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Please fix the lunge attack.

Discussion in 'General Discussion' started by Njord-Halfhand, May 2, 2017.

  1. Drake De Molina Drake_De_Molina Steam Early Access

    Well you forget a bit about the rocket propelled PF. With the aiming being a literal aim bot, even if you tried to evade a heavy attack by going behind him, the PF user would do a 180° turn mid air to land his PF in your face.
    THAT, is why they removed the "lock" with it as they said "it's a melee AV weapon".
    They probably wanted to represent the INI of 1 in TT and the weight of the weapon. It's already a miracle that they allow a lunge this long with PF heavy attack.
  2. Plongo Subordinate

    Well now dodging has been fix its now very easy to do it and works, (plus many nerfs to all melee swing ranges including the PF/klaw) it wouldn't make a difference with that lock on remaining in current meta on the PF (wish UTA was actually used to test these kind of things) , beside removing some annoying melee glitches associated with this. And yes its a one hit, but remember it takes ages to charge, and by the time you counter wrong, you can dodge and some classes can quick attack to counter instead due to the speed, before that fist hits. There does need to be a balance with it, but having it not work in melee is kinda a contradiction, cause its still a melee weapon, plus seeing as we are bring up lore (which we really shouldn't cause there is a lot of things which aren't lore accurate, which some i'm sure would make you cry if they were!!), it is also a anti heavy person, not just tank and has been used for personal.
    It's not fun when a weapon ends up on the shelf with dust on it, that goes for all factions.

    Also, get ready for TT rule changes!! Whoever is charging gets to hit first, no matter who has the higher initiative! Gonna be some extremely dirty orky hordes taking advantage of this!
  3. Drake De Molina Drake_De_Molina Steam Early Access

    They seriously did that? Time for Carnifex tornado build again.
  4. Plongo Subordinate

    Yup, a lot more changes as well. Be nice to see Tyranids wreck things on the field. vsing horde armys in TT is just to much fun.
  5. RageScreama RageScreama Well-Known Member

    I don't play TT but wouldn't that not effect tau? Don't they just reflexsively gun everything down that tries to rush them then snipe anything that tries to hide from them?
  6. NurgleBurger NurgleBurger Steam Early Access

    Not to derail anymore but yeah, the new changes sound amazing for new tactics and how games will now be played.

    I particularly like the fallback from close combat new rule so you can no longer tie people up in close combat for rounds at a time and have to be careful who you charge in with as they can be shot at next turn if the other unit falls back.

    That is going to open up tactics so much! Games are gonna require a lot more thinking. It's gonna be like chess.
  7. Kurze spunkymonkeySK Subordinate

    Sounds great...
    Until next year when they change it all again :p
  8. Avlaen Avlaen Arkhona Vanguard

    if we are lucky it maybe fixed in 2018.

  9. Then ground assaults and melee supports are screwed until 2018.

    Almost every single melee encounter requires:

    1. Sprinting to our opponent to cover the last 5 to 10 feet(after moving from cover to cover)
    2. Triggering that quick sprint/lunge attack as we arrive at their position to stop them from firing and to get in that first strike(gaining the initiative).

    The sprint or lunge attack properly firing gives the melee archetype the initiative by allowing them to land that first quick strike. This ability worked flawlessly 100% of the time since it was introduced back during Alpha for about a year. You guys @BHVR broke this ability when you changed how strong attacks work by allowing us to walk while charging a strong attack.

    If 9/10 times we're doing the long, drawn out wind up instead of the quick lunge attack we are eating rounds or giving our opponent time to wind up a bash when we should have already struck and interrupted our opponent(like in the alpha footage and the garrison examples provided in the video in the main post).
  10. Avlaen Avlaen Arkhona Vanguard

    yeah the amount of times ive ran at a guy at close range and died in the wind up of my attack is stupid.

    also not to mention ranged chars can roll and fire INSTANTLY after dodging my attack, But i cant dodge and melee attack at the same speed when doding their bullets.

    i play both ranged and melee, and well by far the best melee weapon is a gun and a knife/knuckle.

    Playing RPS is pointless when the other person has RPS + gun, where gun beats every option.
    Njord-Halfhand likes this.

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