Background Image

State of Melee - March 14

Discussion in 'General Discussion' started by BrentEllison, Mar 14, 2016.

  1. Sleepylion Sleepylion Well-Known Member

    Fuel management is essential to JAs survival, we all know that.


    Shieldbro has the same hp as the Tact.


    If so then the chainsword would also be a guaranteed loss against the Power Axe or Power Fist, which it's not.

    Why is it dull and lazy, can you elaborate or is that just your own opinion? And why do you just rely on Dbash, rolling is also a good way attack enemies with stronger melee weapons.


    All the guy can do is meleeing, are you complaining that he's too good at it? As a JA, going headon against Shieldbro is never a good idea to begin with. Your jump pack and pistol are your strength, always go for their back if you can. I've had many encounters with Shieldbro, they're tough to kill but definitely not impossible. Eitherway, the Shield will be an advanced item that requires a lot of time to unlock and points to equip, not many will have it like it is now, so will the MoN.
    ArtemK likes this.
  2. Osangar Osangar Cipher


    Sorry mate, but all i'm reading here is butthurt complaining about the very things that got fixed with melee so they were not cannon fodder for ranged. Sure MoN is OP atm but that has been addressed. But nerfing Shield bro's seriously? You want them nerfed for doing exactly what they are supposed to do, which is soak up damage and be a "roadblock" to hold ground, sorry but if you let yourself get into melee range with one, what do you expect?? The days of derping a full clip into your target while back pedaling are gone my friend.

    The only reason it feels one sided atm is that D-bash is buggy as fuck and not working properly, when they iron out the issues range will have all the tools they need to disengage from melee combat to create space for either a retreat to support or gain enough ground so that you can fire into your target again. Quick tip: Don't expend all your ammo into a melee target when they are using their I-Frames, then you might do some damage to them....

    Maybe you should try playing a JA/Raptor for some games and see how you feel getting downed by random bolter fire from across the map, or one shotted by plasma/stalker bolter fire. Getting into melee range without dieing is a skill in itself that must be learned, perhaps after some play you will appreciate why they then are strong when it comes to going toe to toe with one...
    Brudal likes this.
  3. Sleepylion Sleepylion Well-Known Member

    I can't wait to see how he's gonna spam his RMB to victory :p.
    Osangar likes this.
  4. Construct_ Thraxus First Blood!

    To be honest I don't know how ranged cope. Melee is so dominant right now (please don't nerf JPA because I said that lol, we're fine, the lag gods willing)

    Ranged are just fodder most of the time:
    When I play ranged (out of necessity because we don't have an OP Melee Dps / Tank who can cap, who has that again? :rolleyes:) I find myself capping a point then going off to hide in a dark corner hoping nobody sees me, then when OMNOM-MON-NOM x 10 derps into the room its over, my plasma rifle *MIGHT* take 1 out but the other 9? lol (Totally opposite to the furious, balls out pace that JPA encourages, my preferred class).

    But that's just me, I suck at ranged. We have some ridiculous marksmen out there that have shot me out of the sky
    (while lagging ofcause) and that's just with friendly fire :rolleyes:

    And now for Nurglings:
    I'm sick of seeing MoN so I'm calling them NOM now, cuz that's what they do, they stomp into a room then: /NOM + Derp + ? = Profit That is your strategy my little Nurglings, now go forth into the world and bring the derp!

    Back on Raptor / JPA:
    We have the potential to be just as lethal (though infinitely more fragile than NOM) if they manage their attacks vrs fuel consumption well. The difference being they actually take skill reliant on furious feinting, disengaging and re-engaging during combat to avoid that 1 stray bolt that will clip your ear lobe and down you, where as NOM just takes derp.

    The personal touch:
    I usually take the time if I actually manage to beat a Nurgling to at least drop a grenade on their body (as usually standing still fore more than 1 second on JPA = death so execution is a definite no, plus a grenade is so much more personal, it tells them you really care :D) just to send it home they got beat by a better Melee player than them, having hit them a good 20 times where all it takes to kill a JPA is 3 to 4 hits)

    Proof of Nurgling wtf bollocks inc, watch this space:
    I'm compiling a scoreboard list of my Nurgling toons absolute bollocks top of the chart scores (whose name is OMNOM-MON-NOM *lol*) to prove its not just a whinge fest, it really is easy mode plain and simple lol.

