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The Noah and Chan Protects - Twitch - April 21 - Melee Fixes Incoming

Discussion in 'General Discussion' started by Thraxus, Apr 21, 2017.

  1. Thanks I know perfectly how is melee vs ranged right now.
    But I've been around for long long time and I hope we'll get a reasonable balance and this is the last time we have to talk about it.

    History of EC is full of moments where one or the other was unreasonably OP and devs didn't manage to make things work, so the point is anything but moot.
    I hope devs turn on the brain for real this time when they balance melee, so we won't see again EC turning into a melee arena where rifles and pistols are a suboptimal choice because swords do it better all the way.

    I keep my green fingers crossed.
  2. jest jest Recruit

    There's a game where I get a rapidfire sniper cannon, that one/two-shots slow moving targets, who also get locked in place when they attack - not sure if you've heard of it?
  3. Laanshor Laanshor Well-Known Member

    Wut? JPA is fine aside from the usual melee ticks: Bash and low melee DPS :D

    Now GA, non-Banshee/Scorp/Shieldbro GA are plainly terrible.


    edit: Btw, on-topic: Durability Regen Delay and Durability pools needs a buff if primary melee weapon DPS gets an increase. Which it should.
    Khornatian likes this.
  4. Shiani Brujah Preacher

    Or we could rapidly speed up melee by doing away with clangs altogether. Then we don't have to increase DPS of melee, because all melee 1v1 engagements will be over within 10 seconds tops.
  5. Laanshor Laanshor Well-Known Member

    Please no. No hack and slash. I can see the logic but Space Marine style 'bypass' combat sucks balls for depth for me :(

    Personally I want RPS to be more competitive for all classes (less Durability tax), Bash being slightly longer to cast and lasting shorter once it hits, brief fire delays after melee attacks/hits and a much steeper damage gap between weapon tiers. Although Heavy weapons hit slow and for total dick atm, with no discernible reason, I'd want them just below Knife/Knuckle damage.

    Ranged and Melee are both OP and UP for different reasons. Some of the most frustrating quirks and traps are occurring solely because bandaids intended to solve other issues and it's now hit a critical mass. All the attack ranges, damage and evade/boost stuff needs to be normalized across Factions then expanded to make it interesting. Just my 2c.
    DerelictHeretic likes this.
  6. Shot123 Recruit

    One side - Melee is not strong enough

    Another side - Melee is fine, you need to adjust not have the game adjusted for you.

    The truth?

    Iunno...

    I do know that going back to the melee Apocalypse that was Alpha play is really what most of the hard core melee people want and I know that was terrible.

    Right now I think its close to pretty good, I hear ranged players whine they get murdered quick by melee in two hit (oh lordy lordy it took a whole TWO hits... apparently that's gotta change for some melee players I mean you made it into melee range and they didn't simply melt... however will you get by) and I hear melee players whining that ranged is *gasp* able to shoot and kill them through their spam of I-frames...

    Both those things are good.

    I would tell the devs to NOT go crazy pendulum swinging with the balance as atm your actually close.

    Remember when everyone whines it mean its good.
  7. RuntKikka RuntKikka Well-Known Member

    I see a lot of people are fearing the days of when RMB spam ruled the day and I gotta agree I'm a bit concerned myself.

    The biggest pitfall that brought us to that was players were getting punished for playing the RPS system properly.
    Dbashing a sword cost yourself too much durability and the stun was too short for the time. So, any melee player could brute force through a knife easily since it's durability was so low leading to everyone just spamming fast attacks.

    These changes Mike suggest could work as long as they don't repeat the same mistake: punishing knife wielders for properly countering an attack.

    You should only lose a sliver of durability from your weapon for winning a RPS fight and a ton for losing it. Knives should still break faster but only if you're losing most of your trades or clanging in a tie.
  8. jest jest Recruit

    Well, the dude was talking about JPApocalypse coming back, but failed to mention JPA's receiving nerf after nerf, on top of melee nerfs as a whole, combined with ranged buffs/lower range TTK - the class has been hit again and again: mechanics like dive height minimum, high LP costs, loss of inherent leech, lowered fuel regen speed, less fuel, loss of meltabombs, reduced armor/toughness, loss of melee damage mitigation, etc etc.

    So no, even when the melee fixes hit, range is still going to wreck as much since all the F2p range TTK buffs - just stop running into melee with a knife.
    Laanshor likes this.
  9. Noromiz Noromiz Nickname Change

    You can't OHK JPAs with the Autocannon if that is what you mean...
    Anyhow, the JPAs have 25 Armor less than a Tactical, they have the second best mobility in the game (after the Hawk) and they have the best iframes and dodge ingame (especially with a Smart Pistol).
    And I have NEVER run into melee as a ranged class, but due to the way the melee classes works it is kinda like their purpose to tie up ranged units in melee, and you can't escape an average JPA anyway (unless you kill them).
    Actually, I do use the Fire Dragon as a "melee" from time to time, but that is because I am a bad shot so the Fusion Gun isn't really useful against infantry in my hands :D

    Anyhow, I completely agree that melee needs some changes, I especially hope for them to put a "delay" on Primary Ranged Weapons so they can't be used as easily in melee combat, but the JPA is no way near as bad as you portray it.
  10. Laanshor Laanshor Well-Known Member

    Class is still inherently playable, skill ceiling is much higher. I don't get wrecked by ranged on JPA often, just the risk of a Bash is a massive full-stop on each spawn. Kill numbers are still respectable though less so since the Tact gun accuracy improvements (where DPS could be a little lower).

    But everything wrong with melee in general is wrong with JPA. JPA at least get better Stam regen than GA and our evades aren't merely a single Fast Attack's distance away. GA need love asap.
    DerelictHeretic likes this.

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