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Its time for melee whine!

Discussion in 'General Discussion' started by StDogbert, Nov 17, 2016.

  1. Asyran Eldritch Arkhona Vanguard

    So like Eldar? Our Dbash animations stuns us after the stun. Got to get our left foot lined up before we can shoot!
  2. Fistikuffz da Harassa Lawro Well-Known Member

    Really? Didn't yet get around to trying Eldar but if that's true, yeah something like that!

    Actually, if this IS true, all factions would in any case need same delay times (whether current eldar ones or new for everyone). Otherwise poor Nat will start getting death threats from xenos again.
  3. Asyran Eldritch Arkhona Vanguard

    We stun, but we spend the next 1/2 second lining our left foot up. Then we can shoot.
  4. Delgear Steam Early Access

    IDK i thought melee was much improved first thing i did after the patch was grab my JPA and go spam RMB just to see what would happen ... i predictably got facerolled ..... and when i went back to my standard play i really did about the same ... middle to top half of the pack, I then played tac and was able to do the same, and apoth i got 2nd on the board mostly heals ....... i wouldn't say its perfect but even as a melee specialist i much prefer it to what we had 1 patch ago .... way more sensible and responsive. i think it was a great start.
  5. Fistikuffz da Harassa Lawro Well-Known Member

    I'll test when I get home but please you do the same with other factions, lets compare delays after dbash. They could be the same and we're fussing over nothing. In any case, the new dbash stun duration got increased but the shooting delay didn't. That leaves a long enough gap to shoot into melee rather than followup rmb so shooting delay should be increased proportionally to new stun duration. Goes without saying, milisecond-identical for all factions.
  6. Nether Nether Master

    Isn't the point of the dbash to give you an advantage for winning RPS? So what would be the point of stunning an opponent and then not be able to do anything until his stund wears off?

    Ideally it should be one fast melee attack, so I could see the shooting delay equal to the stun duration, but they should be able to give you a quick attack for good measure and then continue the dual. They can also use that shooting to move away in prep of unloading on you, but when they can you should also be able to dodge.

    All in all I am liking the changes so far, as I found it annoying to try and play using proper counters and they didn't work, like dbash stunning/interrupting your heavy attack.
  7. Fistikuffz da Harassa Lawro Well-Known Member

    Look it's all good for now, we'll see how players react in the long haul. My fear is basically this: dbash is one of three melee components along with fast and strong attacks. Fast attacks do certain damage when landed, strong attacks even more but slower and dbash should be minimum damage counter after which you proceed dealing damage or disengaging. If you can deal 1 second worth of ranged dps after each dbash, doesn't that seem to outweigh single melee attacks by far? That's my only concern. If we're duelling then we're duelling, shooting primary weapons in between hits will always do more damage and it shouldn't be like that.

    I'm thankful to heaven and back that tact classes can now fight in melee, but let's not tip the doh-almost-balanced scales too much to ranged side.
  8. Tacticals and equivalents already have artificially slow recovery from d-bash, rolls, melee attacks and sprinting before they can bring their main weapons to bear. I would hate to see it increased even further unless melee, particularly JPAs, ability to immortally close huge distance quickly was reduced.

    I understand melee players want to lock people into melee but I would point out that ranged players have no way to lock others into ranged combat, bolt rounds don't even slow people down so unless it becomes harder for melee players to close the gap (whether through reduced lunge distance, less cover, less I-frames I don't care) it's not fair to keep preventing tacticals from having any chance to disengage from melee.

    At least 50% of this game is melee so we would in effect be making tactical unable to use their primary weapon for 50% of each match.
    Slough_Monster likes this.
  9. Nether Nether Master

    Thats not true at all, about ranged players have no way to lock melee into range. Dedicated melee are locked out of ranged until they close to a close range because they don't even have a ranged weapon that can shoot very far. Then when they get to that short range, they are not going to out muscle a primary ranged weapon.

    Everything you suggest as issues for melee would only completely break it. They just need to make sure the RPS system is working correctly, and tweak the melee weapon durability damage / victors damage accordinly, which they have acknowledged.

    Go watch some video of the bolter porn badass @Valrak shoot up heretics and xeno scum, and now his dbash will work even better.
  10. Asyran Eldritch Arkhona Vanguard

    Did a DA dbash, got 19 shots in before end of stun. Basically, when you dbash, your left foot goes behind you. But to return to idle and be able to do anything, your foot must be dragged back to the front of your body. Basically meaning there is about a 1/2 second to a whole second delay.

    It is the same problem Banshees have on their evade and sprint attacks. The foot has to realign before a new animation can begin.

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