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Assault Space marine/Raptor OP

Discussion in 'General Discussion' started by Slaughter_Bulldozer, Sep 4, 2015.

  1. Rikamar Rikamar Well-Known Member

    It is very early to say if something is OP. The general thinking I have is nobody will like having a melee fighter in their face because bad things happen, not just leaving your cover. So they will prioritize taking them out before they get there. Which will make it difficult for assault classes to get there and then to do their thing once there.

    Crazies swinging killy sticks around?
    Accurately shoot them. Like in the head.​

    Crazies swinging killy sticks around that can take to the skies?
    Continue shooting them while maintaining your accuracy. They don't have cover up there!​

    Crazies swinging killy sticks around that can take to the skies then smash down on or near you?
    • Dodge away since you can know it's coming. Sound, their shadow, the enemy model/animation (it actually has a delay to when they start descending for a slam) & your HUD even tells where they'll land.
    • Proceed to give them a confetti ball to welcome their arrival (a grenade), continue shooting if necessary. Can also have a shooty weapon that will make them regret their decision ie a meltagun (practice the timing of your shot).
    • Try knifing if you're a risk taker just know that you are not Sly Marbo.
    Crazies swinging killy sticks around that can take to the skies then smash down on or near you then proceed to pursue and shank you?
    • Jolly cooperation.
    • Not just more guns but figure out what each class can bring to a squad for the squad's benefit and the enemies detriment. Such as a crazy swinging a killy stick only this one likes you being alive (could even have a protecty plate).
    • Or you know, run away from evade strategically outmaneuver the killy thing after you while teammates kill the killy thing after you. Be sure to do the same for others if the killy thing stops going after you.
    Crazies swinging killy sticks around that can take to the skies then smash down on or near you then proceed to pursue and shank you while engaging in jolly cooperation themselves?
    Take this.
    [​IMG]
    DoomJester likes this.
  2. I wonder if it would be logical to implement weak spots for their jump-pack. Hit that and let them explode in the sky :) but you would need a troop which covers your flank to hit them effectively....would also strengthen team-play.

    The assaults themselves might be good protected against frontal fire (maybe even better in MkIII) but from the side or back they would be more vulnerable in the sky. Actually I wanted to ask this for the Twitch :/ we dont ned no artificial health-boost or so...we would just need to give the Armor and the Backpack the proper stats and the rest depends on teamplay

    a group of Assaults should have higher chance in a direct assault against a tactical squad, but if that squad is covered by a devastator squad at the flanks they might be picked of the sky quite fast and the left over is quickly dealt with by the tacticals (thats what I would have in mind...in Ultramarine words, thats the theoretical now we have to see the practical)
    DoomJester likes this.
  3. That's the problem i see, in theory it sounds easy, but looking at the gameplay atm just shows you jump up, and in the time you point your weapon in the sky hes already down on you. Stun, shank, next one please. But you're right of course in the early point, we'll have to test it ourselves to see further, in the gameplay there's also no team/squadwork at all though it is said to be a central part of the game. Maybe it's all different when the players don't hold a lifestream at the same time... :D
  4. Rikamar Rikamar Well-Known Member

    Yeah. Livestreaming to show, entertain, and inform is distracting to play.
    There are players out there with really good aim so I don't doubt jump troops in EC will get shot up at times. If there's no time to shoot them in the air then that's the jumper doing good with their positioning and timing or traveling in a pack. In that sense not very different than a Banshee getting close with cover/waiting in cover then sprinting/dropping to their target. That coming with less tells than a jump pack slam too.
  5. It's still coming off as the game being practically being unplayable to anyone with sub-par shooter skills. Which I am. I often NEED stunning to defeat enemies, and devise entire strategies with stunning (Shock Bolt in Bioshock, Zap-ammo in the Mass Effects + Concussive Shot and staggering firepower, rockets with Soldier, and Natascha for Heavy in TF2), simply because that's how I play games. I'm slow and sluggish, I can't keep up with fukken people flying through the air and stuff.

    I'd rather have it so that accuracy shouldn't be necessairy to beat an integral Class in the game, but rather something of a bonus that makes the player more powerful than usually. Like a modifier, rather than a requirement.
  6. Rikamar Rikamar Well-Known Member

    Can see a case of their speed here @34:43 in an engagement that would favor the ranged classes, though they don't keep shooting at the assault who is very clearly coming for them and the apothecary didn't seem to be shooting until it was too late (spoiler: he is poked to death by the heavy bolter he slammed on lol).
    I think you exaggerate their speed especially so with our not seeing Eldar in action yet who have frequently been said to be faster and more agile than the other factions. I don't expect blindingly faster mind you. But I wouldn't be surprised if Swooping Hawks have more maneuverability in the air and can stay up longer, as they're primarily a ranged harasser unit rather than an assault. I wonder how a stormboy painted red will be :eek:.

    Too much cc risks taking too much away from a skill based shooter though. Accuracy is a big factor in shooters so it is very much necessary. But so is using tools at your disposal well (these too requiring accuracy to variable degrees just as guns do ie stun grenade and plasma cannon being weapons with splash AoE). Important to note those games you mention have you fighting vs AI (made me wonder how much cc will factor into fighting tyranids). We haven't seen all the tools at our disposal yet. Then throw in a squad bringing many tools then add squads onto those squads. There will be some cc but nothing major and if cc gets chained too much can expect diminishing returns to be implemented, reducing the effectiveness of subsequent cc possibly to the point of immunity for a duration. Because losing control of your character too much isn't fun, it wouldn't be much of a PvP shooter at that point either. Just as much as something being too fast to hit isn't fun. We'll have to see how that turns out.

    Maybe tactical class archetypes can get some sort of shield, like a boarding shield at a significant price in player load outs, which can block and potentially stagger melee attackers if timed right. Or simply having the additional protection could be enough. I don't think they'd be as effective vs things like powerfists and thunder hammers though. Could also disrupt class balance too much. Another thing we'll have to wait to see how it turns out.
  7. MLG Recruit

    let's just hope eldar isn't as OP as it is in every single DoW game.
  8. Keep dreaming, bucko :3

    One thing I think could be cool would be to implement a warm-up before a Jump Pack jump, and when ground-smashing. So, instead of letting it be an instant thing to just press the button and then fly, you have to keep the button pressed for, like, two seconds before the Pack activates. That makes it a more tactical thing to use the Pack, and also makes it tough as all hell to escape a melee fight, since you have to back off before being able to take to the skies again. Likewise, when ground-smashing, you'd have to keep the charge button pressed for two seconds, so it'll be obvious that you are trying to zone in on someone juicy.

    Also, have you seen the Audio Walkthrough? That's no Walkthrough, that's a Powerwalkthrough. Look at that fukken strut, he could beat olympic runners with that speed.
  9. Tureilim Tureilim Prefectus

    TWO SECONDS?May as well make the thing an instant self destruct.
  10. Na. It just means that you have to start away from your enemy when jumping, and has to commit to kill the enemy you gank when you charge into them. Anyway, an Assault shouldn't go for any big groups, but rather one lone enemy, which shouldn't make a warm-up period so relevant.

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