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Power Attacks costing Stamina - Deeper Melee?

Discussion in 'General Discussion' started by Dreadspectre, Oct 4, 2016.

  1. Well see...I'm only asking for Heavy attacks. Not light or dbash and sprint would still cost no stamina.

    It might not be that crippling. Especially if you're regening stamina while doing LA/Dbashes in the RPS roulette game.
  2. Lleu Bleiz Active Member

    Hell no, this game need to stop with the disparity. If you want a stam system back fine, put all the melee /dodge/sprint on it or just don't ask for it. You just can't have a stam cost on the charged while you can kick for all the eternity. Just take the melee weapon away at that pointo_O.
  3. This is a bad idea. Melee is not working as intended and thats why is powerfull.
    But of course, if melee gets to work as intended and is still powerfull, we should try THEN to see how nerf them.
  4. ChuckBane Chuckdatass Subordinate

    If you only make misses cost stamina then I see no issue here.

    Clashes wouldn't cost stamina, nor would hits. Currently you get 2 dodges by default which gives you just enough stam to be useless vs melee as ranged. Right now any jackass can just spam and be reward since he will break a knife in 1 to 2 hits. Not testing different methods for stam drain because of a test of stam in drain in an extremely out dated build and game state is extremely short sighted.

    The greatest melee game Chivalry, cut down on idiots spamming by making you pay for misses with stam. It's up to you to not wildly attack and use your melee as a faster sprint.

    If range has to actually aim, so should melee. Also now dodging would work towards defeating a melee opponent. Not sure on the values but I'd say 4 misses to stam drain, with a recover of 25% per 2 seconds seems about right.
  5. I'd rather see the RPS bugs ironed out than one of the three moves locked behind stamina.
  6. How so? I have to say that 90-95% of my melee interactions in this game work as intended.

    Small bugs and lag are the only thing that seem to make things not work right.

    I DO think however that instead of increasing Ork lunges on attacks, they should have brought everyone down to old Ork levels.
  7. I don't really see a reason to have it. If we simply narrowed the window for clangs and create a more punishing bash, timing would be more important than durability in melee, fast attacks would interrupt heavy attacks more consistently before the downswing completes, and light attacks would actually be punished consistently instead of bouncing off harmlessly.
    Philos, Celestia and cTravisty like this.
  8. I made a suggestion kinda like that a few months ago, everyone said "Space Marines are not old ladys, they won't get tired even after missing a bazilion times."
  9. FoxDie Sonbot Well-Known Member

    I think as a ranged switching to a pistol should give you more melee advantages and better dbashes, but it will cripple your ranged damage. If you have your main weapon equipped, make it like a devastator, you have to use your weapon durability.

    Switching to pistol as ranged character will will stop you from blaring melee as you only have the pistol, let you disengage (badly needed), and be a little better in melee. The weapon swap lag from pistol to main gun should be increased, but make main weapon to pistol short.

    Make knife/pistol, knuckles/slugga, etc a thing in melee combat and reward those who do it.
    ArtemK likes this.
  10. Oof..that just sounds like a Death Knell for slow speed weapons.

    No bias here on that though...(polishes Klaw) heh.
    GodKingWashington likes this.

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