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Close Quarters Combat(Tactical mechanical advantages over Melee)

Discussion in 'General Discussion' started by Njord-Halfhand, May 6, 2017.


  1. As horrible is melee is currently some still want to continue to break melee even further. Some just wont be happy until melee classes are totally removed and we're playing Battlefield or COD with a 40K skin.
  2. Antheus Fiendly Confessor

    I was looking for a moment to illustrate why what I commented on would be a bad idea, here it goes :

    https://www.twitch.tv/videos/146966430?t=16m02s

    Well can't insert twitch media and I'm too lazy to cut it just for the example, just watch this for 5 seconds @Rathael and tell me what is wrong with this short fight for you. And what would be my options in such an encounter if I could only go straight forward? Playing a 100% RPS game this tactical would win instantly if I did the mistake of FAing his dbash? Or would win because I missed my jump by a pixel, go like 3-4m behind him and he can just shoot me till I drop dead?

    Note this is not the best fight ever, but I think this sequence is well illustrating the only advantage left to the JP classes, it being his JP, you don't want to cut it that too, right? :D

  3. I was backing up what you were saying, not meaning my comment to be a counterpoint. My bad for not being more clear.
  4. Antheus Fiendly Confessor

    Oh ok got ya, sorry my 1000 years spent in Slaanesh dungeons left me with some mind sequelae :CSMFamiliar:
  5. Doge TheAngryDoge Active Member

    So Njord since the argument this time is "You need to draw the knife" I will reiterate my previous question. The ork knife, spiked knuckles are worn on the offhand that holds the front of the shoota. What is an ork drawing again?
    Sily likes this.

  6. Perhaps nothing. Orks are supposed to have advantages in close combat right? Perhaps they're the only faction that doesn't have to draw their melee weapon since the knuckles are considered as being already equipped and "in hand"?
  7. Rathael Rathael Arkhona Vanguard

    Firstly, in answer to your question, yes I pretty much play only JPA at the moment.

    The issue I'm getting at is this:
    • Going with Njord's point in the OP, melee attacks at the end of dodge rolls are too slow.
    • One way to alleviate this problem is to remove the back-swing off the dodge-roll attack... like it used to be in Alpha. This would potentially make melee attacks feel smoother, faster and less-clunky.
    • Doing this would bring back a problem we had in alpha: when a player evades out of Dbash (something JPA's could do with 100% consistency at that time during Alpha), they can boost or roll directly behind the target, lock on and get a free hit in the back before the Dbash'er even finishes their animation.
    • Since the Dbash was fixed-direction and unable to be rolled out of, there was absolutely zero counterplay to this. Using Dbash on a JPA that knew this trick was basically giving them a free hit.
    I'm not sure why Njord thinks I want to destroy melee when he knows I am primarily a melee player as it is. I support the desire to address the issues in the OP... what I do not support is restoring situations that have no counter-play and therefore remove the skill requirements of melee.

    I do not view making melee ridiculously easy and completely unable to be defeated at melee range the same thing as making melee balanced, fun and fair. If the back-swing is removed from roll-attacks, there will need to be changes implemented to prevent the free-backstab issue from returning. One possible solution is to stop people from circle-rolling or boosting around a target to their back... although you could still technically dodge in a straight line through your opponent and do it anyway.

    It is for that reason I protest the concept of reducing knife durability, also. I do not want another JPApocalypse or any situation where ranged players can not beat a melee player no matter how well they play. I want ranged players to be able to win at melee distance provided they play much better than their melee opponent.
    Sily, CMDante and XavierLight like this.
  8. Unbiased Unbias3d Steam Early Access

    Maybe lock rolls to a single direction?
    DrDooManiC likes this.
  9. Since the "Roll-round-slash" days, i basically begged for this to be a thing, but i was never heared
  10. Antheus Fiendly Confessor

    I don't understand what you're trying to say, as of today, it is still possible to jump out of an early Dbash casted towards you and get a free hit while the animation isn't "finished" yet.

    I think it's a matter of "training" if I can say it like this, you have a short time-frame to perform this move if it comes to happen, and even a shorter time-frame for you to have the "free" hit. To me this is falling in the "skill" category, as when it is happening, a good opponent will notice you're going for the "free hit" and will roll in the opposite direction, so the melee class has to use another stamina/fuel to get back in melee range. The "lesser" player will indeed take the hit in the back, but hopefully, after some time he'll stop being so stationnary when it's obvious he's gonna get a hit.

    I don't know it looks ok to me, and I don't see how not being able to roll/boost around a target would be any fair for the melee classes, I mean, I'd totally take it rather than what we had in Alpha with being able to melee in any direction out of a roll.

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