Can someone please explain to me IN EXCRUCIATING DETAIL, LIKE I'M FIVE, how to WIN against a charging assault class. Not the theoretical data, I already read that and it didn't help. Because here's what happens every time. He light attacks, I parry, MAYBE squeeze off two rounds before stun wears off, repeat until my durability is gone and he kills me. Or the first attack hits, stun, dead. In 10 hours playing since launch I haven't won that fight a single time if they got close enough to swing once.
In essence, you're not supposed to win against an assault class in assault, if you're not also an assault. Because otherwise melee is pointless.
melee is way too strong right now, there needs to be a resource for using melee attacks otherwise you have people just spamming fast attacks which is what is happening now, especially on the SM/EL side.
It should be hard to stand against a melee character, when you play ranged. Nevertheless ranged troops have also knifes, can d-bash, or just roll back and shoot straight in their face. Believe me, as a CSM (Raptor with Powersword & Plasmagun), I was dying hundrets of times and esspecially against ranged ones, who simply out-play me. For example a JP/Raptor who has lost his fuel, has his JP smoking. At this moment it will give no mobility and leaves an easy target. Of course melee classes are extremly fast paced and should kill with 2-3 swings (except the power-fist and similar). IMO every class got their pros and cons, you have to learn your strength and their weaknesses.
Can we talk about swing speed? or travel distance while fast attack? Do we have time to evade and get up and do realice some defensive action¿ Or are we doomed to being hitted while dodging back because X faction attack faster and move more than others? How many meters the player will advance forward with speed attack? fast attack? strong attack? How many meters to you roll¿? Timers? I mean, how many attacks can someone do in the time you are dodging? Are these numbers equal between factions?
Can only talk about my CSM Raptor. I use only chainsword or powersword, because of the swing-speed, and so on the opportunity to react on my foe's action. I can get stunned through d-bash and be able to survive for an extra evade-circle attack (even though many were complaining this playstyle, but it fits for me). Need usually 3 clear hits (2 from the back) to kill my target. But in most cases the opponent clangs with me, even with a knife ('cause of chainsword I guess) or like mentioned d-bashes me. There were LSM last night who gives me proper duels, by just wielding their combat-knife with vengeance and making heavy attacks like a Hammer swinging Loyalist. Died sometimes, but even finished them also. The movement of the fast attack swing can close a gap easily, but not if the opponent is running away or clear rolling backwards. But the time-window is rather short until I reach in and continue swinging. There comes your toughness and armor into play. With some points more than standard, I will need more hits as you need bolter round in my face. I find it quite even in most cases, surely depending on the sourrounding. With low ceiling, I am fresh meat. In the great wide open, please hide or die Once mentioned, against the faction X (Eldar, f.ex.) you should rely on your fastest load-out. Heavies get screwed by them, light weaponery might succeed. Also there is an aiming-pistol, which is heresy in minds of so many. But imo it is a fair deal for beginners, when they are attacked by fast Eldars, hammering Orks or endless evading MoS Nightlords. You are able to learn/feel your positioning while defending a so called fast-spammer. (I shoot with plasma-gun in general, but use the auto-aim-pistol at my first rounds against Eldar, it helps) I am not the pro-gamer at all. I searched and found my playstyle.
Thanks mate, i rlly aprecciate your respect and tips, i´ve learn a few things, but what im trying to point is that we have the damage amount, but not the speed, it could be nice to see the speed swing of each weapon. or the the difference between weapon strong attack charging time. (if they have it). And also the distance: could be nice to know how many meters you go forward with each attack and how many meters do you roll.
I would recommend, try to build up some loadouts and try out inside garrison, maybe with a teammate, who acts like a moving dummy for the moment. I have tried similar and you get a feeling for the distances, swing-times or charge times of each attack. Real numbers I dont have, and we also have no battle-log, where you can review your actions (MMORPG-like). I am @work atm so I could not dig in deeper, sorry mate.
Without looking through all 47 pages, is there a more precise list of which weapon belongs to which tier than the one in the OP?
I think melee is slowly getting better in terms of consistency. There are still some occasions where my bash doesn't properly stun regardless of a connection, but it's been better than it has been in the past. There is still the elephant in the room of how shields interact with melee. Currently, they exist outside the RPS system, yet at the same time, have a dramatic effect on it--specifically weapon durability. Right now, clanging with a shield damages the attacker's weapon as well as the shield. This creates an incredibly drawn out engagement that can last well over 30 seconds to a minute. It's slow and frustrating for melee v melee fights. Combine this with the lock-on, however, and you suddenly have this "clamshell" effect where the shield can out-turtle you until your weapon durability is low. Afterward, a barrage of melee assaults from the shield can cause a weapon break for the non-shield user. I get that having a shield allows you to have more defensive options, but they should still obey the rules of the RPS system. Perhaps a strong attack should cause a stagger or stun (without the strong attack damage) allowing a single hit from a melee weapon as a followup? This would encourage more aggressive gameplay after a shield user has closed the gap against a non-shield melee specialist. Against ranged weapons, I feel that shields operate just fine. They're sturdy without being too sturdy and allow a melee user to close the gap. That's what I feel is their primary purpose.