    Defensive Bash:
    I've sacrificed my F key for defensive bash, re-bound item consume to V. Works really well unless I'm playing a healer class. I just toss one in here and there when I see someone spamming me, boost / roll around to the side / rear and finish them. No longer must I button mash LMB + RMB in hope that defensive bash fires.

    Lag:

    Ofcause all this is dependent on lag, nothing you can do when its laging hard matters. (Sucky SWP ping ftw)

    And bringing it home:
    I tip my hat to you Ranged, I cant do what you do, without you nothing would ever be capped and those stray bolts would never clip those Raptors out of the sky. I've worn this jump pack too long, anything else feels like I'm walking around the battlefield naked, except when I play NOM, no agility required, just herp de derp your way to win!
    Cupcakeunleashed and Orgasmotron like this.
  5. Krokilla Krokilla First Blood!

    I think we should nerf JPA!
    Galen likes this.
  6. Orgasmotron Orgasmotron First Blood!

    In total agreement with you. The patch previous to this last one saw Ranged units have a huge advantage over melee (roll dodge storm bolters and such) This patch however you have a few things that work against Ranged units quite effectively.

    First being the crazy lunge distance, a lunging nerfgle or sheildbro presents an almost impossible target for everyone but the victim ( who never seems to live long enough to make a serious dent anyway) and add that to the fact that many stray rounds attempting to bring down ground assaults seem to find our fellow battle brothers. Nothing against the lunge but I would decrease its range and have it consume stamina, not different than a roll.

    Second is the initial stun. Again, nothing against this as i think it is a great idea, however this does not present anyone, save for the Nerfglings, a chance to defend themselves as the second attack is most commonly fatal. Either increase all units effective HP or reduce melee damage IMO.

    Third is the durability of me trusty combat knife. Single clang does 'er in. Consider adding a "Made in China" graphic flash across screen when durability runs out.

    Two patches ago, Ranged was OP. This patch, OP melee.
    will the pendulum swing back?
  7. Sleepylion Sleepylion Well-Known Member

    Pls, just learn to play against melee for godsake. Melee and ranged balance is currently at its best compared to previous patches. Save for MoN, no one actually dominates anyone here.

    The heavy atttack travel distances are fine, the only weapon needs heavy attack distance reduction is the Power Axe. Others are okay. Anywho, you're expected to roll out of its way, not run or backpedal from it like in previous patches. Pls keep this in mind, the time of backpedalling is gone.

    The initial attack (beside slam) doesn't stunlock anyone anymore, you can easily roll out of it now. More importantly, Ranged players seem to think that they should have an advantage against melee in melee range, this is not the case. You're at your strongest at range, the moment melee classes get close to you, it's a fight for survival. You don't get a 50/50 chance here, it's 30/70 or 20/80, you must use DBash and roll behind enemies, not engage in a clang war with them.
    ArtemK and Osangar like this.
  8. Osangar Osangar Cipher

    Right, just no. You are not seeing the woods because of the trees mate. Melee is not OP its D-Bash is broken atm. To address your points in order:

    1. Lunge distance for axe is will be toned down, and its only on heavy attacks so easy to avoid if you use roll, they are hard to avoid if you are, guess what? Back-pedaling, one of the things HA is supposed to counter, so yeah quit trying to moonwalk out of melee range while firing, it ain't viable anymore son.

    2. What initial stun? If you are getting hit by a HA as the first hit, then your either struck from behind/side or didn't see it coming in time enough to react, so sorry you should be dead. If you are struck because your trying to back it up like a monster truck, see point 1. Fast Attack does not stun, it staggers, meaning you cannot continue to fire your weapon before another FA lands but you can react by rolling away or engaging in melee. Using a well timed D-Bash is what you want to land here so you can disengage and gain ground(yep D-Bash is bugged atm just got to suck it up buttercup until its fixed) or you can try to clang to get your bearings then decide what to do based on who you are fighting, which brings me to the next point.

