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Nailed why ranged is beaten by melee.

Discussion in 'General Discussion' started by Waaaaaagh, Aug 6, 2016.


  1. Actually.......if you have read the Melee Combat Rules you would know it clearly states top tier weapons do in fact ignore basic game mechanics.



    Melee System Principles

    ....


    - If the two of them are putting the same amount of force in the attack, they both clang off and lose a little bit of weapon durability....

    * The Force of the attack is defined by the weapon and the attack type....


    Force Vs Stability
    When a character receives an attack:

    - If the attack force is above a certain threshold, the character gets interrupted (short hit animation)

    - If the attack force is above a bigger threshold, the character gets short staggered (longer hit animation)

    - If the attack force is above a even bigger threshold, the character gets long staggered (even longer hit animation)

    The different thresholds are calculated according to the character stability, so what interrupts a Tactical will not mandatorily interrupt a Terminator.

    Certain big melee weapons simulate the momentum of the weapon, so they add a stability bonus during the attack move.

    The rule is that a weapon who is at more than one tiers below another one in the force ranking cannot interrupt it.

    - Top tiers = Power Fist / Thunder Hammer

    - 2nd tiers = Power Axe / Power Maul / Crosius

    o Can interrupt Top tiers weapons

    - 3rd tiers = Swords

    o Can interrupt 2nd tiers weapons

    o Cannot interrupt Top tiers weapons


    - 4th tiers = Knifes

    o Can interrupt 3rd tiers weapons

    o Cannot interrupt 2nd tiers weapons(or top tier weapons)
    Cpt_Uriel_Ventris and Valerian like this.
  2. Elemir Swiftblade Warriant Arkhona Vanguard

    Making melee users lunges not teleport across the room with a soft lock would be a start.
    Kell, Matsukovich and Njord-Halfhand like this.
  3. I'd like to see soft lock totally removed.
    Kell and Matsukovich like this.
  4. Elemir Swiftblade Warriant Arkhona Vanguard

    I'd like to see all kinds of lock removed, melee is very much on it's way to being responsive enough to not need it. Kinda contradicts the whole skill based tactical game if half the players are running around with lock on.
    Kell, Matsukovich, Vedel and 3 others like this.
  5. Guys, the idea of the post is not to Nerf melee into the ground or to the point it becomes boring to play, the idea is to find ways to make ranged have the ability to survive against melee.

    The reason I went with buffing ranged mobility and reaction time because it was to give the ranged players more they could do.

    To make the game interesting for both melee and ranged instead of repetitive.
  6. Borrowing DH's video.

    Guys this is much more than just an issue with Melee classes or just Melee weapons. If you can't watch that video and clearly see that there is some really weird shit going on... well I don't know what to say if you don't see this is more than just an issue with Melee classes. It's perhaps a net code and/or server and/or some other game mechanic issue. While there are NO DOUBT issues with the Raptor and the Fist and Maul, these issues are magnified 100 fold with such unstable game play.

    The stuttering and teleporting in game is bad, and not just in this video. It works to the advantage of the Melee aggressor, even when playing a Melee class vs a Melee opponent.
    Nimrock, Sumshine and Waaaaaagh like this.
  7. That happens to me too often and really kills the game. It never happens for me when I play melee though.
  8. Nimrock Nimrock Well-Known Member

    I think d bash is just too slow. Also like your idea about extra firepower for close range but i think that more damage for most ranged waepons at every distance is even better.
    Jump pack infantry with this patch become much op. Their ability to engage targets is just so great that boosting their helth/armor with wargear screwed everything. I posted it in another threads but my idea is to add ground mechanic rather then removing loudout options for them. Keeping their wargear options will still alow them to be tough and armoured as other space marine. I don`t like idea of having hard hitting glasscannon.
    Simple machanic of grounding. You hit them in the air and their are just going to the ground. No damage from falling just momentary stun effect. They will still be morderous in close combat but they will need more planning to get to targets.
    In tabletop jump infantry units even so well armed as blood angels veterans packed with powerweapons/fists still can`t just rush forward. They need to plan movement, seek for cover and have a good timing for attack.
    Warriant likes this.
  9. I'd actually like to see an exact breakdown of what changes were made to the Raptor, Power Maul and Power Fist in patch 20. I know for a fact the Maul was changed. I'm suspecting nothing was done to the Fist or the Raptor in general. I suspect the problem lies elsewhere and the teleporting issues are magnifying the overall effectiveness of the Raptor, Maul and the Fist. What might have been a slightly OP advantage are being magnified 10 fold.

    I suspect after browsing a few videos and after very limited playtime(I haven't been able to play much since 20 Hotfix went live) that the core issues have to do with netcode and/or server issues and/or broken mechanics. Any slight advantage the Fist(OP or otherwise) is magnified 100 fold with the stuttering and teleporting issues. Any changes to the Maul have been magnified 20 fold resulting in what we see now.

    So the question is, do we nerf all Melee into oblivion, driving even more players away from the game, or do we instead fix the mechanics causing most of the problem?

    Personally I haven't played hardly at all the last 12 weeks because melee has been totally broken by the fact that Dbash was giving 100% invulnerability to all incoming melee strikes. Now with a possible knee jerk reaction from BHVR to nerf all melee(Brent has stated we're nerfing all Ground Assaults stamina? say what?) That's another 2 to 8 weeks I'll be sitting out. I'm at the point of just stepping away.
  10. I actually dislike this system. Why shouldn't I be able to interrupt a powerfist or thunder hammer with a very long windup time? Honestly, I think the interruptions should've gone by damage received rather than weapon tier. It evens the playing field while making the RPS system clearer.

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