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Ranged classes are being cheesed.

Discussion in 'General Discussion' started by Gavir, Sep 25, 2016.

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Should Ranged Classes (Tactical, Dev, Apothecary, etc...) get a longer stun for Parrying Blows?

  1. Yes

  2. No

  3. Heck no, it's fine where it is!

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  1. Gavir Gavir Steam Early Access

    It's not just a matter of feeling, but when a ranged class is pit against a melee class, their only option of defense when in a 1v1 used to be their Defensive Bash/Parrying blow. For a while they were able to stop the light spammers with using this and be able to gain some distance/get a single attack in to force their opponent to change it up or disengage. Their only defense was removed when the Ranged Class specifically recieved a nerf to the stun duration of their bash, effectively making it just a delay tactic as the stun isn't enough to prevent any other class from getting a clang in/dodge in, and they can't roll far enough if the opponent is relentlessly aggressive.

    I feel that they need some way of a skilled tactical/Apothecary for example to be able to reliably stop melee spammers in the CQB environment that every map has created. I do not expect to receive more open objective points at launch stage, but giving ranged classes a reliable time to actually punish the recipient of a Parrying Blow because to recieve one already SHOULD put them at an advantage over their opponent for spamming light attacks. Far too many times have I been struck down because I managed to get a parrying blow in but it didn't matter, there's no actual value to it in combat other than a delay tactic in hopes that an ally shows up in a couple of seconds.


    TL;DR: Give Ranged Classes the longer stun for Parrying Blow/Defensive Bash, or at least enough time to land in a light attack of their own, because right now it's useless except as a delay tactic.
    Sily and TheBurgerMeister like this.
  2. Fiesty_Won Fiesty_Won First Blood!

    I'm not sure what you are doing wrong. But, I always get a few shots in with the following (when dbash works).....

    Dbash, Roll away(keep aim reticle on target whole time), and then hit shoot button while backpeddling.

    I think I have gotten at maximum 3 shots in. If I shoot for too long and not dbash or roll again then usually get smacked with a light attack that kills me.

    Also, keep in mind that backpeddling after a roll gives you just the hair of distance you need to get a few rounds in. If lucky you may even be just out of reach of their first fast attack.
  3. keep in mind this does not work in all situations. roll back as a marine from an ork attack, he does not jump as far forward on fast attack, you have more time to shoot. roll back on an eldar, his light swing will reach you and hit you. and of course its worst for orks. a single roll wont get you out of even a marines knife swing.
  4. Falerii Faris Member

    I had an instance earlier today as a Sanguinary fighting an Orc where I dbashed him, rolled backwards immediately and tried to fire my pistol and he had already closed the distance and attacked before I got a single bullet in. Just saying.
  5. Ser DJ Hodor TheBurgerMeister Well-Known Member

    Melee is utter garbage in this game. They need to get rid of auto-lock on so people can't follow you wherever you move. This actually raises the bar for players so they have to ...you know... actually AIM their attacks.

    Second, the lunging removes all thought from melee. You dbash, they get stunned, you try and roll away or run, doesn't matter. They can lunge forward with any attack and get you. Nothing you can do. So currently Dbash serves zero purpose. Its even worse on Devastators as you can't spin up your gun fast enough to even get a shot off. Literally the entire system is a buggy, clunky piece of trash.

    I can't believe it never got worked on all during Alpha. It had the most slight changes but here we are now at launch just watching the ratings plummet through the floor. The steam reviews went from mostly positive to mixed over night. And people wonder why....
    Wonderboy2402, Kromm and Fiesty_Won like this.
  6. Gavir Gavir Steam Early Access

    Well, it DID get touched during Alpha, and I won't go on the entire system as I think right now just peacemealing it will work fine. From worst to fix first and so forth. I'm touching up on Parrying Blow/Defensive Bash in particular because you USED to be able to get at least one light attack in when it worked, but it was nerfed specifically for ranged classes against melee classes in a patch earlier this year.
  7. Construct_ Thraxus First Blood!

    You mean to say Dbash is no longer a guaranteed win if you fail to stop Melee from getting within Melee range?

    So Dbash no longer counters everything, up to and including Chuck Norris and Exterminatus?! *gasp*

    But yes, Ranged classes can have longer duration stun from sucsessfully landing Dbash against QUICK ATTACKS ONLY.

    Only just as long as Melee classes get the same longer stun for the same Dbash.

    Consistency :D
    Sumshine, Xeltan and Leaker like this.
  8. Gavir Gavir Steam Early Access

    Melee Classes already DO get a sufficiently long enough stun to land in a light attack on ANYONE else, that's in fact in the notes for when the Ranged Classes got their nerf. And it stops Light Attack spammers dead in their tracks, forcing them to do something other than just rmb the entire way, actually using heavy attacks to plan for something like the Parrying Blow/Defensive Bash.
  9. My main issue with eldar melee is a fast attack clangs their power attack, making it near impossible to reliably do damage ina fight inevitably letting them auto win melee fights. It happens quite a lot as its what is supposed to stop strong not clang it.
  10. RageScreama RageScreama Well-Known Member

    Orks dont. Not even melee classes so theres that.

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