So what I've noticed is that TTK for ranged weapons is high and TTK for melee weapons is really low. Half/Entire clip to down a person depending on a number of factors and values aside from 1-2 taps of the RMB (Default). Have their been discussions on increasing the TTK for melee weapons as opposed to buffing ranged weapons? Also, would it not be more prudent to space out the damage for melee weapons. I understand that they do deal differing amounts but in the end it still only takes 2-3 swings for everything but the knife. Is that due to balancing, Toughness, or is that something that's been pending adjustments?
1 to 2 taps of the RMB is a bit of a stretch. Current bugs and the current state of the Power Fist set aside, it's a hell of a lot more work to simply get in melee range, versus being able to shoot from range at any enemy that happens to cross your path. It takes a lot of work to often get in the range to even use a melee attack. You often die long before ever getting into melee range, then once you're there it's not that easy to stay in melee range versus a rolling, vaulting, fleeing opponent.
That hasn't been my experience, most players will backpedal or Dbash as soon as you get into melee range making them easy targets for a more experienced melee player with any type of melee weapon. Other melee specialist aside it's really easy to score kills on just about anyone. In fact it's so easy I see almost 60% - 90% melee focus on the chaos side (AS and GA) whereas on the space marine side it's usually JPA and a few capture classes. Now I'm not sure what the statistics say but I can garentee you that I've had no issue getting into melee range this patch.
I agree with this sentiment. It's not very difficult to close the gap, especially if you're a JPA. I find Ground Assaults to be more balanced (even with the fist) but the JPA has the durability, toughness, and damage to deal with just about anything.
I was just looking at it and you should get it by default... but it's set up to only work on Space Marine Raptors. Which would be a major lore violation. So that'll be fixed.
I mentioned the Renewer in the previous post, but here's the exact breakdown so y'all can pick it apart: Narthecium: Instant Heal plus 10 health/sec for 20 seconds (if you use the basic vial). FoulRegeneration: 66 health/sec NurgleHeal: 50 health/sec Renewer: 45 health/sec for the primary target, 25 health/sec for secondary targets. These are all subject to change if it seems necessary. In addition, Apothecaries and Painboys should be getting something big soon that will help them compete with the psychic powers - details as soon as it's underway.
Hoping we'll be able to have "target dummy" enemy vehicles somewhere on the Garrison where we can "call up" enemy vehicles and test various melee and ranged weapon loadouts versus static and moving enemy vehicles. Preferably some sort of static and "mover" shooting/melee rang that's roped off so we're not inadvertently blowing each other up while testing anti tank weapons.
AFAIK nothing changed in this regard in the last patch unless it's a bug. However, as mentioned above we've taken it out internally and since it seems to be working ok on the keyboard and mouse we'll probably leave it that way. Gamepad will likely get it back.
yes the ttk has gone up because of weapon accuracy decrease, increase of wargear and raptor/jpa getting the same stats now. whereas melee ttk has remained fairly similar... i much preferred the game before the accuracy nerf and armour increases to jpa, a good player could do well regardless, whereas now its really unfair imo. i hope some good changes come in to make range atleats have a fair chance