I agree with this mostly, but at the end of the day I find most maps and teams benefit greatly from a melee dude running in a room and causing outright mayhem. A lot of times in those larger limited ticket maps, I see my team (if attacking) just isn't able to push past a certain point. Usually around this point I change to my Zerker build or my Shield Astartes dude. I run in at the best possible angle, chuck a grenade, roll in, and take note of where most of the camping is taking place. I will die 4.8 billion times. But while I'm in there, that wall of campers on the window sill and the healer camp is being severely disrupted. It gives my team breathing room. So I find it mandatory and not a lot of people -want- to assume this role, so I do it almost exclusively in those matches. Not to toot my own horn, but I can't tell you the amount of times what looks like a guaranteed stalemate turns into a victory for my (attacking) team. Team members start following me in, they stay back, but they follow me in, wait for me to create the distraction. Sure I'm doing somersaults, and hacking like a madman at a healer, and half the time I'll die to my own teammates! But it often results in a huge swing in momentum. Conversely if defending, I'm that guy who will figure out where the AoE camper is on the hill... I'll trek out there and find a camp of (fill in the blank, camping, snipeing, AoE'ing,) attackers and I'll hack them down. Usually this happens simply because they've become so comfortable camping, they never bother to look behind them. (Also this game seems to kind of limit that ability). Anyway, I'm not defending the CC functionality. It is a BRUTAL mind set you have to adopt. It's not for everyone because you have to be willing to accept you don't get the high score, you won't get the bit XP dump... it's a grind. But it does win games. This is very much like the table top to me. Ranged is king. It takes a different kind of person to put away the ranged weapons and take a knife to a gun fight.
Only thing that 100% needs to change is the Dbash stun length, it's been repeated to death but it's true. Outside of that, Melee vs Ranged is in a pretty decent place. Remember, for every frustrating moment where you get hosed by Ranged as melee in like .5 seconds, there's moments where you just obliterated a Ranged with an unexpected back hit one shot. "WTF???" moments exist on both sides of the spectrum.
I disagree. The stun length is fine, so long as the person DBashing can't use the window to unload a full magazine of their main weapon into the opponent. As has been mentioned here, the first time the person with a two-handed gun uses a melee move, they are auto-swapped to their pistol and knife loadout. If they want to use their main gun again, they have to manually swap back, which will take the majority of the time the opponent is stunned for. Problem solved. If the person wants to put a swing in with their knife whilst the enemy is stunned, or run, they should have the time to do that, whether they're a melee or ranged class.
This won't solve the problem on it's own without a nerf to (most) pistols, or we'll just be replacing "D-Bash > Bolter 2 The Face" with "D-Bash > Bolt Pistol 2 The Face". Because right now, the 10 rounds in a BP is plenty enough to put someone down as easily as a Bolter can. If all pistols were reduced to the Shuriken Pistol position where they can't kill with a single clip, that'd solve it. Make them fairly worthless without a faster reload, but fix it.
This is a really good point actually. Why the hell is the Bolt Pistol doing the same damage as the unmodded Boltgun?
But anyone can do that. Most melee classes have a pistol too. Not anyone's fault but their own if they choose not to use it.
It solves the problem by forcing ranged players to be on the same terms as melee, with very minimal advantage to melee. Instead of main shooter + backup melee weapon + pistol VERSUS main melee weapon + pistol it would now be backup melee weapon + pistol VERSUS main melee weapon + pistol I think that is quite fair considering the melee guy would get stomped at any other range. It also does not completely gimp the ranged guy so he can't defend himself.
Pistols won't change anything, hell Ork pistols are like mini hand cannons. I've already posted about a fix that would solve it but people didn't care for it I guess. Stun length needs to be tied to a damage threshold. It follows two rules: 1. Stun ends after 1.5 seconds 2. Stun ends after 25% of your total HP pool(shield included) has been dealt in damage. Whichever rule is met first is when stun ends. It's not hard to program, WoW has damage thresholds on their hard CC now too.
I'd argue that the actual problem is one successful D-Bash equating to a bullet-delivered kill. It's a problem that superficially favours more ranged players over melee players, because the latter are rarely in the initial defensive position, but the actual problem is that one RPS counter giving you a kill is a pretty shit mechanic.