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Melee Combat rules

Discussion in 'General Discussion' started by Maspalio, Mar 11, 2016.

  1. I finally got to play in earnest since the HOTFIX today. There's so much choppyness, so much stuttering, teleporting, sound issues. Things feel a LOT faster and just NOT smooth. There's no way to diagnose what an melee opponents is doing and therefore no way to properly react or employ specific techniques. It's spam spam spam and hope for the best.

    Melee combat right now comes down to he who lags most and teleports on their opponents screen the most... wins. One second I'm facing off in a melee duel, the next second my opponent that was in front of me(GA opponent, Power Sword, Axe, Chainsword) is behind me and I'm dead from a melee strike I never even see rendering on my screen.

    It's not just the Fist, Raptors and the MACE. Melee is pretty much unplayable because the game isnt running smooth enough to effectively do anything other than spam attacks and hope for the best.
  2. Safreadis Safreadis Arkhona Vanguard

    I love this one.
  3. I'm thinking the fact that for the last 6 months or so since the Fist was introduced, it's been "whiffing" thin air, missing opponents that are clearly within melee range. I haven't seen this "whiff" bug with patch 20 just FYI, so I'm assuming that's why Fist users are covering so much ground sprinting attacks. The normal fast attack covers the same amount of ground it always has. Who knows.



    FF to 1:08 to see the whiff. I'm thinking getting rid of the "whiff" has resulted in some untended things happening.

    View: https://www.youtube.com/watch?v=wyYUu49bsHs


    FF to :28 to see "whiffs" I was speaking of. This is how bad the Fist was, now we're at the opposite end of the spectrum. I"m assuming we'll be back to being really bad next patch, like the footage at objective B on Pegasus at the end of the section showing how bad the fist misses.

    View: https://www.youtube.com/watch?v=kKFN9fcZ9dM
    Waaaaaagh likes this.

  4. How so?
  5. DBash Dealing Damage would be even more effective though. Instead of DBashing a spammer and hitting him back during the stun, then DBash and hit, repeat, you would instead simply use the DBash twice and do the same amount of damage, and counter his spam all at once. Most importantly, doing it this way keeps melee fast and fluid instead of bringing an often stagger back into it. We still have stagger with durability break, but its a rare occurence rather than every second or third strike.

    This works for Tacticals as well. Devastators should do less damage with their Bash (but maybe still more than now) as they should be pretty terrible in close combat. (Following the current paradigm of course)
  6. Yes please clarify.
  7. I don't know why you are having so many issues. Game runs so smooth for me. Check out the thread talking about checking your version number and/or reinstalling the game maybe.
  8. Yes and no. I can see some players having issues, but my rig runs the game fairly smoothly (>40 fps with <35ms ping not trying to brag here ;)) and I still experience some issues.

    My theory: soft-lock and swing travel distance are causing collision/location approximation issues with the server. Therefore, I wouldn't attribute it to bad netcode or lag--at least not immediately or without confirmation from some devs
    . Melee appears to be "swing towards a person and travel through them...but only for a split second before you're whippped back in front of them because multiple other game states report you as having collided with that character."

    It's very wonky and has happened fairly consistently. I'm not a game network programmer by any means, but it appears that the soft-lock is having a really crazy effect. Or I'm totally wrong...but that's never happened before ;)

  9. I have a monster rig and a great internet connection. I'm usually the one loading in before everyone when I'm in a Warparty. I've had the same, exact teleporting and instability several days this week, so I have trouble believing it's my internet.



    Copying this from another post Washington. For some reason I thought I was replying to you hear.


    I've been taking the "interrupt" rules in the Melee Combat rules set as "clanging". We surely need to know the definition of the "interrupt" in the rules. Is that "clanging" ie Knives cannot interrupt/clang vs tier 2 and tier 3 weapons? Or they can't interrupt a strong attack for Tier 2 and Tier 3 weapons? It is all a bit confusing.

    Regardless of the definition, heavier weapons, versus 1 tier lower, should break a weapon in 3 or 4 hits. Two tiers lower in 2 or 3 hits, 3 tiers lower(Fist or Thunderhammer vs knife) either no clang at all or a single clang then broken weapon, drained stamina, some sort of reward for breaking a weapon).

    There's really no downside that I can see if your weapon is broken, you just roll away, bash, roll again, your weapon is repaired by then. That's broken and needs to be fixed. Breaking your enemies weapon needs to be rewarded on the spot. Since we no long can stun, SOMETHING still needs to happen. Either your opponent should be not allowed to just roll away, they should also perhaps be snared and drained of stamina for a few seconds after their weapon breaks.

    This sillyness with the Bash clanging or basically tieing versus a strong attack must go. As much as I wasn't a fan of stunlock, by god Strong Attacks resoundly punished the Dbash ON THE SPOT back then. We need that same punishment back for Strong Attacks instead of Strong Attacks bouncing off of the bash, or the bash mitigating 100% of strong attack damage. Strong attacks should resoundingly defeat the bash and deal full damage. The player bashing should NOT be able to beat the person executing the strong attack to the next punch. I see this all the time. I throw a strong attack vs a bash, the bash is interrupted, but as my strong attack is finishing the animation, the person that was bashing is already starting another action, before I can take advantage of beating their Bash. That's totally BROKEN.

    The bash of course must work reliably against fast attack, and fast attacks must interrupt the wind up portion of a strong attack. Once the strong attack is on the downswing though, should a fast attack thats started AFTER the strong attack has fired, should that late starting fast attack interrupt a strong attack? I dont feel that it should.

    A successful bash should stagger the Fast Attack player on the receiving end a bit longer. A successful strong attack versus a bash, the loser that was bashing should take full damage and should also be staggered as if they've been successfully dbashed. I dont want stun lock, believe me, but that interrupt needs to last just a tad a bit longer to keep the "loser" from beating the "winner" of rock, paper, scissors to the next punch.

  10. My frames are fine, it's netcode I'm thinking. Players are NOT properly rendering their actual positions in a timely fashion. I dont know anything about programming, but I know that when things arent happening when they're supposed to, when other players in game aren't properly rendering their actual position in a timely manner, and at the same time you have good internet and good frame rates, that's usually net code is it not?

    The thing is, I"m seeing teleporting and other odd issues when I'm driving vehicles, when I'm playing ranged classes, so while there might be some issues with the soft lock, that doesn't explain seeing teleporting when I'm driving or shooting.

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