I've only just recently noticed that when I use a JPA to slam into an opponent that his stun pretty much equals to my ability to recover from the stun... was this intentional or is it something that that I some how never noticed before? If I recall correctly I used to be able to do a JPA slam to stun my opponent and then get a hit or two in before they came out of the stun. I am using the same axe as before so it's not an issue of having a slower weapon.
All stuns seem to vary wildly in length, sometimes you can get two hits in, sometimes one sometimes none..
Yeah, I just got done with a few games and couldnt get one hit in after a ground slam.... could be on my end I suppose.
I think they ground slam stun isn't really meant to be followed up by the jpa that did it. It's more to stop them from moving around so you can finish the animation and start the melee. Either that or it's more of a support type stun? Like for others to capitalise on? The jpa is still an incredibly powerful class reguardless, and arguably too powerful right now.
IMO the target lock for melee is way overboard. It feels like a cheat and I have never seen it used in a FPS before. If it was up to me I would either remove it or have it as some sort of special ability... like veteran skill or something.
I avoid using the Slam unless my enemy is like a braced Devastator. Doing the dash attack (The one that somehow makes you cover a jump's-worth of distance in a split second) is so much more useful IMO, if a bit broken. Also, one time I managed to land perfectly on top of a shoota. Like I landed on his head, and then I fell off as I was recovering from my landing, doing a Power Squat. While hilarious, it gave the Shoota enough time to gun me down :/
@The_Roadwyrm Not really, I rarely bother with Slam actually. Slam only gives a short stun of like 1.5 seconds (during which we also have to recover from having slammed on our enemy which is about 1 second). Anyways Ground Slam's short duration stun (and minimal damage) leaves an incredibly slim window of opportunity once recovery from landling you get about half a second to take advantage of the slam, if your lucky you'll get 1 Quick Attack off before they evade but certainly not a Strong Attack. Your better off just seeking up on them and launching into a Strong Attack then finishing them off with 1 or 2 Quick Attacks while their stunned by Strong Attack. Its more of a crowd control thing, if you see a group of enemies slam down and their all stunned for 1.5 seconds. That time is often better used tossing a grenade and either watching them scatter, interrupting anything they where currently doing and maybe taking a few out in the process. Anything is better than slam actually, just swoop in with a leading Quick Attack and evade before their inevitable Dbash hits (then come on the forums and listen to people while about JPA being able to evade out of Dbash stun when whats actually happening is we see the Dbash and evade before it lands) - But that's a whole other thread. Melee lock is there to counter the fact that Ranged have 100% freedom of movement while aiming with near pin point accuracy. Melee doesn't have this so they have Melee lock. If they could figure out a way to make Melee more accurate there would be no need for it. This is an argument as old as the forums.