The rest of us do fine with melee. Even when melee was crazy OP you were telling us how hard it was to play melee. Pretty sure melee might not be the problem here dude.
Melee is fine. You can easily tie down a pair of ranged combatants and make them useless with just quick attacks, target switching and playing it smart. Hells, I've been using Swooping Hawk for melee and as long as I don't screw up, I can make it work. I have no tissue dominating 'dat scoreboard if I go melee and aim for that. Though, I prefer playing objectives, and I prefer playing Avenger simply for the squad leader ranged damage buff I can give all my mates. Maybe Thraxus needs some melee training, if you think ranged is "hurrdurr, hold down LMB to win", then you really lack the skill and finesse for twitch-based shooters, tactics and planning assaults. - Wait, this explains it all. x) PS. Git gud, nub. Melee has an advantage in weapon tiers, melee damage, mods and survivability.
What faction exactly are you playing when you are reporting melee as ok ? because on LSM the initial clang when two people throw quicks isnt happening so the faster quick attacks are helicoptering you in the face and killing you in quick attack animations .... OR on JPA you can in fact die in one whiff on a quick attack .... or a dbash or a charged attack depending on equipped gear. The rps system is supposed to work so you have to lose 2 rps to die at minimum no matter the class at present ranged in general have to lose 3 to die and melee only has to lose 1. I think the problem is you are taking anecdotal braindead backstabs as a general melee health statistic when it isnt. if you are standing and fighting in melee as you are intended to according to the devs, and you arent supposed to be able to use your main hand weapons(which you totally can). No melee is not fine its not working as intended .... If you backstab someone it doesn't have to kill them in one shot but i still find myself on JPA backstabbing people and then them turning and liquefying me if i decide to throw a fierce or dbash to changeup .... i think GA is functioning .... okay .... outside the return of random shield bug that lets enemy fire pass right through it(and sometimes through you to the people behind you). No im sick and tired of it, i play all the classes ive done slapper and pistol only vids with apoth and tac .... you are 100% better in melee right now as a tac, an eldar, due to animation speed, clangs not registering, and just general humungous dps disparity ESPECIALLY if theres a servo nearby for that tac style. Melee isnt the problem .... people too blind to see whats wrong are like you 2. Im glad you have success on melee but how about you post the video we asked asheru to a few days ago and it was just a montage of ambushes form behind with no standup fights in it. just because thraxus defends melee all the time doesnt mean he's wrong right now. He certainly isnt the only one who is upset about melees current state of that i can assure you. also unlike thraxus i live near DC and i have about a 20 full cycle ping so my latency isnt an issue. Melee still sucks really bad right now. keep in mind back when they examined reported large kill counts on JPA they found JPA's died a bunch more to get those kills and thier KDA wasnt really all that abberant. how many deaths to get your kills ? because remember JPA gets into combat a lot faster so they kill and die faster even before the nerf. Also keep in mind when you get crusader you are probably competing against like 2 other players in a 30 man game so crusader kinda needs some context. put it in perspective ..... the ranged TTK is as low as .5 seconds .... if we had that on melee weapons for LSM the chainsword would be a base damage of 215, with 110 pen ... and the other weapons would go up from there ..... THAT obviouslt is not ok ? right ? so why is it ok on long range weapon fire ? why is it ok to just "slip that in" inbetween melee attacks ? because quite frankly it isn't, and you are acting just as stupid as anyone who thought melee didnt need any nerfs at all 3 patches ago ....
At all the people complaining that he should play a tanky faction if he wants to be tanky: "Tanky" is entirely subjective and conditional. If we have Eldar surviving 20 Bolter rounds, that's totally fine so long as the other factions survive more. @Whitefox550 Your analysis is sound, but only applies when there is a requirement to balance melee and ranged damages against each other. If you can just make melee weapons do massive damage, so maybe it takes 20 Bolter rounds to kill an Eldar, but still only 3 Fast Attacks in melee, then you can tweak the balance that way. The balance in the game would also be a lot more forgiving if TTKs were higher.
I would say L's square/linear laws always apply, but can be manipulated with stat values. Part of me is still thinking with the old values where every faction had a base ehp, because I do find it annoying that a GA and a JPA have different armour values based on "balance." I'm also wary of pure stat balances for this because if the TTK is changed to allow charging, it also greatly empowers ambush tactics, and I think that a balance between those two areas (ambush vs charging) won't be achieved by EHP/damage values alone. I still dislike increasing overall TTK because of how it impacts small groups. If the TTK goes up to say 3 seconds, then that means you should run around in 6 man teams to blitz an enemy in 0.5 seconds. Meanwhile the lone guy inflicts 1/6 of health to one of the guys. I get this is a team game, but those numbers scale, and while it not only robs small team tactics (like hit&run, which becomes less effective because you can't significantly hurt the enemy) it also devalues individual skill (a .25s reaction speed vs a .75s reaction speed is much more powerful when TTK is 1s and not 10s).
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While this is somewhat true at a certain point you cross a line where the skill is actually not rewarded .. about the place any random stray set of shots can take you down ... say a 3 shot burst, they showed that when the first melee patch went in it took 4 ROUNDS 4 fricken rounds to down a JPA .... you dont even have to be aimed at a jpa to land 4 rounds from spread .... obviously they backed off some but JPA is still pretty squishy. and absolutely not .... just because the TTK is slow doesnt mean a lone flanker couldnt contribute there are TONS of ways outside straight up DPS they could certainly improve this games mechanics what if that lone wolf throws a smoke grenade on a 6 stack of devastators and they cant see more than 3 m ? he didnt damage them ut he sure as hell made that flank worth it for thier team. even now as sad a selection as there is landing a well cooked frag would stun them all and let the team take the suppressing role from them. This is called a cover deny play. and you are seeing it in game, you are watching people who kill thier own teamates and shoot hot lead everywhere with a servo skull out getting top of kill boards .... the TTK is so friggen fast no one uses devastators anymore because why set up ? you could have killed someone in the time it took to click the button to brace on the wall ? Theres also the conundrum that after a certain point so much damage is flying around and everyone dies to any damage that just the number of sources of damage is the winner, not the smarter player. This dev staff has on numerous occassions really just boiled everything down to dps and just hit it with a dps ugly stick .... thats why dps swings screw thier metagame so hard because its all they have in the game .... dps. ....
On that note here is a test for your average response time to just click the mouse (no correction, no other motions). http://www.humanbenchmark.com/tests/reactiontime the average collected was 215 milliseconds AkA .22 seconds(rounded) as you approach the reaction speed in numbers for ttk after you factor in lag on both clients and the server you will be completely eliminating skill as the human being literally cant even react to getting shot, the weapons that are killing in the .5-.75 window probably dont even render on an average internet connection before they are already dead server side .... i would bet if you studied how much extra time it would add on to say make a decision on which direction to roll, and correcing your crosshairs like 90 degrees you would see at present the TTK is actually shorter than realistic human response time after systems lag calculations also. So the whole bit about the cool twitch skills is pretty much i would say debunked, as TTK is pretty dang close to reaction time now as it stands and it really shouldn't be if you want to give those players a chance to react. you aren't measuring proficiency you are measuring who shot first and from what angle .....
@Whitefox550 Whilst on the subject of people with the same armour having different armour values: http://forum.eternalcrusade.com/threads/lets-talk-about-ehp-values.64485/page-2#post-1436716