So, I made this as a seperate thread from general melee discussions because by now it's pretty clear what should be done about the rock-paper-scissor system, weapon timings, hit detection, range and weapon durability in general. This thread is about suggestions for adding flavor and variation to weapon types. My point is that other than weapon tiers 1 to 5 (heavy weapons --> knives&knuckles --> swords --> axes&maces --> PF/PK which determine clang outcomes, durability, fast/strong damage, attack speed), melee specialists basically have a binary choice: Currently it's – Powered and unpowered weapons so to the point, what I would suggest is – Powered, chain and solid weapons They would be differentiated by having more variety in their basic stats, available mods and situational utility. What's my reasoning behind this – I'm looking at it from an Ork's perspective. For EC balance purposes, Orks have to have that something that puts them above the other factions in a certain field, so we're supposed to be a melee-oriented faction. What is it that we have that other factions don't? Knuckles and solid blades n axes. Heavy fucking stuff made to withstand and deal punishment through sheer force. Right now our weapons are identical to chain weapons (making Chain choppa specialization in our advancement tree redundant) which makes it harder to give a justified melee flavor to Ork melee. Because of this, my proposed changes to weapons are: Chain weapons Do 10% more damage than now (so chainswords 124 base damage instead of 113, Chainaxes 145 instead of 132) - these weapons tear and mangle flesh, ideal for slashing soft targets Mods: damage or penetration chainteeth mods, impact, lifesteal, bleed *Bleed could be a new ailment which does low (10-20) direct hp damage over 3 secs, reduced by toughness. Solid weapons same stats as now but 25% more durability or impact, so lets say base 125 durability for Choppa instead of 100 - they're solid blocks of metal, cumbersome and heavy, they should knock the strength from your opponents arms when your weapon connects with their's Mods: damage or penetration mods, impact, strong attack damage boost, poison Power weapons 100LP more cost remains 120 penetration instead of 140 (cmon +60 pen over other weapons for just 100lp more? Bitchez please.) Mods: damage or penetration mods (pen mod would now be viable for getting max pen), durability regen, strong attack damage boost Why the fuck would I touch something that works? Good question , there are much higher priorities right now. But down the line, I think this is something that should be looked at. Chainsword/chainaxe marines and Scorpions would carry „vanilla“ weapons that now have a new flavor – they're even deadlier than before against unarmored targets. Want them even more killier? Damage mod. Want to kill armored players faster? Penetration mod. Want to bathe in their blood and gore? Lifesteal or bleed mods. Notice lifesteal would now be exclusive to chain weapons so orkish Chain choppa would have a special place in their arsenal. Now for the Orks. We're supposed to have a „uh-uh NO WAY I wanna close distance with that greenskin“ effect on others. By giving our „solid weapons“ an extra durability perk, we'd be annoying as fuck to fight in melee cause enemy TTK against us would be prolonged by seconds. If you just imagine, 5 seconds more to kill per Ork in melee would have much impact on the map macrostrategy. And since we're savages and use crude weapons, we would do less damage compared to chain weapons. Some Ork wants to stand out and be killier like dem umies or pointy earz? Take a Mek-built chain choppa you git. Finally, power weapons would be put into their place. They'd still be no. 1 in TTK and alpha damage, but instead of 300% efficiency of other weapons for 100LP they'd have maybe double the efficiency. What do the people think? Please explain why you would and wouldn't like it. Shouldn't Orks get a special place in EC melee meta? Shouldn't we all get a bit more flavor and specialization for melee weapon types and mods?
I like the idea of making chain weapons useful, since they are supposed to be used often but when do you see them? Be honest. And I already don't want to get in melee with Orks, because I main Tactical. I don't want to get in melee with anyone. But I can shoot down most things (but not Orks, as far as my experience goes; statwise they should die, but they don't....strange but hey, I'll sit it out, maybe it's just a bug). But since you greenies have solid weapons as a valid choice, they should be different from other weapons, that's for sure.
Hm I think it should be like that: 1) Disble lock on (maybe leave it on tactical and co) 2) Disble lifesteal ( leave it only on mark of cornes, I mean wtf how is that lsm got lifesteal what the warp!) 3) Power weapons should cost some more and do less. 4) Add ton of blood fx on chainswords. 5)? 6) EC GOTY
Thanks! And it goes without saying, any weapon changes I had in mind would definitely come AFTER general melee is fixed, meaning 100% reliable dbash that doesn't break you knife or knuckles
Or lets some weapons pass during animation. It is embarrasing to die while doing the DBash animation, because your enemy just chooses to close the eyes and say "I don't see the DBash, so there is none, lalala".
Dunno, I don't play UAT, since the constant patch and de-patch is only worth it for me on very rare occasions.
You know, I only use chainswords really! I know they are basically gimped versions of the power weapons but it fits the lore better (right?). So when using jump assaults, ground, etc, I use them. In the ground assault chaos I use the chain axe. To me they could keep the chainweapons the way they are but increase the cost of power weapons, even more than just 100 lp
I thought Orks in general are treated as having melee clang level +1, so clanging with them with equeal weapons they will come out ahead as their melee wep is already considered +1 tier higher by default.