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Eternal Crusade, the new arena melee game

Discussion in 'General Discussion' started by Beskern, Oct 1, 2016.

  1. Nic NicholaiPestot Well-Known Member

    Enhanced movement devices that:

    -cause you to glow like a giant beacon on the minimap
    -have a distinct noise that alerts everyone nearby that an enemy jump-pack trooper is incoming.


    The point at which a ranged class gets "jumped" is the middle of the engagement, not the start. Your lack of situational awareness does not change this fact.
  2. se05239 Recruit

    With so much melee going on in this game, you'd think that the system would be fun and balanced..
  3. Ilseum Ilseum Ordinate

    I wish I could shoot while I m being attacked in melee as a tac. I doesn t have to be my main weapon, pistol would be enough, because then I had a fair chance to finish an already wounded melee. (If the current dmg of pistols is to high then decrease it, this wouldn´t really hurt the rest of the game)

    Because the main problem for me is not really that I die against a melee, its more the fact that it feels like that I m stun locked and can`t do anything and thats kinda boring and is not a fun gameplay expierience.
    Beskern likes this.
  4. State of melee in two words: f*****g ridiculous.

    Every match I play I get killed like 10% by guns and 90% by melee. Whenever it happens I feel like I had no escape nor way to survive. I cannot dodge because this evasive maneuver doesn't give me enough time to use my gun, and the paper-scissor-rock system does not work because d-bash does nothing and you cannot use it to interrupt the RMB spam. I cannot even spring away because sword spammers are faster than me. The only class able to disengage from combat is the flying one.
    Playing a ranged class in Eternal Crusade doesn't make any sense at the moment, I hope to see this addressed in the next patch because personally this is what is killing the game for me.

    After a few weeks I realized if I want to get a good score and capture point I have to give up ranged weapons completely because swords and axes simply to the job better. Whenever I play I don't care about the sound of rockets, boltguns and cannons, but I'm freaking afraid of chainswords sounds. This is not WH40K, this is b******t.

    My 50 cents:
    • Melee damage has to be decreased all over.
    • Close quarter lock-on has to go away. You cannot evade nor disorient you enemy because it hits you automatically.
    • All melee swings has to be way shorter.
    This is true in theory. Practice is different because most of buildings are full of holes, corners, windows... you can't keep all those directions under control. Moreover whenever you take cover your field of view is very limited, and still in many cases footsteps make no noise at all. Ambushing the enemy in this game is bloody easy.
    Yes positioning matters, but it doesn't mean melee users have to insta-kill people or block the enemy in combat without giving a chance to disengage.
  5. Pouncey Pouncey Subordinate

    Admittedly it does feel ridiculous when a guy 20-30 meters away starts firing his boltgun at me, hitting a lot, and I just sprint right up to him and kill him with melee attacks.
    Forj and Beskern like this.
  6. Antioc Recruit

    The melee system has always been a joke. Clanging is simply atrocious and a ridiculous mechanic to begin with. Why can't we use our weapons to block? They could simply add a block function and a timed blocked function to counter attack via a small stun. Swinging your weapons at each other mindlessly while hoping that one Dbashes or rolls out of the way is a joke upon the entire WH40K universe. There is so much wrong with this game that it is hardly even fun without other people to play with (FPS and Optimization aside). I laugh at any non dedicated melee class when I play my Warlock main. At this point, playing Eldar is great fun because the game is so broken. The hit lag and registration is beyond horrible sometimes, making melee the go to choice for a kill instead of unloading another 10-20 rounds. I only play this game in hopes the devs will clean up their entire act and put out a playable, fun, and BALANCED game. I bought in during the alpha, so its not like I have much to lose at this point. This game is really an insult upon the WH40k universe, but there are some of us fanboys who will defend it until it crashes and burns, hoping it will become better. What a shame.
  7. THE NATHANIMAL EventHorizon Arkhona Vanguard

    Assault is my least played class by a long shot, I find melee hella fun. (Though D-Bash is broken and doesn't work consistently) It doesn't feel at all like you describe it to me. My fights are all about move and counter-move, footwork and positioning, choosing when to jab with a fast attack and when to commit with a power attack. When I first started playing this game I HATED the melee system, now that I understand it(and it works better) I fucking love it.

    I have a lot of success indoors with ranged weapons, I prefer it to melee because it can be difficult to maneuver in the scrum and shooting into it is easier.(with trigger control of course). Use the Stormbolter like a shotgun and you'll do much better, it's an underrated gun.

    If D-Bash actually worked 100%, you would be able to run away. Meh.


    All melee attacks don't stagger, only attacks from weapons with impacts a lot higher than yours. I am really enjoying the subtle complexity and nuances of the system as they make for dynamic fights against other skilled players. As someone who got murdered in melee for his first 20 hours of this game, I would suggest playing only melee until you understand the system, I think you'll find you'll like it.
  8. The problem for me is that tacticals are significantly disadvantaged compared to melee classes when in melee. Absolutely nothing wrong with that, how it should be. HOWEVER, melee characters are not similarly threatened or disadvantaged by tacticals at range. There's too much cover, tactical weapons don't cause enough damage and they're not accurate enough.
  9. Beskern Beskern Recruit

    I use mainly the storm bolter on my tactical, and it still struggles to down melee who decide to stroll over from across the room. Maybe with upgrades it becomes better but stock, its still a massive disadvantage at medium to close range. I have lost track of the number of times Ive started burst firing into an assault thats killing a teamate across the room and the assault just finishes his business and then walks over and murders me after.


    This might be, but as a tactical/traitor ive never not been staggered by a melee attack. Not once have I been meleed and not been stunlocked/staggered to death. The issue here is, if youre correct about the cause, the impact rating on the combat knife is inferior to all other melee weapons to such a degrees that they always stagger. I dont personally think this is the case because I get staggered by the other races tactical equivalent just as much as if I was getting hit by a power maul.

    I have been alternating between JPA and tactical and the disparity is massive. The amount of effort required to kill anyone is minor compared to the amount of effort needed to kill as a dedicated melee. As i mentioned in my original post, the melee system isnt satisfying to anyone involved unless you just enjoy roflstomping helpless people. Even as melee you encounter situations where you will endlessly clang against people that have a weaker weapon than you and you wind up stunlocking yourself even with power attacks.

    Nothing about this melee system should have seen release the way it currently is. Melee even get to lock onto enemies so they dont have to aim their attacks...I dont see a lock on feature for my storm bolter or plasma gun...

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