Background Image

Does melee feel even quicker on TTK?

Discussion in 'General Discussion' started by Dreadspectre, Feb 14, 2016.

  1. So I finally got to play this patch and I don't know if it's just small sample size or what but I feel like I'm dying even faster now in Melee than I used to.

    No more long stuns is great, love it. However I'm being cut down by Light Attacks with supreme ease it feels like.

    This was the patch with the "need to make two mistakes to die" yes? The mistakes seem to be made in the span of .75 seconds of a Rock/Paper/Scissor game which I'm not entirely sure is a good thing.

    Again, maybe it's just me.

    I feel like a better option for melee would be lower damage but greatly increased toughness. Let them sit and swing it out and give more actual gameplay. Melee just feels over and done too fast to enjoy it right now, at least in my humble and equally worthless opinion haha.
    TheBurgerMeister likes this.
  2. 'EadThwacka Im_a_Turtle Arkhona Vanguard

    A melee hold block button for both melee and ranged units would be good to help in survivability... for like 3 more seconds.

    TTK needs to be increased temporarily until other races are placed in. This TTK for space marines makes them look so bloody weak!
    TheBurgerMeister likes this.
  3. MHezzu MHezzu Confessor

    I'm saying; Clanging is still very inconsistent, very little difference with the different opposing weapons clanging. This time it's harder to actually block since the melee characters can actually move around between attacks during the encounter now.
    It's rather easy to lock a lagging assault in a perpetual clanging hell with a knife. Happens to me all the time, doesn't matter if I dBash or use heavy attacks. I will get just clanged.
  4. One and two hit kills with melee weapons is very common. I dont know if it's working as intended but it's terrible for game play.

    Part of the problem is the fact that our armor is non existent. The current "all or none" armor model leaves you as if you're totally naked when your shield breaks. It's acting like a power/stasis field type shield.. it's not performing like armor.

    I'd rather damage bleed through your armor, with more bleeding through the longer you're getting shot. You should never, ever be totally naked without armor(as with the current "all or none" model). Instead you should experience various states of damage bleeding through your armor. Armor piercing weapons and armor bypassing weapons that puncture or poison would come into play a lot more.
  5. Ser DJ Hodor TheBurgerMeister Well-Known Member

    I definitely recommend you make a post about it or ask the devs on next Twitch stream. A bleed mechanic or something like it for melee would be great. They could also use a "wounds" system like in the tabletop for melee so depending on your class you can only handle so many melee strikes (I'm throwing ideas around wildly I know).

    But this would help solve several problems:
    a) It would be WAY less gimmicky as if you get attacked out of nowhere at least you have time to react somehow. Because the players would slowly bleed after each attack or lose 1 wound point.

    b) Melee players would have to do more to earn the kill rather than just spam fast melee button

    c) If all players had some more armour/health to work with or at lest give melee classes some kind of bullet resistance, then they could close the distance and survive the oncoming fire while they're rushing in.

    Currently they just try to get in quick and get out with evade-roll. Or cheese you from above/behind because there's no sound currently that gives nearby players away. Everything is visual based. So by the time you get the reticle that you're getting hit by melee, its too late. At least copy how Chivalry: Medeival warfare has it where it takes most classes 3-4 body shots from melee to die.

    SOMETHING other than what's currently there in the build now.

Share This Page