing as a tac or dev marine looking to take out an assault.
Well, burst firing is simply a matter of trigger control. Though of course a fire selector switch (say by pressing your current weapon's hotkey again) is a nice thing to have. Performing melee attacks with a ranged weapon is simply a matter of having a dedicated melee key, which judging from the video they have. Different attacks can be the result of chains or key combos (ie W+melee is one attack, D+melee is another, shift+melee is a charge). Varying grenade attacks are easily achieved by simply having left mouse throw at full strength, and right mouse be a soft throw that scales its strength based on how long you hold it down. Unless you have a dedicated grenade key rather than a grenade weapon slot, in which case you might have to press shift/ctl/alt+grenade or something to soft-throw. Cooking is easily achieved by holding down the relevant mouse button/key. So basically, you can achieve all these things without a WoW style ability bar.
Burst Fire is a really nice thing to have. It came to games from real life but it served a great purpose, trigger control without human control. Army used it to conserve ammo and it helps out with spread. I would love to see a complex design in block and attack, i have been reading Ciaphas Cain novels and such for a long time and would love to see, chainsword styles. Even without ability bar many things can be done with animations such as swords overheating or barrels glowing from temperature as such. RO2 does these very well with machine guns, first time my barrel got busted, i knew what was gonna happen before the game even told me.
You're right in one aspect.. burst fire was decided on for conservation of ammo... that much is correct. But a real marksman with proper trigger control with semi or full auto will always have better results and tighter groups. The "Big Army" doesn't shoot enough so burst fire makes sense for them. But the higher tier units that do shoot.. you'll never see a weapon with burst fire in their armory. In short, burst fire is for newbs... pogs.
I started to use burst/single shot for my TMG-50 before realizing that full-auto all the time got me more kills.