Nah, knifes should still clang, but a change is needed indeed. Let's say as long as you have your Bolter equipped, your melee attacks are just like the ones of a Devastator: Bashes don't stun that long, melee attacks are weak, weapon breaks really fast. But if you press 2 and pull out your knife, you can do melee like you can do now, longer stun on Bash (like now). You would not have enough time to change to knife, bash someone, switch to your primary and gun them down = Win?
this is good! another way, as someone already said, is to set a delay on the rifles after a melee attack
To only allow melee during that delay? I guess we had that once in alpha, and it wasn't good, but don't quote me on that one... In Theory that should also work, jeah (really not too sure if this wasn't allready the case once ^^")
Then they shoot me a bunch of times, interrupt my heavy with a quick, then finish me off with shots this time to my vulnerable face because the ttk is like 2 seconds now.
I think the solution is quite simple. Four things need to get looked at/fixed: Rolling out of melee stuns. Firing ranged weapons after melee stuns. Knife and Sword's ability to fast attack twice (or strong attack) during a melee stun. The Knife's high durability loss when clanging. My suggested solutions would be: Shorten the defensive bash stun slightly, to limit how many hits swords and knives can do during the stun, and how many shots ranged weapons can make before the stun ends... this would also limit how long melee classes spend stunned (and therefore how long they are easy targets for nearby ranged enemies). Have a very brief delay on firing ranged weapons after a defensive bash, to further limit how much damage ranged weapons can do during the stun... such that ranged weapons can not deal more damage than the combat knife can during the stun. Raise knife impact a tiny bit to allow them to allow them to absorb a couple more clangs than currently. I strongly believe these exact fixes would restore the balance completely. Melee classes would have their advantage back in melee, but ranged classes would still be able to compete if they make enough winning trades. Ranged classes would have a fighting chance to win, but would have to work harder. They, as usual, would maintain their ranged advantage, but melee classes would spend a little less time as sitting-ducks due to shorter stuns. As for spending LP to compete in melee, that's what the master-crafted combat knife is for. You can pay for durability. It makes quite a significant difference, and would make even more of a difference if knife impact was raised a tiny bit. Packing an MC'ed combat knife would make you fairly formidable in melee combat... almost as much so as a chainsword user.
Like! What I would like to add to that are 2 things. Both are meant to bring melee closer to current ranged ttk and to add fluidity: Bleedthrough - the difference in impact on clangs is translated to damage to the lower impact weapons wielder EHP. Impact mods should be raised to 50LP accordingly. Gap closers for melee - sprint attack (strong attack range on fast attack when used during SHIFT sprint) and dodge-attacks (immediate fast attacks when using RMB out of roll). Powerfists and klaws should not have these options. It would sum everything up I think.
They key word was "rifles", I believe. If only the rifles are delayed, you have an incentive to swap to pistols when a melee guy approaches. Sounds fine to me - Delay firing rifles (no pistols) after a clang. Also, when playing tactical I only use my pistols when out of ammo (or if my main weapon has a very specific use), I'm In for giving them more importance. About the OP, knifes should stay as they are. When you're at melee and your weapon is less durable, you're at disadvantage, as 2 of the 3 possible outcomes (receive damage and clang) are bad for you.
So melee should get some kind of auto-win by default against tacs? A dedicated melee class character- and mentalitywise won't spam quick attack (aka queueable attacks) and gets himself in the situation where s/he gets dbashed in the first place. I'm not good at melee, but I know my shit. dbash has a wind up time... I can keep a whole room of enemies busy by swapping targets after one hit, because the ranged damage also applies to friendly fire... and an 1on1 against a ranged class is mostly a win... sure, it's not easy all the time, but it's not that hard either. I'm not saying that melee is great atm, but a slight increase in TTK might do the trick. no need to fuck up non-melee's melee capability. Even with the option of getting "some" melee capibility back by investing LPs...