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Range vs Melee is in a terrible state

Discussion in 'General Discussion' started by Achaeron, Mar 27, 2017.

  1. Shiani Brujah Preacher

    Or indeed do away with the stun entirely and have some other effect from the DBash.

    The simplest thing would be for it to cause full Suppression (Sunrifle-style visual distortion) so it's hard for the opponent to see what you're doing for a second or two.

    My preference would be for the DBash to knock your camera off to a random angle (so long as it's more than 90 degrees in either direction away from where it started horizontally), forcing your opponent to have to reorient themselves to your location. More skilled/aware/faster reacting players would have a recovery advantage in this system, which is why I like it.
    If needed, I'd include some sort of blackout fade on the target screen for a split-second so they have a harder time working out where they are facing relative to where they were facing.
  2. hansthered Recruit

    I have found my win rate in ranged v melee highly situational. If i am a Havoc/loota and get set upon by melee, generally i die. If i am a shoota/traitor i find my win rate more than 50%, again depending on the situation. Is it perfect, no. I do think it takes a lot of team coordination, too. for instance last night in a fortress defense on my Deff plasma loota - we had been pushed back to the final point with incursions into the innards of the fortress. I had set up near the back with a great view of the left side. three (3) jump assaults came and started fucking up the shootas and pain boys. but given my position i gunned all 3 down. If heavy weapons are free to shoot and covered melee dies super fast - on the other hand ( and this happens last night too) i was unsupported and died to assaults frequently. teamwork and rock paper scissors wins. takes some skill.
  3. Thuldarn Gaan_Cathal Well-Known Member

    I'm working under the assumption that we're far more likely to see adjustments to the existing system than any sort of new system. I agree there's probably a better solution than D-Bash stunning, but I also think D-Bash stunning can be made to work, and an attempt to argue for the latter will be more likely to succeed.

    As an aside, the Sunrifle effect needs to be blackout instead of whiteout before it gets applied anywhere else. Putting it on something as ubiquitous as melee will make the game unplayable for more than a few people.

    The damage/shot isn't really the problem. If it had a 5 round clip and a significantly faster reload, the problem would more or less be solved. It's less about the actual damage output, more about stopping that damage output being delivered within a D-Bash-stun period.
    Brujah likes this.
  4. Shiani Brujah Preacher

    Agreed there, definitely needs to be less literal blinding whilst having the same gameplay effect.

    My understanding is that a pretty hefty overhaul of the melee system is in the works, so I wouldn't assume things like Dbash aren't subject to change. Nothing should stun, to be honest. Stunlocking is a rubbish mechanic. It's like playing against King in Tekken and your opponent does one of those chain wrestling moves that kills you outright unless you hit a specific button combination at a specific time to counter it. Sure, it might take skill for the opponent to pull off, but it's a pretty frustrating way to lose the round.
  5. I seem to recall some time back that the knife/tactical dbash stun was quite a bit shorter than the regular one, often resulting in the enemy basically being mildly inconvenienced by it and just swinging again. This might have been lag because I am EU based and we had no servers at the time, but it was a big part of what made melee a death sentence.

    With the new ranged TTK however, it's a lot more justified than it was back then. Another thing is just how long a knife can clang with dedicated melee weapons these days. It's a bit silly because it means stalling until the attacker gets shot in the back is very feasible too if the dbash issues are ever addressed.
    Gravord likes this.
  6. Fiesty_Won Fiesty_Won First Blood!

    With impact mods it seems like 2 clangs is a broken knife. You'd want to reduce that even further?
  7. Gravord Gravord Active Member

    How the hell can you parry blow of a mace with a knife even once in the first place? :)
  8. Thuldarn Gaan_Cathal Well-Known Member

    Realistically? With no great difficulty, if some risk. It's about deflecting momentum, not stopping motion.

    Thematically? By being a genetically engineered supersoldier in an powered exoskeleton made of tank armour. Using a knife made of tank armour.
  9. Fiesty_Won Fiesty_Won First Blood!

    Hard to find an exact example.....

    But this guy shows the basic idea with nightsticks(which are the modern mace). The game does not show a proper parry, but it is feasible to do.

    He does the following with each technique
    • Gets out of the path of the weapon
    • Engages the other person hand (weakest impact and easiest to control for incoming attacks)
    • Uses own weapon to guide the nightstick away from himself
    • Counter strikes




    This one is also fun to watch!

  10. Gravord Gravord Active Member

    Yes, but you both forget the melee attacker here is the melee specialist class, also supersoldier. Dedicated to train with melee weapons. And vs far worse melee trained range specialist he is the one with worse chance to win melee engagement.

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