Every game I play now is just melee VS melee, both sides just totally spamming it. This is turning the game into a really boring spam fest. Whether you think melee is broken or it's something else, the current situation is not good for anyone. Slightly off topic but all I've been able to get all day today is Medusa as a map. Anyone else having this issue?
I know it's a lot of pages later, but consider the following: Practical: The current system is a complete fail. Theoretical: Scrap it and think of a new one. Hard and needs much time, but it would do wonders to improve the game. (And I know that is nothing new .)
no you are missing the point MoS used to IGNORE MELEE HITS while running even DIRECT hits so did eldar ... i have old video if you need to see it to believe it. It was absolutely retarded, you literally couldn't even play melee.
heres what they need to do :: drop the pen on the sword to maybe 110 it might even be better at 100 this means you can still get toughness to help defend against it but its better than the chainsword still ... they need to add to all tac variants for each race a chainsword equivalant and i think it would be best to add a power sword equivalent because ! and this is important when a JPA or GA spends 0 extra LP on thier weapon they shouldnt still always have a superior weapon there should be an "opportunity cost" for spending your LP elsewhere, second the devestator variant needs to move up in melee to where the tactical is now through bayonets, and bayonet accessories(imagine king of the hill voice) or through a knife and pistol. i get that the devestator by design should be less capable in melee but i think we've gone a tad too far in this regard. Ive made the argument many times before they need to give thier classes "roles" and the JPA doesnt have a "role" its just another melee infantry with a jetpack which doesnt really enforce a role on it save he certainly isn't a sniper nor ever will be. dbash needs to either lose significantly less durability vs a quick or none at all for all classes and stun the same when landed. they need to fix the bug whereby a jetpack takeoff negates a stun thats already applied just like they need to do the same to rolls because they can do the same thing that particular bug just doesnt happen as much. The devs need to stop putting it off and make a decision whether JPA is an "assasssin" or a "Suppression" style unit. If they are an assassin then i suggest adding a melee buff to "using your jets" called momentum that only lasts for a few seconds after each "boost" consumed and after a certain number of momentum charges(3-4) are actually used on an enemy(by hitting them) the ability goes on like a 30+ second cooldown maybe even a melee debuff from exertion, make getting fuel harder and cost more LP so most JPA players will only use 3 charges but 4 are still available if you "really feel you need it" make the damage buff enough that it shortens their TTK compared to what it is now for ONLY THOSE OPENING SECONDS when they are burning fuel for their momentum buff and then the nerf to the sword will kick in when that buff wears off and your opponent might have a power sword of their own anyway, meaning that if you haven't done the deed by then its time to leave and re-evaluate a new approach. the air slam should be buffed back some to do more damage if its a direct hit and the stun should last just long enough to guarantee the jetpack assault is the aggressor(gets to swing first but not connect before they can rps back). They should probably not show up on the map for assault jumping unless spotted by enemy team players. If instead they devs decide "we don't want an assassin style unit on the space marines to butt up on the SS" then fine, im all ears for damage drop with this idea but if they do then i think they still need to adjust the air slam its the hardest move to land on air assault it should be the most rewarding, i think in this case they can leave the damage on air slam where it is very light but make it more about stunning and disrupting in general on the JPA really sell the "shock and Awe" factor without damage instead replacing it with formation disruption, maybe the grav pistol can add to this feel. add some tankiness to JPA heck in TT they have "Tough as nails" so its fairly lore appropriate, and let them have their stamina maybe cheaper but drop their damage so it takes them longer to die and kill things but they mess with the enemies ability to deliver focused or accurate fire, like with smoke grenades make it impossible to see in a smoke grenade past like 5m and anyone in a smoke plume takes 20% less ranged damage friend or foe. Or heck give them BOTH roles but make them commit large amounts of war gear to pull either role off, like 3-4 slots. Or like i suggested in other threads let wargear one define your "Role" and effect how efficient or inefficient other pieces of gear are and how your class mechanics function.
Honestly Soltarn i don't think i've ever seen a post of yours where you don't make me chuckle Which makes me proud as a fellow member of the siegebearers.
That Thraxus guy is hilarious, I mean he actually believes what he types, it's fun reading his posts in a way like that smug superior feeling you get when listening to stupid reasons why people voted for Brexit.