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Game Design Update - September 7, 2016

Discussion in 'General Discussion' started by BrentEllison, Sep 8, 2016.

  1. sigil sigil666 First Blood!

    there is option for squad member atm to see the leader what type of standard wear for further choice to switch group if is needed?

    edit: + in addition later will got visual implementation too?
  2. Hum, Eldar scorpion @ OS is back ? 4 games in the row, 3 attacks 1 def, only archonte and scorpion.

    For precision, on my pre set, i had at least the orange armor. So, at a resistance lvl, it was fine.

  3. Great info Brent, thanks.

    What I was getting at though, for the uniformed newbie, this information should be on the tooltip prior to a player choosing to unlock each advancement so the player can make an informed decision. Having to guess what an item does, only to find out later after you buy it or unlock it, that it's not what you expected is very frustrating and one of my pet peeves in video games.
  4. @BrentEllison

    Please pass on to Alexis !! I've been putting in my own personal hours to put together these videos for you guys and gals.

    During patch 20 the Power Fist and Mace Strong attack ranges were extremely OP. As a result ALL melee attack ranges for every single type of melee attack were nerfed. This has been one the most detrimental nerfs to melee in the entirety of Alpha.


    At the core of most melee woes right now is the fact that all Melee attack ranges are too short. We don't want super OP power fist like we had a few weeks ago. That said, that was a flash in the pan. Prior to the OPness of the Fist other weapons had good melee range. However, since the across the board nerf to all melee ranges because of the Power Fist OPness, you guys have broken a part of the game that's worked really well for over a year.


    1. Lunge/Sprint/Jet Pack dash attack. Too short
    2. Evade attack. After rolling the distance covered by the follow on melee attack is too short.
    3. Fast attacks on all weapons, to include KNIVES and NARTHECIUM are too short.

    Tactical/Traitor/Dire Avenger(knife) along with Painboy and Apothecary Narthecium... the melee attack ranges for these classes are abysmal. Opponents can literally back peddle while shooting you on full auto an arm lengths away and stay out of the range of knife and Narthecium attacks the entire time. That's completely broken.

    Once a melee player fights tooth and nail to reach melee range, bruised and bloody after eating rounds from ranged opponents, those Melee builds have almost no advantages over ranged classes in close quarters fighting. Running and fleeing for ranged classes is the norm once a melee opponent has closed the gap. Closing the gap gains the melee player virtually NOTHING.


    If the recent nerfs to all melee attack ranges aren't reverted, melee in EC has no chance. If these issues aren't addressed Melee in EC will never be a viable option. It's too easy to kite, back peddle and just run away from melee. Add to that Force Rules either arent working or aren't fair for melee builds using heavier weapons.

    Since the latest round of nerfs to melee mechanics(attack ranges, attack speeds, weapons durability) Melee classes and melee techniques(Tactical knife melee) hold no advantages over ranged classes using a ranged weapon while in a melee/close combat fight.

    It's seriously getting to the point, especially playing a melee class versus Eldar, that I dont see any point in even trying to play melee classes. Trying to play Astartes and Ork melee versus faster Eldar is absolutely pointless with backstabs not stopping a fleeing Eldar as well as the abysmal ranges on all melee attacks.



    View: https://www.youtube.com/watch?v=_a3n8ct1udc&feature=youtu.be



    View: https://www.youtube.com/watch?v=pmRec8DFLpI
    Gazrick and Redfingers like this.

  5. It's actually extremely helpful to me at least during melee combat. Though I"m perfectly fine with seeing it as an option in settings. Turn all on or all off for those different status effects, or better yet let us go down a list of status effects that we want to turn on or turn off.
    Lord_Cucatrap and BrotherShrimp like this.
  6. Jovan Jova Cipher

  7. Tarot NeonWeaver Steam Early Access

    Guys, something I have seen a lot. Almost no melee use their secondary weapon. You have a pistol in your other hand... when you can't reach them, shoot. In my melee duels, I win lots of them (with a fire dragon) because I use the pistol, but my rival does not.

    For eldars, the smart shuriken can kill a marine with 2 magazines.
    For marines, the plasma pistol is awesome melting things.
    For orks...eh...uh...dakadakadaka!
    sigil666 likes this.

  8. shhhh... it's ouR secret. If they dont want to use their pistol... dont encourage them. :p
    Sofferenza likes this.
  9. Celestia Celestia Prefectus

    I'm partial to my fancy new warp pistol.
    Njord-Halfhand likes this.

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