Devastators's and Havocs's only melee weapon is a reeeeeealy heavy piece of metal in their hands (heavybolter, autocannon,lasercannon,plasmacannon.) The thing why i even started this thread is that the melee fighter's is realy vulnerable in open fire fight,(sure you can say that no one should pick melee fighter in a gun fight, but looking throug all warhammer arts, playing dow, and watching TT games, where melee units just slamming in to the ranged sqads and just mowing through them like throug butter. I realy whant to be a part of a blood bath like that. That epic warhammer 40k wall on wall combat. But that kind of combat need's a solid mechanics) and classes without a jamppack going to have some hard time's getting close so there should be some actual good benefits for them if they are get up close and personal with their target.
True they're heavy but swinging them isn't unheard of, especially knocking back an enemy. Looking at DoW2 specifically.I don't have a problem with it being harder/slower to fire a HW in melee combat, just not restricted, even if that means they're choosing to make it easier to be killed in melee. I think we're in agreement on melee closing issues needing good mechanics. There should be some nearly-impossible situations, where heavies are so entrenched that melee-only squads can't attack without risking huge attrition, but that's where we'll have to rely on vehicles, diversions, counter-heavies and good old fashioned grenades. Don't forget how valuable a well placed grenade volley (smoke, chem, frag, melta, krak etc) can be before a charge !! Paper-scissors-rock-stickbomb. These are the tools being looked at to keep us swordy-types in the mix
In GW2, it has the animation of a roll, but it's used to evade attacks. The mechanic is what he was trying to introduce to you, not the animation. You can easily change the rolling animation into a pivot or a short leap of you're worried about a devestator not being able to roll with a 1ton plasma cannon and backpack.
Nah am voried abot animation mostly. Because, i cant realy imagine a Space Marine jumping around and rolling alot on the battle field. Or orc. That is not the way they should move. http://forum.eternalcrusade.com/thr...-vs-wh40k-sm-roll-hth-combat-discussion.9247/ you can chek out my other topic where i discribed all that much better.
I'm sure the devs can choose appropriate animations for the races. It's a good opportunity to make the races differ more. Rolling for eldar, quick footwork for astartes, and hopping for orks, maybe? The mechanic can still be the same though: a 'dodge' or 'evade' bound to shift+W/A/S/D for example. This can also be tweaked further to differentiate the races even more, such as by allowing eldar to dodge (roll) faster and further than astartes. A GW2-style endurance meter is the first thing that I thought of too regarding spam control. About ranged weapons, I'm quite certain that the devs have already mentioned screen shaking and accuracy penalties. Applying these kinds of penalties when firing at point blank range targets or getting stabbed seems like a fair and appropriate solution.
As i've been writing in another post, it would be grate if you could counter attack after successful dodge. It would give hth combat mechanics much more variety.
How about different martial arts styles in hand to hand? Nothing too fancy... like the player selects one that has more an area of effect attack, or the other option that focus in 1v1 duel.