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Game Design Update - August 2, 2016

Discussion in 'General Discussion' started by BrentEllison, Aug 2, 2016.

  1. Lerdoc Katitof Well-Known Member

    Don't you think that makes no sense at all?
    Heavy attack is supposed to hardcounter d-bash, how would that be possible if they took same time to charge?
    Also, do you mean the charge time of chain sword or power fist? They are not the same and depend on weapon weight.

    D-bash always should be longer then heavy attack, so you can actually react to it with proper counter.
    That is kind of self explanatory and for whatever reason, not obvious for you.


    That was explained already-not everyone is using hard lock on, hard lock on allows you to focus on this specific target, soft lock on allows you to actually hit anything in melee and is mandatory for this kind of games.
  2. Zvarri Zvarri Menial

    With this logic, every counter should be faster than the thing it counters.
    The current dbash charge lead to something like : You attack, your opponent dbash, you hit him, you step back and your opponent dbash in the air.
    Counters work because you anticipate your opponent. Launching a counter way after the punch you want to counter doesn't and shouldn't work.
    Plus, all weapons seems to have the somewhat the same charge time.


    Skill and aim are the things that allow you to hit anything in melee. Soft lock has the tendancy to make you hit someone behind you that you didn't even saw or anticipated.
    And I've played numerous melee games without soft lock, I don't see any reasons why it should be mandatory.
  3. THE NATHANIMAL EventHorizon Arkhona Vanguard

    Holofields confirmed!
  4. THE NATHANIMAL EventHorizon Arkhona Vanguard

    Really? I was not at all impressed with it when I played yesterday. I wish the Garrison numbers were working.
  5. It has a small capacity of 6 in the TT so I can see why you could get an extra rider in there but the new lazcannon can 2 shot the tank so... Good luck getting there.
  6. -VI- Tyr Grymvarg Chainsaw138 Steam Early Access

    In my opinion softlock either needs to go, or have its detection arc reduced significantly, players should be able to attack in the direction they're actually facing, without an aim bot deciding that a vehicle on fire thats over 90 degrees to the side of you needs to be attacked first. Auto lock isnt always the best solution for melee encounters, anticipating where your opponent will be at the end of your strike is often more effective, especially against people utilising lateral movement.
    Codger likes this.
  7. Brent Ellison BrentEllison Former Lead Game Designer

    OK yeah you're not the first person to complain about the length of the Reaper's d-bash. We will take a look at that.

    Just to be sure, that was definitely the basic Shuriken Catapult, not the TL shuriken catapult?

    Right now the Shuriken Catapult requires 23 shots to kill a Tactical marine with no additional wargear. If a Tactical marine puts on maximum toughness and armour, it takes 30 - according to the math. It's possible that something is wrong (it's happened before), so if it is taking more shots than that and you can get a video we'd love to fix it.

    ASSUMING that our spreadsheets are actually correct there are still two things wrong with the current situation:

    * The Shuriken Catapult spread is way too big for its rate of fire. This will be corrected soon in a hotfix.
    * Even though Loadout points are more important now, it's still too easy to maximize your survivability. Adding mods and rebalancing loadout points should make it rarer that a player chooses to go max survivability (in addition, wargear will have visuals soon so you'll be able to tell in the field if you're facing someone with relic armour and an iron halo).
    rhoomba, Forj, Noromiz and 3 others like this.

  8. So what your saying Brent is we will see that everyone is running around as a brother captain with full honors ;)

    Jokes aside I am looking forward to the SC hotfix. The gun is currently worse than a Storm Bolter in accuracy
    Brother_Nemiel and PnzrNorm like this.
  9. Lerdoc Katitof Well-Known Member

    Don't you think that is a little bit excessive for 50 shot mags?
    If I need to unload 50-60% of weapons ammo capacity into my opponent accurately(which means I'll be lucky to use less then 80% of mag for a singular marine between 10 and 20 meters away) well, lets say there is a reason why DA and SH weapons are considered extremely ineffective when in comparison it takes 20%, 30% max of bolter mag to down a durability stacked Eldar.

    While the TTK may be balanced according to your calculations, don't you think the downtime for constant reloading and pretty much impossibility to sustain combat at range give extremely weak picture of Avenger in contrast to marine and the lack of weapons effective against toughness stacking on Eldar side make this situation for Avengers pretty Dire(pun intended) when tactical can kill 4-6 avengers with accurate shooting with 30 rounds and Avenger just a single marine before reloading?

    If you don't plan on improving catapults in at least mag size and total ammo carried, do you think it would be possible to beef up anti infantry capabilities of Fire Dragons, so we don't need to rely 100% on reapers if we actually want to kill anything?
  10. THE NATHANIMAL EventHorizon Arkhona Vanguard

    @brent
    I will be popping champagne that day. We've been waiting for the Shuriken Catapult to be competitive since Eldar went live, it will be nice for our only capping class to not be a liability on the battlefield. We're tired of fulfilling every noob marines bolter porn wet dreams.

    There was a time on UAT after it was horribly OP but before the final permutation of it on UAT that it was perfectly tuned. Sads.
    sigil666 likes this.

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