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Ok, someone needs to say it.

Discussion in 'General Discussion' started by RemoSupremo, Jan 9, 2017.

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Should the powerfist be unique to Ground Assaults?

  1. Yes

  2. No

Results are only viewable after voting.
  1. GreyNight ArtemK Arkhona Vanguard

    And it does not? Last time i checked, dmg in inner circle was unchanged compared to initial PC.
  2. Redthirst Redthirst Eternal Battles Moderator

    Except it instakilled on any hit, including AoE hits.
    BrotherDamnatus likes this.
  3. Celestia Celestia Prefectus

  4. GreyNight ArtemK Arkhona Vanguard

  5. Celestia Celestia Prefectus

    Nope, just downs on direct.
    Mongobeef likes this.
  6. ASinisterIon Recruit


    Would you like some help with Melee? I love trouncing PF users with naught but a chainsword. Think I even won one once with a knife...

    You pretty much hit the nail on the head
  7. There will always be someone screaming OP NERF!!11! untill all we have left is toothpicks and peashoters...
    SniffSteven likes this.
  8. Delgear Steam Early Access

    I don't think the power fist should be unique to ground assault ..... however,

    Im not too happy with the scorpions claw being elite/vet locked ...... if the scorpions claw is going to be vet locked i think the power fist and the power claw should be as well(preferred) and melta bombs should be opened up on assault instead(DOW and DOW2 have jump assaults with melta charges if you so choose) i think also melta bombs should be toned down slightly since their availability would go up and deliver ability. or they shouldn't vet lock the scorpions claw for fairness(not as preferred).

    I also think all of these weapons should be a Melee weapon FIRST, and an anti vehicle weapon SECOND. i think they should be much closer to the maul/axe in speed, damage and pen, as well as animation speed. If we want them to perform against vehicles it should be through the debuff building up or through a triggered trait that works when hitting hard targets liek that that works on quick attacks(lesser bonus) and fierce attacks(better bonus) so that like other vehicle destroyers in close range they can keep on the move, but don't destroy the tank as fast as they do now.

    Third i think we need mechanics that avoid stun locking .... stun locking isn't fun for anyone involved. I have numerous times on this forum stated how melee tank hunters should be allowed to climb safely onto the tank inside its weapon fire arks, and hammer away forcing enemy infantry to dislodge them or fire on them. I'm ok with the power fist building up a suppression debuff on the turrets and maybe the debuff stacks can slow the tanks movement speed too after a certain amount of stacks .... or make it harder to maneuver as well ... but it needs to stop stun locking tanks, it negates the counter play from each team ..... Also i think we should avoid having melee weapons that don't use the melee system entirely, they are often very unrewarding to play outside the instance of being able to spam heavy attacks on vehicles.

    I think on the whole for game health tanks need to be tougher, but more classes and more weapons need to be able to contribute viably to downing a tank so we see more squad sized struggles over transports and tanks .... plasma pistols, and rifles, and cannons need to be slightly more effective against tanks but i think it should ONLY be when they fire charged shots at the tank they get better damage then they do now .... they actually seem to dps tanks faster with snap fire which makes no sense. no class should we walking up slapping a bomb on a tank and shooting off one quick clip for a transport or tank kill ..... However more wepoans need to be able to contribute and contribute better ....Your top tier tank killers should still be multi-melter variants and las cannon variants and rockets, Meltabomb(1/7th of hp-1/3 hp per "hit") .... second tier should be fist, plasma rifle/cannon, krak, melta rifle(1/15th-1/8th of hp per "hit") and third tier(scratches the paint) axe, maul, psword, ppistol, etc. the reason i put "hit" in qoutes is because obviously meltas should be "full burning" to get their damage.
    BrotherDamnatus and Gazrick like this.
  9. ASinisterIon Recruit

    I like this.

    Forget where it was but someone mentioned too how rare power weapons were (and just from the games alone I would assume that a power fist is one of the more rare power weapons in that list). Restricting the most powerful power weapon to elite/vet classes I think makes sense lore wise and then also solves the issue of everyone and their dog jumping around with fists.

    As a melee weapon, the fist really isn't that broken. Easy enough to counter with anything better than a knife. But that vehicle stun is pretty nuts. I remember in DoW/DoWII, PF's definitely did damage to vehicles, and moved them a bit, but it was NOT worth it if you had any other means of taking out a vehicle. Assault troopers with meltas, a couple devastators, other vehicles, etc. The fist was more of a backup for AV
    SniffSteven likes this.
  10. Delgear Steam Early Access

    I have been playing tac for ToC for like 2 months straight now, i always take the thrice blessed knife when i deploy and they almost never survive 1 dbash let alone 2 from my tac because i either shoot them to death or i just melee them to death .... the power fist is so slow you can usually get a charged attack into a dbash window before they can quick back .... another tip is when they are swinging at you don't roll backwards roll diagonally towards and behind them, the power fist tracks left to right like shit ...... sometimes just strafing sideways will make it miss.

    however i mained JPA for a couple months when the game released and am quite comfortable and aware of how the power fist works ...., i will tell you this if they have a power fist they HAVE to quick attack you if you can see them .... because if they dbash you can burst them down with your ranged weapon, if they fierce you can burst them down with your ranged weapon or roll past them and then kill them with your ranged weapon ....

    Also as a non main melee there is a bug you need to be aware of !!!!
    if you allow the game to "auto switch" you to melee (you press RMB with your main ranged weapon out). it can glitch, if you still see your main weapon in your left hand YOU NEED TO SWITCH TO YOUR MELEE SET the game didn't really switch you right .... i have discovered that if you don't MANUALLY switch when in melee there is a good change when you are dbashing on your screen the server reports you as shooting your main weapon .... This bug is SO prevalent i mapped mouse wheel down to switch to the weapon slot number for my melee equipment .... I can't stress enough how important this is as you could also when hitting control to melee lock, wind up scoping in on your main weapon and if you have say ... a 6X scope you are going to get disoriented as hell ..... and die.

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