Background Image

Assault Space marine/Raptor OP

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

  1. Rikamar Rikamar Well-Known Member

    First how I'm thinking of what you're saying with the delay of 2 seconds, correct me if I'm wrong, is a player holds the jump button then the player launches into the air, I assume they can still move around normally during and that they'd be able to cancel it. There'd be an effect or sound to it as well even if only for coolness. Then once in the air and in position 2 more seconds of holding the attack button down and aiming where you want to slam. I'd assume it can be canceled with little or no movement during the 2 seconds and also with sound & effects for coolness. So that long on a class designed to be mobile fast attack doesn't make sense to me and doesn't sound fun. Strange translation of it from the WH40K universe too though that's a different topic in itself.

    A delay at 2 seconds would really change the pace of how the jump troops play the game while not impacting the others. That's 2 seconds of being a target for anyone within range that notices them. Last stream they said they lowered the Bolters rate of fire & upped it's damange so it now takes 9 body hits to down from 12, and with lower RoF comes better accuracy. Lascannon is around 2 seconds charge to fire isn't it? So double that (2 to get in the air + 2 to slam = 4 seconds) in order for jump assaults to perform their unique function smoothly. A lot can happen and change in 4 seconds. Delay can already come from the players themselves. Good jumpers will analyze situations to know if it's a good idea to jump on an enemy especially in the air.
    • What is the enemy using? - "I'll kill them before it matters!"
    • Can that enemy evade me? Where to and can my team assist me there? - "Won't need them! The prey won't escape me!"
    • Does the enemy have help of their own nearby? From where, how many, how far and what are they using? - "So you want to die too!? Wait your turn- Oh shit run!"
    If there must be a delay then I say at most 1 second and at least 0.5 second. Perhaps even those numbers for launch (1) and slam (0.5) respectively.

    There's also a delay in recharging their fuel (the clip I previously linked. charges don't refill in air. dashes recharge faster. Also shows slams don't consume a charge when I thought it did. I think it should). Can try adjusting that to make them think more on their choices & influence their movement instead of making them more of a target. In that engagement the charge from the jump doesn't recharge before his death because he dashed twice then died. But if the dash is on a longer delay they'd have more trouble staying on their target if that target can combat roll. Could sprint but then we'd just see sprint attack spam. That is if they can survive long enough while their target rolls away, shoots/grenades, repeats.

    Jump packs already starts away from the enemy because that's what they're meant for plus I don't think they can slam directly beneath themselves, at least I don't remember seeing it. Committing is already a must too because they have to hit things with a big stick in order to effectively kill targets or even be considered a threat for their sidearms can be outgunned by their common targets ranged classes. Though can also commit with presence but that will only go so far and even then only in smaller fights.

    My own playstyle as a jumper would be going for the big groups. Well in a perfect scenario anyway which won't happen for me because I'm impulsive, impatient and unlucky. Lone enemy sometimes, more likely if it's an enemy jumper, but it's the groups that will need to be disrupted more. Jump up, slam down, then either commit to killing even if it means death, ideally a support class dies with me (bonus points for making them hit each other) or hit and run. Point of it is more attention on me (if I survive that attention split lasts longer), they're not taking cover, and thus more openings for my team to push and take them out. Which would then open them up for me. It's fairly common in my experience that if friendlies see a teammate rushing enemies then they will rush too. Well, if you're a class that can rush well that is. Like a Hvy Assault in Planetside 2.

    Saying slam so much got the Space Jam song stuck in my head damnit. Magnificent guitar of Santana will save me!
  2. Why do Raptors one hit me with normal chainsword attack at full hp?
  3. attacks from behind deal more dmg
    Laanshor likes this.
  4. They were from the front. Do classes have different HP? I was with an apothecary. Full HP , just spawned. guy was just there and he 1 shotted me.
  5. Laanshor Laanshor Well-Known Member

    They do have lower survivability but they shouldn't kill you from the front from full health.
  6. Tarl68 TARL68 Arkhona Vanguard

    possibly due to you spawning in, you might of got hit and not seen it while your screen loaded ... but honestly who knows lol
  7. Yeah, It literally just happened 5 minutes ago that I spawned bleeding while a chaos guy was shooting me. But it wasn't the case with the Assault since I moved and was 100% on HP. Also, I noticed that usually the Assault Marines are kinda beating 2-5 guys by themselves. And it's not the stunning or w/e.. It's the seemingly insane low damage they receive or High HP. I shot 1 of them with a plasma gun fully charged in the face and knifed him a few times and he still didn't die and killed me... Am I doing something wrong?
  8. Laanshor Laanshor Well-Known Member

    They're actually weaker than other classes at full health, but if they land a melee hit they receive a damage reduction bonus (which stacks I believe) so it raises their survivability considerably. Makes them very hard to kill if they land the first blow.

    Not sure how damaging the Plasmagun is when fully charged but that should have been enough. May have been latency ? Sometimes I'm beating on people and suddenly die (as an ASM/Raptor mostly). There are some lag issues with melee.
    DoomJester likes this.
  9. I have also experienced some strange latency issues. Like , I killed someone, and then I just die instantly .. and it shows that I got killed by the guy.. who I just killed and it showed his HP at full.
  10. DoomJester DoomJester Arkhona Vanguard

    Watch at 32:10...
    https://m.youtube.com/watch?list=PLFImKHmdT4qLSz9W0cw3vfrG2EdPvsGg8&v=1PjEDM0uxAw
    ...Brent explains why Assaults/Raptors are the way they are and how they can achieve what they do...oh and yes, that was me that did that, imagine my surprise as they the stream catches up and Brent goes "Geez...".
    On another note, yes skill is involved, just not the same as playing Tac or Dev, if you fight someone who is good, they'll seem completely ridiculous (most of my Space Marine time was played as assault, not a direct translation, but it's the same book at least), but I do agree damage on melee weapons probably should be tweaked, but I guess that'll happen when other melee weapons make an entrance.

Share This Page