I rarely see more than 6 or so TOTAL melee classes per loyalist side, and maybe 8 or so per CSM (MoN is a bit more common). Either way, melee is more rare than ranged, but not excessively so. I'm in NA as well by the way. I like this balance, as it provides just enough classes with "exotic" mechanics to make you think on your feet.
That's exactly the problem though, melee isn't exotic in 40k and never has been. It should be common.
Those same weapons with ridiculus amounts off RoF but suffer in their accurracy?I think we allready havve ssuch a weapon and it sshreds JP users.
I am not happy with the current JP assault. I think the mechanics need reevaluated. I would like to see their charge do a "knockdown' effect in stead of a stagger. I also wish they would experiment changing the jump mechanic and make the JP more bulky and less hit -and-runny. Example: Increase armor/durability but increase the interval and ability between jumps. The increased interval is due to the jet 'knocking down' instead of a stagger. Also, the jet would have a much higher thrust and range due to its increased interval usage.
Lol it needs work, probably should creased by a shot or two, whether armour or health (interested in what would happen if you increased one over the other) but I imagine that items will compensate. I'm one of those who has and will continue to play melee, more satisfying work and I like screwing around as well. Much like Njord I consider myself an average player, I have good days and bad days of course, sometimes it's windy and white out conditions and then people start teleporting around, but I still play and things happen of course. So now some quick entertainment, yey! Long ago when the buffs were kinda first introduced, there was a stream, then there was me who made an appearance. Though pointless as no one capitalized, this was the jump unit of yore(at 32:12)... View: https://m.youtube.com/watch?v=1PjEDM0uxAw ...at the time we didn't have dbash, durability, melta, etc so things were different, but there's a notable difference in survivability. That said, it would suck if you have to equip an accessory to get your survivability on par with another who has it for free, not sure how the whole perk/talent tree thing is going to work, so until then I couldn't consider it a noteworthy factor, but if accessories are a dime a dozen then that is another fact that wouldn't want me to refrain from increasing their TTK. Now this'd be the part where I'd post one of my videos, but you can pick any one of them...well not really, but most of them are melee centric. The point is that what I see happening with Njord seems like... So this was much longer, it comes down to positioning, awareness, and timing, I think, then a bit of luck that Njord seemingly doesn't have, and then I lied, there will be a video (god awful but it kinda shows how stupid I am sorry about the audio by the way, what's done is done though) at 12:40 this is how most of my shenanigans go down, but when seeing Njord dropping like a fly (the melta does kinda need to be adressed though) and then when I do things like this, I have to wonder... View: https://m.youtube.com/watch?v=H4NPc-hMQAc ...do note I do almost the entirety of my play manually, prefer the field of view I guess, but at the time I was being shot at, to the time I was killed, was about 10 seconds, of course I was jumping around and not hitting too many folks, but knowing that I wouldn't escape, I turned back to fight and the end. I wouldn't mind if we could gear ourselves in certain direction, like yours, but I don't mind the speed of right now and the lack of knockdown on slam, so I'd take whatever jump pack we have rather than the one you'd want, but that's me preferring diversity
Just differences in vision and tastes. I don't mind the current JP mechanics I would like to just try a different flavor of it. But, we can both agree the JP needs an increase to TTK. I think they should have an armor buff to help facilitate their hit-and-run tactics while making them susceptible to counters like corruption/poison and melta. I cropped your super quote.
Lol, lot of stuff there to crop but, yes, I think giving the armour just that much more would do wonders because it'll allow you to take the hit needed t start evading, jumping, etc, because you're a sitting duck as an assault, a duck with a neon rocket attached to their back, sure, but I've done it and others have where you shoot them before they slam, at the ends of the evade and it'll drop them.
I like the TTK Question though: How many are on optimal systems, running at 60 fps, with less than 90 ms ping ? I think connectivity and performance could be "an issue" contributing. Not saying it is the only reason why. I like the TTK being low, but I also play hardcore mode in all FPS I play and in most games. I feel Low TTK is lore accurate imo, but also aware something needs to be given up to implement it into a game. I am aware this is not the general consensus of the community. What base (%) do you think would be fair / ideal ?
There would be zero reasons for a melee based troop to ever have weaker armor than the ranged counterpart(usually, unless you're a sneaky assassin). I would say that, on average, melee classes should be 15-20% tougher than their ranged counterparts. Basically they should take 1-3 more shots to die from a ranged weapon(depends on the weapon). Like I've said before though, without having the full item loadouts yet we have no idea how tough melee will actually get once mitigation items are in etc.