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The Elephant in the Room

Discussion in 'General Discussion' started by TheBurgerMeister, Jan 28, 2017.

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  1. If I get hit from behind it's my fault? Some fascinating logic at work here...
  2. Gazrick Gazrick Well-Known Member

    Or you can literally click lmb with melee weapon out and it will do nothing...

    Honestly the Fist and Klaw are exactly the same speed, the reason some of you perceive the Klaw as suddenly faster is because it has been incredibly slow in comparison for ages.

    Fist or Klaw on ground class is how men play. Aka me. Test this before you announce either are OP and try to remember that it is a 600lp weapon, so forget taking much else.
  3. Safreadis Safreadis Arkhona Vanguard

    Fist on ground classes are fine by me. They are slow enough to see them coming (unless you aren't facing the right direction) and can be dealt with if you pick the right choices (ie DBASH if you are surprised and he is too, run/dodge if not).
    On the other side of the screen, a Ground PF/Klaw are strong if you know how to use them, but they are so slow that you put yourself at risk everytime you pick an action.

    On Jump classes, that's a different story. Picking a wrong choice can always be cancelled by a nice Jetpackswoop boost, even if your attack animation isn't finished yet (sometimes you'd get punched by a JPA PF that is already boosting backwards).

    Anyhow, I never said PF would turn OP in my previous posts. I was simply pointing out that it will OHK an Eldar with no defensive wargear WHICH IT SHOULD. But this amount of heavy lethality shouldn't come with the possibility of having 3 fuels to jump around and keep punching people while unreachable thanks to Iframes.

    (As I previously said, I'm fine with PF/Klaw on ground classes, nothing there would need to change by me)
    An idea that has been submitted before, when JPA PF was on the top too with a similar issue to OHK almost anything regardless of the faction, was the following:
    Taking a Power Fist or a Power Claw on Jump classes would reduce their maximum fuel by 1 (because of weight of the weapon, and the high amount of power it requires to function, I don't know). And don't nerf its damage then so it remains a bloody hugging threat but you know it's not as manoeuvrable as a Power sword.

    I perfectly know that such a thing would reduce JPA's fuel to 1 unless they invest in a 250 wargear to get an additionnal fuel. Congratulations: You now have invested in the highest lethality weapon and a bit of survivability. which seems to be decent...
  4. Redfingers Recruit

    Those of you still whining about this - this is the new power fist JPA on UAT.

    That is 255 EHP.
    20170129085355_1.jpg
  5. Safreadis Safreadis Arkhona Vanguard

    This is a lie, dear. You equiped an Artificier Armour. Therefore, the JPA's Toughness jumped to 120. Hence It's Ehp is now variable depending on which Pen the opponent has.

    I'd guess the 120 T would reduce the opponent's 100Pen damage by 8% on health:
    210 / 92% Health + 45 Armor = 228.26 + 45 = 273 Ehp against 100Pen weapons

    You are right though, against 120+ Pen, it is 255 Ehp.
  6. Saeritan Saeritan Arkhona Vanguard

    He's not lying, EHP is the term most people are using currently to refer to Health + Armour.

    The fact that your TTK will vary based on what weapon is firing at you, what your toughness is in comparison to their pen, etc. goes without saying.
  7. Safreadis Safreadis Arkhona Vanguard

    @Redfingers
    I have to make an apology then. I miss used terms and I'm sorry for that.

    EDIT: I have to say though, in my little cartesian mind, Ehp stands for Effective Hit Points, so basically the amount of damage someone can take from a specific source of damage. And since the norm is to call out base Pen weapons... I went for that. Again, I'm sorry.

    That's still 273 Health+Armour against 100 Pen weapons, though.
    DerelictHeretic and Saeritan like this.
  8. DrunkScotsman Scots First Blood!

    I use fist on my ground assault all the time and iv tweked him to have around 170 armor. I can run around all day killing incompetent players but the second I face a tac who is capable it's trouble because you get dbashed and stunned then he backs up and shoots you in the head with a bolter and that's game. Plasma is also a good counter because of charge up stun then unload.Also for GA fisters you really don't get much opertunity to heavy attack, if you do it's either first strike or a lucky hit. Generally all you have is light attack and dbash so heavy attack and stun are counters.

    I won't say anything about jpa fist because it's broke period. But on a ground assault it takes more skill than people think it does in fights. Usually most of my kills come from sneaking up on them but one on one is more challenging. Fisting is an art;D
  9. CaptainLee Recruit

    Reduce the damage but give it a knockdown effect. If you are foolish or unlucky enough to go one on one yeah you're dead but at least you won't be one shotted and stand a better chance in a group melee.
  10. Redfingers Recruit

    The fast attack only does 250 damage, ergo it will not oneshot any class even on live. Even with the damage mod (550 LP with the reduction) cannot kill you in one hit unless he charges a strong attack.

    In which case the strong attack can be interrupted by a fast attack, same as any other strong attack.

    UAT is another story, but then again you'll all find that out shortly if those garbage changes go live.
    Aceryl likes this.
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