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I don't want to sound repetitive but..

Discussion in 'General Discussion' started by LucasDominus, Oct 6, 2016.

  1. Wiggles Wiggles Menial


    It wouldn't be terrible as one thinks seeing how the lore is a two way street, For example Eldar tanks can one shot all the other factions vehicles currently in game, well the other factions can also one shot Eldar tanks. The lore can work but I think you'd end up with a small game pop as only the actual nerd's/hobbiest's for this universe would play it, so I believe that's why developers tend to add some balance to it to appeal to a larger player base. The Lore is awesome but for the sake to keep a game alive the lore needs to take the backseat(unless its like the tabletop where it lives because of the money you throw at it to buy models, etc.)
    LucasDominus likes this.
  2. Gazrick Gazrick Well-Known Member

    Oi! Why don't you follow your own advice in the thread YOU MADE here;

    http://forum.eternalcrusade.com/threads/ork-attacks-breaking-the-melee-combat-system.59128/

    Maybe try practicing more or trying a different strategy before you state that Ork melee overpowers all SM attacks all the time without fail?
    LucasDominus and Mohax like this.
  3. Construct_ Thraxus First Blood!

    Balance / net coding fixes and more regional servers are going to happen for the good of the game weather you want it to or not. What LSM are experiencing ruining their experience vrs the confirmed massively broken and OP Eldar, CSM and Ork in that order is not working as intended.

    Deny it all you want, it wont help you when its fixed and actual fair game play is in place.

    Check the patch notes for today. Its coming and its gonna hurt.
  4. Construct_ Thraxus First Blood!

    ^please see the post above this one
  5. Gazrick Gazrick Well-Known Member

    I've been playing today since the patch and I'm still doing fine when I play melee (I do 50/50 ranged-melee), but like I said earlier I tend to use the Klaw more than the normal Choppas.

    Let me say it as clearly as I can. What I'm about to quote is simply not true, it is totally wrong and is very misguided.

  6. BrunoGrimaldi Mohax Active Member

    Target tracking IS one of the important aspects of melee (i do participate in kinda M1 fights you saw in that video), do you guys, who deny that, know why?
    Because i could outmanuver you and get my free backstabs / run away / just shoot your ass. Dodge under incoming attack, get behind, turn around and its done. BUT with lockon you dont have to worry about such manuvers, you just keep swinging and handy autoaim turns you around. Preciesly because there are so many effects and screen shaking and other distracting stuff lock-on gives enormous advantage, and considering cramped and small rooms we have to fight in, it increases even more (though that req some skill not to hit these damn walls).
    Most of the melee engagements i see look like this: melee dude charges ranged dude, ranged dude shoots as fast as he can, then either d-bash (which is useless without melee weapon) or dodge to the side, but melee dude doesnt care about it and just keeps swinging relying on godly autoaim to not miss his target, and wins either by breaking ranged dude's knife or just with a couple of hits.

    Someone mentioned THQ Space Marine - it does have soft lockon, which only turns you about 10 degrees to the enemy, so you could hit reliably with crappy netcode (and even that often fails), and it does have skill based melee system instead of RPS based (well, RPS req some skill as well, but more in the department of observation).

    So my point is - remove lock-on, reduce forward momentum of the attacks, let us move and turn during animation (IT IS possible, they did it with d-bash so no shit about not having animations for that), and ofc fix all these pesky RPS issues there are numerous threads about.
  7. JohnnyWayne JohnnyWayne Active Member

    I did try it and the game is not made for this. Lockon adjustes ranges for attack, otherwise the game does not understand where you are attacking at. If you want to remove lockon you have to adjust this matter as well and redesign melee combat and implement a soft lockon that adjustes attack ranges.

    Moreover melee is already glitchy as fuck and lockon coutners this a bit, even lag is less of an issue yet it remains to be the major one....
  8. I fear Im the only "guy who deny that" here.
    And I do not meant that tracking is unimportatn, but that it is reflexive and almost never fails in real life (periherical vision, turnable head...)
    Im yet to se a fight where combatants running arnound each other so fast that one lost the track, so the other can backstab him.
    Real fight is much more focused on timing, countering and distance (and balance but cant simulate that much except for bash making stun).
    As I said, locked fights looks so much more natural.
    LucasDominus likes this.
  9. If you think about it... If Melee has Auto-lock i would like to have an Aimbot for Ranged.
    "But that would be far to easy and unfair!" You say?
    Well, that's melee right now i guess... Without Lock-on, it's more skill-based and less RMB to victory.

    Also Dbash and knive durability needs to be tuned back to be viable. Melee has of course an advantage once the gap is closed. But it should not be a insta-win
    LucasDominus likes this.
  10. Canis Henji Arkhona Vanguard

    Pretty much this.

    And to add that some times if u dont lock at all it will actualy help u EVADE attacks form other melees and deal with multiple targets.

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