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Melee Combat rules

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

  1. Mamba Mabam Recruit

    Good guide but none of these apply to orks since melee is broken. Animations bug so hard that imma go play with op CSM ja Eldars till they fix it. Prolly sometime summer 2032
    duffmek likes this.
  2. Maybe this is the devs' way of telling us it's not a true counter but merely a delay tactic. ;)

    It's not as bad as you make it seem honestly. There are some issues when interrupting, but for the most part, it's been more consistent than in the past from my experience. I feel that the knives should hit a bit harder just to keep things fast-paced, though. It's not very easy to disengage and create a distance in a 1v1 situation.
    Dharchaon81 likes this.
  3. I think there is too much benefit in power attack spamming but I wouldn't know where to fix it.

    Maybe the speed of some classes power attacks are too fast, but you can try to pre-charge a power attack just before them. But then you have to throw a normal melee quickly or the second powerattack hits you or breaks your weapon. Most people just right-click spam though and that can be dbashed a good bit of the time. When you get a group of people that just power attack spam you though theres really nothing you can do about it and the roll really isn't good enough to get away unless you crouch animation cancel the delay and even then lots of times they can just right click spam and hit you anyways. I think there should be a better escape maybe?

    Non-lockon melee with a boltor throwing out shots is one of the stronger options tho IMO. I'm really bad at it but I think melee overall can get a good bit easier if you get used to that. Also stand near walls if your a tac or something then dodge and if they hit the wall they end up getting a short stun/clang animation.

  4. Furiel Furiel Arkhona Vanguard

    Had some cool run ins with the greenskinz last night. Thoughts:

    1. Orks got a health buff. Pretty substantial, it feels.
    2. Orks cover longer distance when they evade with a roll - I am not able to catch up with them with a following and well aimed strong attack. Happened plenty of times yesterday. Might be a lag, but I know other melee players confirmed the same. Only time I could land a hit was when they encountered any obstacle rolling (being orky, that happens quite a lot actually :).
    3. Animations for the orksies melee still are iffy. Sometimes there's no telling what the hell the other guy is doing.
    4. Light attack reliably fails to break the wind up of greenskins strong attacks.
    5. "Second guy to start a dbash - wins" bug is back.

    Most of the Eldar melee players got lazy with how easy it is to play that faction ATM and they just spam light attacks. Still, a good vid, always nice to see a fellow Dark Angel kicking ass, would watch again :)
    Also, it very well presents the lock-on delay and how effective non-lock/toggle lock melee is when facing auto-lock only opponents.
    Valaron and RazielHellscream like this.
  5. Aside from number 1 and 2, I'd like to add that most of these problems are across the board, not ork specific. #4 is quite a problem, especially against the power fist, as many characters with knives and low-tier weapons will sometimes clang against a strong attack rather than interrupt--even before the downswing occurs. What this causes is a serious loss of durability, and can potentially lead to a permastun situation since the parry/bash now loses durability as well. It happens against eldar the most right now, at least for me, but it is most noticeable against the top-tier melee weapons.

    #2 I've had the opposite experience. I can rarely disengage or create space against an opponent with rolls 1v1. They're easily able to outpace with light attacks and power attacks, even after a successful bash.
  6. Cross RazielHellscream Arkhona Vanguard

    Very true and informative post. These issues must be addressed because as it stands now, Orks are a dominate melee powerhouse slightly more than they should be.
  7. I mean, here's the thing about ranged players shooting players engaged in melee with someone else. It's true, but it's also not an answer. Basically what it means is that dedicated melee classes are worth two of any other class, because it requires two people to deal with one.

    Yeah, I know what I said doesn't necessarily scale linearly. Yeah, teamwork and all that, great. But if the answer to melee being OP is "just have more dudes", that doesn't really help. More dudes will generally beat less dudes, and if the only answer to a given tactic is having more dudes than they do, that's a problem.
  8. Nalin Nalin New Member

    Fast xxx/yyy

    What do those numbers mean?
  9. Fistikuffz da Harassa Lawro Well-Known Member

    Damage/clang durability as far as I know. Just in case you're not completely informed yet, clang durability is let's say the "hit points" of your weapon which is reduced with each clang. It's indicated by the small sword icon on the middle-right part of your HUD when you're clanging (it's actually a bar-meter). The consequence of having your durability becoming 0 is the stunned effect and the inability to continue clanging until the sword icon bar regenerates at least a bit.

    So you'll notice that maces and clubbas have less damage, but more durability than axes for example. It means if you consecutively clang with an axe wielder while using mace, his weapon will break before yours. Since the release patch, you can clang strong attacks with your fast attacks, but ofc the other guy uses his strong xxx/yyy and you your fast yyy.
  10. I'm wondering now that we're not all moving at the same speeds, how we cannot have snares to counter the speed advantage. That's basic gaming stuff that have been around since Everquest in 2000.

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