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Melee Combat - "like a dog chasing its tail" lol

Discussion in 'General Discussion' started by Mackintoke, May 11, 2017.


  1. That's great for you. For the rest of us, and as I've pointed out in several other threads this mechanic works perfectly on the garrison. In a match that's a different story. Next to a rail, box, another player, tank or just sprinting in the open it bugs out and WILL NOT WORK.

    View: https://www.youtube.com/watch?v=rOoYlva483M&t=479s




    I can say unequivocally that the lunge attacked worked 100% of the time, every single time it was cued up during Alpha. I can also say unequivocally that about 2 weeks prior to the game going live last September/October BHVR did something to break the sprint/lunge attack so that it doesn't work reliably.
  2. Lady Rheeva Steam Early Access

    I cant say that I agree.

    So yeah, spamming QA for movement is kinda annoying and it has gotten the better of me, but usually its just taking a deep breath, studying the opponent for a second and purposefully intercepting them, in other words: it usually leads to their deaths.
    A similar thing for dodging. I find it a bit ridiculous how fast the evasion frame triggers, much like the parrying frame of Debash, you can literally shoot until the very last second, press one button and you are safe.
    However the dodge itself is fairly predictable, a well calculated heavy attack catches the enemy precisely at the end of their evasion frame, before they get to do anything else.

    So most of this sort of spamming is directly countered by precision and timing.
    Another issue is the movement itself, how easy it is to outmaneuovre a melee attack by exploiting the aimlock.
    Dont get me wrong: movement should be an essential part of melee, more than it currently is, but it should benefit the melee player, not the ranged player.

    With all of that in mind, the long-range leap is often the only thing that allows me to keep up with an enemy that just dodges away.

    The whole 'melee where your character is looking, not where your cursor is' might be one of the single worst ideas I have ever heard, ever. Do you have any idea how much worse everything would get if you did that?
    If we had no ranged weapons in the game, it might be a good idea, since both opponents had to watch their positioning, leading to a more skill based dynamic, but as long as someone can run in circles around me and shoot, this is awful.

    So yeah. You go ahead and take away dodging and leaping and pretty much everything that makes melee combat interesting away from your space marines and go smash your chainswords together until either of them breaks.
    If you dont mind, I prefer to dance around you and cut you down with surgical precision.
  3. @Rheeva: I see your point. You definitely still want some kind of extra maneuvering techniques. But instead of rolling around, side stepping and feint attacks could be cool. For Eldar i could definitely see them doing some jump attacks, not just the simple lunge you get now. I know, I don't really have a substitute. But you know what I mean, right?
    - - - -
    Ah here we go, more experienced players chipping in. Psychopski listed it good. Well, instead of getting rid of the lunge, just get rid of the roll, but the big part - add in "combos", so you can string your attacks together, instead of having to stop after most strikes, and taking too much time to wind up, it should faster all across the board, so that backpeddelling tacticals can't escape you.

    If anyone here has played the 2010 Space Marine game, would you agree that it's melee combat is, if not better, it at least flows better, thanks to combos? Mind you I'm talking if you got a goodgame going, I know the match making service was horrible for Space Marine.

    ***EDIT: @Psychopski: hey, I thought this game was still Alpha? Its just open now?
  4. Unbiased Unbias3d Steam Early Access

    Teach me your ways senpai
  5. Lady Rheeva Steam Early Access

    You are talking about directional attacks. Or maybe you dont know you are, but you are.
    Quickstrafe, Heavydodge, Parryretreat, that sort of thing. Combining directional movement for new attacks, directly expanding on the soft-RPS we currently have.

    Actually this might be the single greatest thing that could happen to the melee system, unfortunately it also requires an exponentially higher amount of work, dealt in balance, new animations and creativity, hence it is highly unlikely we will ever see anything like it.
  6. @Rheeva: What I meant was, like in Space Marine, when performing melee attacks, where ever your body is facing (and you use your cursor to face a direction), plus the directional key, is where your attack lands. So, while facing forward, you can aim your cursor a bit to the left and your melee attack will follow where your body goes. If you wanted to do an attack directly behind you, you press the move backwards key whilst clicking attack, and your guy turns around and smashes whoever's behind him. Without the direction key pressed alongside the attack click, you'd still hit in front of you. Sorry, I didn't mean that you couldn't use the cursor to guide your attacks, I messed up on that explanation.

    ^^ This is directed at your previous post. As of your current post, hell yeah! Thats what I'm talking about! You really think it would be that much of a drain on the dev's resources?
  7. Lady Rheeva Steam Early Access

    Unfortunately, yes. Lets say we easily need 160 unique animations across all weapon types, possibly a lot more. All of them have to line up to flow into each other. Thats a lot of work.

    Also if I get the missunderstanding right, your suggestion would essentially make it easier to target behind you, as you dont have to rely on your aimlock to track the opponent? I could work with that, although I am not sure whether it would fix the problem of people running around like headless chicken to escape melee or rather just make it easier to counter good positioning.
  8. Doge TheAngryDoge Active Member

    Lock on though is part of why I get so much flack for my favorite useless gimmick weapon The One Shot Slugga everyone assumes I'm using Auto lock to put a massive bullet in their skull as the finisher.

    I'm a grouchy old man from the original shooter generation. Anything that aims for you is anathema to me.
    Unbias3d likes this.
  9. @Rheeva: Damn, you haven't played Space Marine? Here, check this video out at the 2:00 minute mark, you'll see him attack with his chainsword. Notice how fast it is? Now all of his attacks were forward for the first 15 seconds. I haven't actually watched the whole video, just wanted to get something quick. But you check that first part out, now imagine being able to do a 180 attack behind you. Its slightly slower, because your character turns his body more to reach behind him. but instead of having toturn your guy around and then attack, you can do both at the same time.


    View: https://www.youtube.com/watch?v=aAj7AvT8CrU


    ^Its alot faster, eh? Eternal Crusade is going in a better direction though, melee combat feels heavier, you can feel the impact of the weapon more. In Space Marine its alittle too fast, and you don't get to use the parry attack often. Theres only a slight auto lock with the chainsword in that game.


    Also, you gotta admit, the running animation in this game is way better than Eternal Crusade's Marine running animations.
    **EDIT: OK, I jsut caught a good example of teh backwards attack, its at the 3:50 mark
  10. DAAAAAAYUUUUUUM! Although this is gameplay back in April, this guy on this forum "Morguemeat" playing as an Ork, he does some awesome choppa boy fighting. And the rolling is actually kinda neat, its not over the top like you see in some other matches. The lunging is actually quite useful, when you time it just right. So yeah, compare the two games Space marine and Eternal Crusade and their melee styles.


    View: https://www.youtube.com/watch?v=C0uR6IrcGPM


    ^ Eternal Crusade's melee is more meaty... more morgue meaty. So yeah, despite my disapproval of the rolling and the lunging, it works, its part of the system, you can't really just take it out, without changing the entire game.

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