Brent would you consider the penalty of one less fuel for JA/Raptors in exchange for taking a PF? It seems this would be a bit of a balanced trade off as almost everyone has the extra fuel jump anyway. Call it a weight thing but it seems like it would be a bit more balanced to pay a bit of a price for something so powerful.
The vehicles are the same for Chaos, so is there really a difference there? Anyway, many people have asked about repairing but the main issue is that since you can get your repair kits back for free from the transport's supply crate it makes it tricky to create interesting gameplay around this. We have a few solutions in mind but they're not high priority at the moment. Vehicles do regenerate if they don't take damage though, and we intend to rebalance the rate. As I mentioned above I want to see it out in the wild a bit longer. It might be a matter of tuning, but it's possible to change the mechanics if it's clearly causing a problem. The Space Marines & Orks also need something equivalent to counter it. It was mentioned above that the dbash seems to be longer than intended. We're looking into it, but the intention is not that you can just always counter a dbash by power attacking as soon as you see it. Once you can cancel out of a dbash that will help as well. Travel distances were increased on slower weapons to compensate for the fact that you had to stand still for longer (it was a specific request). Now that you can move while charging we will reduce these a bit (especially the fist). This was primarily for the gamepad. We're testing without it now internally, and we'll probably make it an option that's off by default for PC. It's different for different executions, but this is basically what we want to do to improve the pacing. There should be a little lingering before the kill and then the execution should end immediately after the big hit.
About melee after playing some more rounds: The autoaim helps me personally a lot, but it feels dirty like I am cheating. Oh well. Not sure if intended, but right now a powerattack into an ongoing melee seems to be the strategy to go. If your ally stands between you and your enemy, just strong attack, the enemy will die.
But endlessly milking grenades, ammo and heals from ammo crates for our characters isn't just as cheesy as endlessly milking repair kits from the back of a Rhino? As cheesy as it is milking repair kits from the back of a Rhino to repair that same Rhino, endlessly humping ammo crates for heals, ammo, and grenades is much more immersion breaking and much cheesier than the repair kit dynamics. A repair tool going in the med kit slot seems like a viable option. A diagnostic and repair process would be pretty cool. Diagnose the vehicles condition for 5 seconds or so, then start effecting repairs with your repair tool. The tool could slowly repair, overheat, and would take much longer than repair tools in Battlefield type games.
@BrentEllison, it's a happy coincidence that Asheru should mention this as I was just about to ask: I may have missed it, but is it intended that there should be NO extra fuel option in the WarGear 2 slot for JPA? I've checked, re-checked, and checked again, and I can't find an option for an extra fuel bar. The only thing that I see is an 80% fuel regen delay option, which may be equivalent given the changes to fuel regen in this patch. I've heard people mention taking extra fuel since the patch dropped, so if it only shows up for some and not others, then it seems that there may be another bug of as-yet undefined scope.
It's not just the Nurgle heal, the other one that chain links like the Eldar heal, can also resurrect multiple players. There's a reason MMOs have a distinct difference between single target healing, AOE healing and resurrecting. Because AOE resurrecting is extremely OP. Age of Conan Conqueror Group rez "on kill" is perfect example of how OP a group Rez can be in competitive PVP, and that's why it got nerfed hard shortly after launch. Right now it appears the "chain link" Eldar heal, heals and resurrects just as fast as the single target Sorc Heal. Surely you can see the problem when heals that effect multiple players heal just as fast and just as proficiently as a single target heal? Then there's the fact that AOE and Chain Link heals also resurrect. Again, what purpose does the single target heal and rez serve and how can it compete with AOE or chain link heals that also resurrect? The amount of time and effort it takes to kill 4 or 5 enemies, only to have a single player run in the room, stand in one spot behind cover and rez them all in a few seconds with the press of one button. That's just way too OP. Then there's the question of how Orks and Loyalist will ever be expected to compete with AOE and chain link heals also AOE and chain link resurrecting. On paper alone spammable AOE heals that rez and spammable ranged chain link heals that also resurrect are clearly superior to any type of single target heal/rez.
@BrentEllison Plz hear my call. As I am mostly melee player I am very upset about new changes that you made to melee. Lock on gives JPA some additional circle moves. I can understand that. But why you make PC players to play with this soft lock system? Now I cant fully control the situation in melee because character do whatever he want. It seems like you don't even think about players who don't use Lock on system at all because there is no challenge and skill in it. But you made us to play with this soft lock Right now melee for me is random soft lock targeting when nothing depend from you mostly