By the way this is how clans lose their mathes to randoms. Plz fix it View: https://youtu.be/_X2NvQodcPk
YMMV, but I've honestly had no problems with the lock-on system in this patch. There seems to be a trick to tweak the direction at the right time, but I've had great success "dragging" the lock onto a higher priority target when I need to. The rest of the time, I make sure to not "pull" when another target is close by.
the main problem that we don't have any option. We have to use soft lock and that's the main problem. I should control my character myself not by game. So what's the point then when machine will do everything for you? I have no pleasure from killing people from autoaim and killed by noobs with the same thing. In previous patches it demand to be smart player but now it's enough to be dumbass with RMB. Autoaim is not for PC. Leave it for consoles. You killing competetive element of this game
@BrentEllison Question 1) Will the Warlock get the "old" look back? I am not very fond of the new "Dire Avenger Backpack" thing on them, and the belt pouches looked much better on them. Question 2) Will you please look over the spread/bloom of the Shuriken Pistol too? It can't even kill a "naked" Space Marine as it is, so there are no reason for it to hit everything but the target. Question 3) Are the Fusion Pistols supposed to be unable to take out a parked Rhino? I used +100 fuel to the side of a Rhino without taking it near half HP. If this is how it is supposed to work, then I guess I can live with it, at least just because the Ice Hawk Pattern Fusion Pistol will have a blue beam (I really bloody hope there will be an Ice Hawk Pattern Fusion GUN and Fire Pike too. Hint: that would make for a nice "package sale") Question 4) Will the Melta Weapons receive any kind of buffs to infantry damage? It is kinda annoying that a full overheat with a Fusion Gun can't kill a Space Marine, especially considering how easy it is to evade now. You could, alternatively, let us use a "burst mode" on the Melta Guns, which deal increased damage vs infantry, uses 5 fuel and causes the weapon to overheat in 5 shots. It would still be amazing if this "modification" reduced the Anti-Armour power of the weapon. Question 5) Why is it that the Eldar can't "lunge" nearly as far as the Lapdogs and Chaos Space Marines? I have had surprisingly great success with the Fire Dragon against Infantry today, just use the new Aimbot Shuriken Pistol (to confuse them, as their mon-keigh brain can't possibly fathom why we aren't trying to hurt them) and the Ceremonial Knife (still not at "knife"). It is still not "good" at it, but it is better than the Dire Avenger and imo the 2nd Best Eldar Melee class right now (the Warlock is to buggy for me). Also, if we are supposed to use 23-30 body shots to kill a Space Marine with the ASC, then I hope our magazine with have 100 shurikens in them (or something like that). The Eldar can't do that
To each their own, but as I mentioned in your thread earlier, the lock replaces and compensates for fine control mechanics that aren't there. If fine control mechanics were in place to duplicate the JPA trick to whip around behind an opponent or duplicate that trick with any ground-bound class, I'd be agreeing with you right now. There's no way that you can turn that tight with any class without the lock. NO fine control. It really annoys me when I can literally jet circles around a GA with a PF, yet he ends up facing me every time, but I figure that's just the cost of doing business for now. It keeps melee battles short like they should be. Do you really want to be stuck dueling a guy for 20-60 seconds, maybe longer? Yeah? Wait for the 1v1 mode that they've mentioned. I'm personally hoping that fine control mechanics will be coming sometime in the future. Edit: That 1v1 thing....if all the lock and other gizmos were disabled, I think it would actually be a great sideline for a gambling system where players could queue in to watch the matches and bet RTP on the outcome with odds and the whole shebang.
Here's my feedback on the current patch: First of all I like all the new wargear. Thanks for the toys What really drags my euphoria about this patch is melee warping. In the two games I played yesterday it was a constant problem playing a DA, that like every second or third melee enemy was warping around (I got constant 60 fps and 40ms ping, so that shouldn't be the issue). I'll try to make a video later (anyone recommend a good software?). Power Fist right now is a pain in the ass (especially combined with the melee warping), but I guess that was adressed enough in here. DA feels pretty weak, took me quite a while to get a kill at all. I ended up going for roadkills to handle all the powerfists. Also, I encountered a bug on refinery olipsis where everything on the map was shifted north about one centimeter. Sorry but I forgot to make a screenshot. This led to another (long existing) problem, where spawn points get hidden behind text or capture point and are not selectable. This should definitly get adressed (something like separate display from click z-positions on the map). Can be easily reproduced by driving a transporter to a location where text/icon is displayed on the spawn map. Overall still a nice patch, keep it on
I'd actually like to know about this as well. Will the lunge attack distance differ for each faction or will it be constant across the board?
Thank for your answer ! Then you have to consider about nerfing air charge from energetic weapon and chainaxe. It seems they can instant kill like the PF. You may have to monitor this!