Melee is absolutely fine and there's nothing wrong with it. It hurts me to write that even sarcastically. The power fist is probably the best example to look toward. The fast and heavy attack windup are identical--not that anyone would ever use a heavy attack during a 1v1. It could use something to help distinguish it.
There is most definitely a sound cue for Heavy attacks that does not play at all for Lights. Also the weapon hand will glow for a Heavy, not for a Light. Not saying different animations wouldn't be welcome, but there are cues to look for, sadly everything happens pretty fast that it's hard to react in time and you just have to anticipate what they'll shoot for.
Yep, the sound is there when it triggers but the light effect doesn't play nearly long enough because it can't be turned on at the start of the animation (because it's a Fast attack at first) and it flashes with the enemy's hand typically behind the bulk of their model. But yeah it is too fast atm to matter in every case. I know the speed is being looked at thankfully, cause honestly I'm an 'okay' gamer and I'm just throwing random guess moves throughout some of those fights atm. I miss Evade Attacks I'm realizing
I had an issue where a chain sword FA was beating my PF fast attack. 3 times in a row I got the red alert that my strong attack had been interrupted.
Yes, melee can work in it's current iteration. There are bugs that need to be ironed out for sure such as Marines seemingly randomly ignoring dbash, or the speed of some attacks, but can it work? Yes, no doubt. I don't think animations need to be redone either, learning the different tells comes with time.
That's a fair opinion, though I don't know why anyone would dismiss crisply identifiable animation cues out of hand. There is no down side. I'm not suggesting making melee easy btw The tells are insufficient at the speeds they're thrown, and it is creating a predictive meta of moves (beyond the opener) rather than reactive play like we used to have. Is it a function of speed? Yep, but earlier tells would mean the speeds don't have to be nerfed dramatically to compensate for latency. Keep it fast and twitchy.
From what people have said, and I can gather from playing, when the sound cue triggers it is already too late for an interrupt. They have 'won' the RPS game. With a heavy attack that may well be as quick as an equivalent fast attack, or with a lunge that propells them half-way across a room, or with a stun that will chain... Melee is fun!
Welcome to reality, Laansh You summaries always to the point..Only this time lots of people here posting same correct issues about the melee again and again..and devs not paying any attention at all, nor they replying to such constructive suggestions. So, while SM vs CSM melee is more or less playable, other races, especialy orks, bring the wave of sadness to the field. As you said, we cant read animations. We suffer from stunlock, from heavy attack spam and many other things. Devs probably dont have recources to adress all those issues at once..and simple fixes will take months. 3 weeks already passed since launch and nothing serious was fixed, only minor and not important issues. So brace yourself or leave for another month I will do that after Fridays Twitch, just need the last 100k of xp to get rank 6.
So I'm hearing mate. Pretty dire from the sound of it. I'll do as you say and watch the Friday Twitch to find out what normalizations are going to occur and decide from there. Brent mentioning new animation captures gives me some hope but we probably need new heavy attack anims for all races, not just Xenos and TEQs. Nice work on Rank 6 I did miss it. Thanks for that !