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Dying To Fast

Discussion in 'General Discussion' started by RevOneEight, Feb 2, 2016.

  1. Dragun16 Dragun16 Subordinate

    LOL and this is all before Tau hit the battle field with there super advanced weapons. Cant take a bolter then a burst cannon is going to be your worst nightmare :p.

    Also position is vary important, things that will help advance with your team mates, don't bring heavy weapons into buildings, and try to stay hidden as support.

    Advancing as a team spreads out target priority
    heavy weapons while powerfull will leave you at a disadvantage vs assults and short range weapons like the stormbolter
    AND ALWAYS hide as a medic, I personally know that with out a medic fighting a tactical is MUCH easier :)
  2. At this point, I'd say that I mainly think TTK in melee is too quick.

    Before the storm bolter nerf I thought it was everything that wasn't used by a havoc, but melee damage and MoN toughness/health/something needs nerfs.

    There are patches coming out on the 11th that may address these issues.
  3. Sleepylion Sleepylion Well-Known Member

    I don't think that's the problem, the main problem is the stunlock, which renders you completely powerless thus making TTK in melee too short. If not for it, TTK in melee will definitely be longer due to the fact you can bash, clang and evade.
  4. That is also a problem, but not the one that I'm talking about. I do have some melee battles where it's 1 melee character vs a non-melee character, and right now the MoN are too dominant if you don't defensive bash them, which seems exploitive. It takes about 8+ hits to kill them while they are stunned? It'd be impossible to kill them in melee without the stun as long as they have that vampiric ability. It'd be really hard even without the vampiric ability.


    EDIT:
    On the other hand, it takes 2 hitsish to down me as a tactical, which isn't really enough time to react or play the "rock paper scissors game".
  5. Wiggles Wiggles Menial

    MON isn't all what its cracked up to be outside of close combat their quite weak and if your not careful they can drop just as fast as a tactical from a proper melee weapon like a sword or axe. They also don't get armor so if you get hit outside of close combat and cant reach supplies, support or enemies you got little regeneration capabilities.
    Gib-Stomper likes this.
  6. Murtag Murtag Cipher

    I think stun is the major issue. I get locked. I had a few good fights where we'd clash then roll way and circle. Clash again. Someone usually died right after that
  7. Lerdoc Katitof Well-Known Member

    So these people might reconsider rushing straight through the open terrain against 3 people with bolters in cover/fortified position and take a little more careful approach.

    People unable to play properly, blinded by Space Marine game, thinking they are the emperor incarnate themselves WILL be thrown into the circle of spawn, get easily killed, rinse and repeat.

    People who know what and how, like me, most of the time spend alife, racking up kills, blowing up preds, capping/defending points.

    My average downtime during the game is 60-90 seconds. More people would have it like that if they thought for a second "HMM, maybe going this way, through this door, where 3 plasma devs and 5 tacticals are pointing their gun barrels might not be the brightest idea ever".
    Bladerunner777 likes this.
  8. Lileath Chikashia Firebrand

    Well, if we consider that the space marines battle with weapons their size and power and fighting either other highly enhanced space marines enhanced by the ruinous powers, aliens with incredibly advanced technology and strong psychic abilities, a green horde of ever tough and resilient fighting machines, I can see how they would face a painfull end rather quickly if they aren't careful.
    Atleast from a personal view, having the enemy pose such a threat (And 'dieing so fast from enemy fire') promotes teamplay as strategies have to be found around said issue.
  9. 'EadThwacka Im_a_Turtle Arkhona Vanguard

    Still, players die pretty darn quick. It doesn't really make the game that fun.

    I too enjoy spending 40% of my game time looking at the respawn screen.
  10. Mauf DrMauf Subordinate

    From a newcomer to the game (bare this in mind):

    TTK felt very short until I got my head around the fact that I should not expose myself to enemy bolter fire willy-nilly and preferably make the enemy run into my fire than charging into theirs. The current TTK pretty much magnifies secondary factors alot like proper positioning and stun effects (which is a good thing first and foremost). Loving to play Dev/Havoc, I've been on the recieving end of the melee quick swing more than once... usually I feel that I stand a good chance (if I do everything correct in reading what that chainsaw swinging madman in front of me does and reacting accordingly) of reversing the duel if it stays 1on1 and I can avoid the jumpsmash spam the assaults/raptors do.. which is tricky (remember lag, general information flood/effect dazzling in this game, etc). Add another opponent and I'm usually minced meat... as it should be.

    So from a newbie: TTK is probably okay, things like stuns (whether melee or the plasma charge) need to be fine tuned and properly handled for it not to turn into the GO-TO option. I think the seemingly common use of melee/shield marines and plasma cannons kinda reflects this (I'm seeing alot of those around but my experience is definetly limited still). I'm not advocating for removal but rather a reduction in effect or increase of personal risk on their end. The assault marine/raptor for example has a pretty secure move with the jp flight (I've yet to see somebody shoot them down in mid air) combined with a pretty hefty attack with added stun which is more than enough to seal the deal on someone. I think them opting for the smash should be a deliberate choice weighing whether they want to risk doing it rather than a nobrainer charge attack.

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