With the Muti Melta replacing the Storm Bolter as the preeminent anti infantry close quarters combat weapon(as we've been telling you it would since the MM was first introduced), what are the plans to sort out this debacle? The Storm Bolter is for the most part totally obsolete because the Multi Melta is vastly superior in multiple ways versus the Storm Bolter and the MM dominates an entire room in a single burst during close quarters combat. Mutli Melta vs Storm Bolter -Area of Effect(advantage MM) - kills faster than the Storm Bolter(advantage MM) -kills multiple enemies in one burst(advantage MM) -can be spammed for 12 seconds(advantage MM) -never runs out of ammo(advantage MM) - shoots through multiple enemies(advantage MM) - Damage over time on top of direct damage(advantage MM) - can pull double duty versus armor and fast moving infantry(advantage MM) As per Forge Worlds definition and categorization of the Multi Melta as being primarily designed to take out Tanks & Dreadnoughts as well as Super Heavy armor, we need this weapon in EC to be performing that role more frequently and leave the close quarters fighting versus fast moving infantry to the Storm Bolter. As many of us have been suggesting for months on end, a pre firing wind up of 1.5 to 2 seconds for the Multi Melta would put this weapon firmly in the category of anti vehicle, anti Dreadnought, anti monstrous creature. ie large to huge, slower moving targets. The pre firing wind up would hardly be noticeable when being deployed versus Vehicles and, as one would assume, would have minimal impact versus large, slower moving targets such as Dreadnoughts, Land Raiders, and huge Monstrous Creatures.
Whether a wind up or the boom, clap (hehe), beam (not cone) of damage, hell maybe a little bit of both. Of course the meltagun would be similar, shorter range, less damage, maybe slower rate of fire (have melta gun with slower RoF, but take less time to wind up, whereas multi melta has greater RoF but it takes a bit more to charge? Would have to ask an expert on meltas though) but it'll hurt if it hits you. On that note, this is more of a question for the devs, since I have no idea how it is set up and this may or may not be a good idea or possible. If you used the above example, in some way, would it be possible to get rid of heat damage against infantry and instead set it up for vehicles, obviously it would generate more heat over the current build up, so it has a positive trend of heat against a standing vehicle, but if you are being suppressed/avoided, it'd not be as potent. The closest game I can think of right now, to this concept, would be Starcraft 2/Warcraft 3, a siege tank attacks a footman, still does a decent bit of damage, but it's slow and easily surrounded and outnumbered, but if attacking a building it does a bit extra damage so it is optimal yo have it fight fortifications instead...damn, terrible example, point is that it focuses the weapon in a way that is, as far as I know, lore like, don't have the numbers though. This is also may not be suited to a shooter, MORPS or whatever we are at right now.
Oh boy, where do I even start? You're putting literally zero effort into analyzing the Storm Bolter here to see whether it might in fact be underperforming. Maybe because it got nerfed too hard after consistently outperforming the standard Bolter. You're blatantly disregarding the strengths of the Storm Bolter here, in what almost seems intentionally deceiving. -Can be used on a class that can cap (advantage SB) -Can be used with a more mobile class (advantage SB) -Has no damage falloff (advantage SB) -Doesn't automatically drop off to zero damage at mid range (advantage SB) -Doesn't have decreased turn rate (advantage SB) -Can immediately turn 90+ degrees and fire at an opponent (advantage SB) Imagine if I had posted the above list without discussing the strengths of the MM. That would falsely make the SB look superior. In the same way you're skewing the argument here. You're not providing honest or useful feedback here. This is misleading at best. While the MM can hit enemies within a larger area, it's not a true AoE. *At certain ranges I don't think this happens as often as you think Okay, yeah, sure. This is literally false. Both weapons can run out of ammo. But I can tell you with the MM that its handicaps usually mean that I die before I do. Hardly an advantage. Um, no So far you've got 2 out 7 that are truly correct. Bravo It pulls double duty, yes. But the Storm Bolter wins against fast moving targets. The MM intentionally turns slower (which is a good thing), making it harder to track moving targets. Dude, stop citing tabletop as the rule of the land. This is a VASTLY different game. Weapons are going to perform differently. Get over it. This legitimately sounds awful. First off, making the MM only good for vehicles and other big targets might make it legitimately non-viable. Second of all, the wind-up would make it damn hard to take down vehicles too. Given how close you need to get to be effective and how powerful vehicle weapons are, using the MM against a vehicle makes you extremely vulnerable. Believe it or not, the MM isn't an instant kill against vehicles. Adding a windup time just makes you a sitting duck.
I've never, ever ran out of ammo on the Multi Melta. Not once, ever. While I may not "main" this weapon, I've run it enough to find it odd that I never run out of ammo. I run out of ammo quite often on my Bolt Pistol, Bolter, Storm Bolter, Plasma Cannon, but I've never run out of ammo on the MM. Now I will admit that a bit part of the reason none of us run dry on ammo that often is the fact that ammo crates and getting ammo in general is too easy in EC. Still though it's a bit ridiculous to never even have to worry or think about ammo consumption for the Multi Melta.
I don't think the ammo count is necessarily overpowered, but i'd be fine if they dropped it down to 450. 400 would probably even be playable.
Just tune in daily at 2pm EST on Twitch to DJPenguin and watch us trolling rooms full of enemy infantry with 2 to 3 Multi Meltas in our squad. It's absurd, horribly overpowered and game breaking. If you're saying it's not you're not giving thoughtful, unbiased feedback. MM is way to easy to employ versus infantry with little to no skill involved.
I suspect that may be highly circumstantial. Still, i'll check it out if i get the chance. Seems in everyone's bests interests to check out other sides on balance issues.
I've actually ran out yesterday and had to head to the resupply while on defense since I didn't even have grenades left.
Meltagun is currently fighting with Storm Bolter for the title of "the worst weapon in the game". Add a firing delay, and Meltagun might as well be removed from the game entirely. As for your second suggestion, it's already more effective against vehicles because you can stack a lot more heat on vehicles.
@Redthirst: Carefull! We talk about the Multimelter (Devastator/Havoc Weapon) not the meltagun @all other Windup-time sounds reasonable, but would defeat it's anti infantry purpose, while i think it is intented to still be passable on it. How about this? You have a windup when shooting while on the move, but if you are stationary (crouched, not moved for 5 sec or something like that) you can shoot like you can now? Would defeat those MM rushes, but still keep it effective Just my 2 cent