@BrentEllison Videos and detailed feedback to follow. The main problem is the fact that melee ranges have been nerfed so badly. The reach, distance covered, melee range, whatever you call it, is so poor right now you can't hit a target backpeddling away that's right in front of you. It's nigh impossible to catch a fleeing opponent that's right in front of you because the distance of the lunge attack has been nerfed into oblivion. If you connect with a lunge attack your opponent keeps running and suffers no ill effects from being bashed in the back of the head, legs or spinal cord. Recommendations: Please look to patch 16 melee range/distances, attack speeds and a blow to the back from a melee weapon MUST STOP THE FLEEING OPPONENT IN THEIR TRACKS or snare them for a few seconds. Granted, the Power Fist and Mace were broken OP they had so much range a few months ago. Still though the reaction and subsequent nerfing of all melee ranges in response is killing melee and sucking the life right out of the game for me as a melee fan. Players escape from melee because melee strikes dont stop players from fleeing and because of the abysmal melee attack ranges. A blow to the spine with a 40K melee weapon... the player on the receiving end shouldn't be able to just keep running as if nothing happened, or in the case of eldar immediately return to their running speed(jogging speed). I've supplied dozens of videos on these topics guys the past several weeks. View: https://www.youtube.com/watch?v=pmRec8DFLpI View: https://www.youtube.com/watch?v=6HvfrQpZaQY There's also a really big problem with Iframes giving players invulnerability AFTER they dbash or swing with a Power Fist. As in the half second or so AFTER the Dbash kick and AFTER a Power Fist fast attack. The iframes protect the player through the entire animation, which is wrong. The end result is that when players miss with a Dbash or a Fast attack, instead of being vulnerable to fast attack during the follow through of the bash or Fist fast attack, they're protected by Iframes the duration of the entire animation. Example.... Power Fist strong attack animation and Iframes/Clanging. 1. Wind up = Iframes that cause all weapons to clang vs Fist 2. Swing = Iframes that cause all weapons to clang. Even if the FIst misses you, you will clang trying to hit the fist user from the sides or from behind if you attack during this time frame. 3. Follow through = Iframes that cause all weapons to clang even though you're pounding the fist user in the sides or back View: https://www.youtube.com/watch?v=hPuDCoTaH9w Defensive Bash(similar to fist Iframes/clanging) 1. Wind up = Iframes versus fast attacks which causes a clang for incoming Fast attacks. 2. Kick = Iframes versus fast attacks, and you get stunned if the Kick hits you 3. Follow Through and recovery of Dbash animation = Iframes that protect the user until they wind up a follow on Dbash. This gives immunity to the Dbasher if they miss the bash and you clang off of the Dbasher as they totally miss you. View: https://www.youtube.com/watch?v=M0kyzsfSxnc Step 3 in all of the examples above need to be removed. During the follow through portion of the animation the player should be vulnerable if they missed with a Fist attack or with a Bash. As you can see in the videos below, because Iframes protect the basher and the Fist Fast attack spammer, you cannot land fast attacks IN BETWEEN the spamming of the bash or fast attacks, even though my opponents have clearly missed and I'm striking them from their back or sides they're still invulnerable. Theoretically I should be able to land Axe strikes in between the Fist users swings. Iframes however make the fist user totally invulnerable to fast attacks, resulting in a clang from wind up to follow through. When the fist user chains together multiple fast attacks, they're completely invulnerable to incoming counterattacks. My recommendation would be to lengthen the time of Power Fist follow though, and make the iframes that cause the clang to end the millisecond the damage portion of the attack ends. This would allow Sword and Axe users to land fast attacks when the Fist user misses. Dbash Spam. How is the basher IMMUNE to fast attacks if they miss and if I'm not stunned? In the video below the basher clearly misses about 6 bashes in a row, yet I clang off of their back or flanks. If I'm NOT STUNNED why are they invulnerable to attacks AFTER they miss? I suspect the frontal cone and zone of invulnerability of the bash is about 270 degrees, when it should only be about 45 degrees frontally. I say this because I'm clanging off of the bash when hitting opponents square on on the shoulder and slightly behind them. And just FYI, the bash is beating Strong Attacks still. Especially noticeable on the Fist. Nvidia decided to remove Shadowplay and force me to update to their new, BROKEN Nvidia Experience so I'm having troubles recording since Shadowplay no longer exists.
The biggest and best counter to autolock bar none is having more than one enemy in the room. Autolock isn't that great when you're getting raking fire while chasing after the guy with the boltgun that you came in the room to nab. Try getting to cover safely in that scenario with autolock on. I also think using melee lunge is a great way to maneuver around a room from cover to cover - again, can't do this with autolock engaged. Autolock has its advantages but it severely impacts your ability to steer. And movement in this game is more like driving than it is a strafing game.
I have passed it on to Alexis! The Striking Scorpion can now initiate an evade attack earlier in the roll now, right? OK, we will be doing another balance pass next week (after the patch). Gathering feedback, will look at the metrics, and it is likely that something will be done regarding that weapon. While flying or on the ground? If they're just getting destroyed by the defenders then yeah that's not great. Anybody else have the same impression?
There's a good chance it needs some tuning. However, we added the charge because it made a lot of sense to increase the damage but we really can't have something that can point & click insta-kill an infantry, no matter how long the reload time is. Increased ammo, increased accuracy (although it still shouldn't be amazing since it's not a heavy weapon) and possibly an increase in charge time is possible.
Try playing a ground assault class. And as far as JPA - you'd better not run out of fuel. You end up in a heavy bolter crossfire and you figure out real quick about cover. That or quadguns. They basically mulch anybody out in the open right now.
Allowing players to roll out of the Dbash if they start the bash and see a strong attack incoming is breaking RPS by adding a 4th option. If a player commits to the bash, they can choose to roll away, that's not right. Fist attacks and the bash should have a longer follow through IF THEY MISS, making the player vulnerable to counter attack, making adding more RISK to the risk/reward concept. Right now being able to non stop spam the bash it ridiculous. The problem we had last patch was the bash being a bit too slow. Now the speed is about right, the problem is no punishment for spamming the bash. The remedy IMO is a longer follow through if the bash doesnt connect and being vulnerable to fast attack counter attack AFTER you miss with a bash. I mean, how does one deal with a bash spammer? You cant strong attack because they see it coming and roll away, OR they see it coming and spam fast attacks. If you dodge the bash and evade attack AFTER they miss, you clang off the bash anyway because of the iframes that protect the bash spammer. The bash spammer then immediately starts another bash with NO vulnerability time in between bashes.