    3. Single clang against what weapon? If its a power axe, which i'm thinking it is, then i don't know what to say to you, knife against massive axe??? Really??? One clang is pretty accurate imo, in fact your lucky that one clang doesn't result in your blade shattering and burying itself in your own skull. You get 3 clangs against a CS/PS which is plenty as well, generous even, when you consider the physics.

    Your summary should instead say Two patches ago melee were broken and ranged were not resulting in melee being cannon fodder. This patch ranged are exactly the same and melee are no longer broken, but D-Bash not working is hampering range classes ability to effectively play defensively in melee combat, creating a environment where melee feels OP(ok nurgle is OP but we all know its being nerfed, so chill on that point) but they are not.

    Lastly, as i said to the OP you quoted, i invite you to try to play the melee classes, and see for yourself how it is not so one sided as you think. Go have some fun running with a 0.5 K/D ratio for a few hours/days before you actually get to grips with how to play them and improve, then come back and post your opinion, because i really think it will be different ;)
    DerelictHeretic likes this.
  9. And yet jackpacks get people nowhere, indoors its near useless unless you are locked onto someone and the fuel regen system is pretty dumb.

    Yet they also have a shield that acts like a wall

    The only reason it doesn't is because of its speed, which is faster than the power axe which is faster than the power fist. And I'm talking about using a combat knife, which guarantees your loss in melee.

    Its a broken system and mechanic that try to replace blocking, kicking and general weapon balance.
    Durability isn't needed, as the gameplay would simply be better if it relied on skill rather than weapon type, it'd also give tacticals/traitors a chance at melee.

    The reason why I'm complaining *cough*criticizing*cough is because its such a lazy boring melee mechanic that it more random chance than skill based.
    Even if its unlocked later on, that just means melee classes are much weaker against ranged classes until they get into melee range in which case the ranged class just dies immediately. It currently feels like and seems to be going in the direction of, completely retarded balancing.
    Which is also a reason why I keep saying that they should increase TTK, at least then things would work out at least a bit better when in combat and players could somewhat tell what is going on.


    My ideal melee system would be:

    Block / Parry
    Block Breaker / Kick
    Attack
    Heavy attack
    Shorter attack distances for both basic and heavy
    Increased movement speed (10-20%) when holding 1 handed weapons, or (%) debuff to movement speed when holding a 2 handed weapon.
    Less visual noise/screen effects
    Ranged classes have base hp of 100, melee classes have base hp of 130 (or whatever the hell the health count is at) Both having 100 shield.
    Attacking while blocking does a light attack that pushes the opponent back, its not strong but useful.
    Holding block uses up stamina, 5 per second /100 being hit reduces stamina by the amount of damage taken.
    Rolling has a 0.5 sec cooldown and does not use stamina.
    Sprinting still stops stamina recovery.
    Rolling stops stamina recovery for duration of roll.
    No stuns, instant recovery.
    Attack animations cut within the last 1/5th of the animation, allowing players to move freely while the top half is still following the animation, to allow more freedom of movement in melee.
    Two handed melee weapons can stun, but only with heavy attacks.
    Clanging only works if you hit someone who is blocking and is much faster.

    Weapon types can block weapons above or below their tier, fist and 2 handed weapons cannot block, but like weapons outside of the tier range, take reduced damage.
    Knives - Swords - Heavy 1 handed (axes, maces etc)
    This acts as a much better and workable durability system that doesn't effect player skill, but instead relies on them doing more than just blocking.

    Jet packs launch faster and go further.
    No lockon.
    Attacks lightly follow camera.

    I dont know too much about the game's current stats so I dont know how much reworking it'd take to be somewhat like this, I dunno if this is the best way to go about it, what I do know is I'd prefer something like this over the current system.
  10. BrunoGrimaldi Mohax Active Member

    Here is a fine screenshot for your collection.

    Attached Files:

    ArtemK likes this.

Share This Page