Cpattom welcome to the community my friend. I think the more you play with melee lock, the more you'll realize that due to movement mechanics, it's extremely difficult, if not impossible in many situations, to track a target and hit that target with melee strikes. It takes some getting used to, and the melee lock isn't very reliable in its current state, though once you get used to it, it's very helpful. I can't imagine trying to play without. Sure there are times where it's better to leave it off, but then there are also times where it's a must.
I started playing with melee lock. I win more melee engagements without using it do to the ability to actually land strong attacks than I did before (because unless the enemy stands still SA's always missed for me). The only time I would think about using it now is jump pack vs jump pack (and since I'm not used to it anymore, I just have gone ahead and stopped using it all together), but as a JPA I'm looking to disrupt back lines and take out the low hanging fruit heavy weapons guys. Why would I use something that has the potential to make me worse? To target the wrong enemy? The game doesn't go so fast I can't turn my camera to keep up with folks. Sure, JPA vs JPA, prolly worth having lock, but against anyone else its not really that big a deal. EC is one of the slowest games I've played in awhile. All your actions are very deliberate which I like, so I don't know why you need the game to track a target for you (the JPA exception being notable.
Man, you really are something. If you can't have a civilized conversation about something, why are you here? I was really hoping you had some creative input. Instead you give me, no I hate it because I have to use auto-lock so everyone else must have to, too. Then you insulted my ability to play the game and called me a noob for not using a feature you admitted is bugged.
@Cpattom, leaving out Wiawyr's confrontational and otherwise inflammatory language, I have to say that he does have a point here (even if he's incorrectly judging your experience level/playing time off of your forum registration date), as do you. For the longest time, I didn't play a class where it was necessarily feasible to use auto-lock (ranged Apo). Not possible, feasible. I had to learn to deal in melee without it. In the end, I feel like it made me a better player since I can play with or without it. TBH, take away the auto-lock and watch melee kill counts go down. I think it would be quite a sight to see until adjustments were made by the better players, with a lot of players souring on the class. At the same time, it's an integral part of game balance IMO. Keeps melee short enough to be semi-realistic while simulating the skill of warriors who've been at it for decades or even centuries. Let's not forget millennia in the case of the warp spawn I believe that taking it away entirely or making it a war-gear option would be counter-productive at this point.
That's a well constructed argument. It keeping melee shortened is definitely an advantage. Skate backstab spam gameplay is especially good at that (although, if folks start sprinting forward after their initial dbash to stem spam, I find you can get outside melee range even as a devastator which can lead to some pretty serious Benny hill moments). It certainly would be an adjustment for a lot of the JPA guys I see playing though, which I could see folks not liking at all (but what's Alpha for besides trying out things people hate (shield bro, SoC, limited class eldar ).