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What if damage would cancel stuns?

Discussion in 'General Discussion' started by DrDooManiC, May 22, 2017.

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What if damage would cancel stun-durations out?

  1. Good idea

  2. Bad idea

  3. No idea

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  1. Other than the Fist, there arent many. And melee weapons dont headshot frontally like ranged weapons. Dont give me the "from behind versus a clueless enemy" line. Just about anyone is dead when getting attacked from behind by any weapon in game other than pistols and a few weapons that are just really bad.

    The problem is actually more about hitting an enemy with your Sword, Axe or Maul and not clanging, or swishing air as your target gets a free iframe and they roll and your weapon passes right through them, or clanging, or eating a bash, or clanging again, or missing as they roll away again. None of that bullshit happens when you're "boom-boom-boom-boom-boom-boom-boom" with a ranged weapon.
  2. Slayer88 Recruit

    Yeah, some. The slow ones.

    Power fist, power axe, and power maul should kill in 1 hit. Chainswords and power swords should kill in 2 hits.

    Power fist should be excessive for killing infantry, but it should kill them nonetheless. Power axes and mauls should kill people in a single hit with a heavy attack or 2 hits with fast attacks and should be the most useful against other players. Chainswords and power swords should also be useful against players, but especially useful against tyranids due to the faster swinging. Swords should kill in 1 heavy + 1 fast, or 2-3 fast depending on enemies health and weapon mods.

    The fact that a power fist can kill someone in 1 hit after spending 3 seconds charging doesn't really say much about melee in general. The regular speed melee weapons should be killing in 1-3 swings and it should take realistically more like 2-5 hits due to the clanging mechanic. Currently, melee weapons kill in 2-4 swings and more realistically it takes 3-6 or sometimes 7 or 8 swings to actually kill an enemy due to clanging. Any idea how impossibly challenging it is to get a swing off against an enemy who knows what he's doing while you're in a battle with other players shooting and running around?

    If you try to melee an enemy that knows you're there you're going to shot to pieces before you can land enough non-clanging attacks to kill him. The only viable way to play melee is to get sneak attacks or to fight people far away from the firefighting.
  3. Grotduffa Timburwolfe Active Member

    Which is exactly the opposite of what assaults are supposed to be doing. They are supposed to be your front line, engaging enemies up close while tacticals take advantage of the disorientation.

    For the record, I don't care how skilled (at abusing melee mechanics) a player is. As long as the assault (ground or otherwise) is not a complete moron, that Assault player aught to be able to EASILY kill a tactical in a 1v1 if he can get in melee range. And dont anybody go bitching about how that would be OP either. This is a team game. You work as a team or you die. Positioning is everything in a battle and if you are in a position where you are likely to be engaged alone in melee, you need to MOVE.
  4. well, that's not entirely true, since you can't and not supposed to rush frontlines in hope to kill everyone defender to let your tacts take position easily. Enemy must be suppressed by friendly ranged and then you pretty much can engage and dominate. If someone wants to clang with you, you don't clang back, you disengage and let fire team take him down. But right now I see like melee rush towards every single person and tries to dance around like a little stripper, while getting in the line of sight and in most cases ends up TK'ed
  5. Slayer88 Recruit

    That's because ranged isn't doing their job. Ranged players act like there is only 1 enemy around. There are 10 enemies outside the building shooting in and 1 melee enemy whose rushed inside. Why do all 10 of you need to shoot at this 1 guy? Why not just let your melee deal with him while you continue shooting outside? The ranged players I see are a bunch of morons. 1 enemy enters the building, like an assault marine flies through the window and EVERYONE turns around and starts shooting at him or running into a better position to begin firing.

    The real issue with this game is the lack of faith in your teammates (not necessarily without reason, either). Ranged classes, especially heavy classes, need to come to terms with the fact that it is not their duty to shoot everything.

    And I agree with @Timburwolfe , in terms of 40k warfare, the point of assaulters is to assault head on. Especially for space marines or chaos. You don't see Khorne Berserkers coming up on the flanks of their enemies because they don't need to. They are wearing extremely durable armor and they are quite tough themselves. This game treats space marines like they're weaker than Master Chief and it's ridiculous. It's funny how it takes the same number of bolter rounds to kill a space marine as it does power sword slices through the chest.
  6. And why in the world would you rush a guy, whom being shot by 10 ranged? =)
    Slough_Monster likes this.
  7. Slayer88 Recruit

    Here we go again. It's always the melee-er's fault. Anything could happen. Maybe I rushed him after he was being shot at. Maybe I was already engaged when people began shooting. But seriously, if 10 people are shooting at a guy than you have 0 time to engage in combat. Each guy shoots once and the enemy is dead.

    No. I'm downstairs sitting by the window/door using my camera to look outside. I see like 4 or 5 marines shooting through windows and taking pot shots. I see a ground assault barge through the door. I charge up my melee attack and swing at him as he walks in, but somehow he was aware of my presence, maybe he'd been watching the room prior and saw me waiting. He clangs my attack and I ready up for a Dbash. Then, as I'm thrusting my body towards him a hail of bullets fall upon us and we die. 3 of my ranged brothers had to reposition in order to be part of this fire fight. Marines outside who used to be pinned from fire are now able to move to closer positions. One of my allies just got a kill and a team kill.

    This happens over and over. Everybody wants to focus on the individual who entered the room because he's an easy kill and also he's probably a little intimidating, too. TOO CLOSE! But you got a room full of people. Let the melee-er have his little duel and if he loses, there's probably another melee ally, but even if not, the enemy melee-er aint getting upstairs without walking through a wall of bullets. All the ranged guys have done is given the enemy ranged guys outside a little breathing room.
  8. Kageshira Kageshira Active Member

    This is a problem that I see happening a lot with Devast/Havos/Reapers/Lootas in defensive situations, that's not your job, unbracing yourself makes us lose, your job is bracing and fire at incomming enemies that are outside or near the doors. The job of protecting you is for Assault and Tacticals. Apos also are first to heal and second to give ranged support not to lone wolfing and ignoring hurt/fallen allies and dying because lets face it, you withstand less than other classes.

    But I think is the problem of new players who don't understand yet the mechanics and how the game is played, they want those juicy points instead of winning the match.

    Though it's also human nature, we tend to focus in the immediate danger even if the not immediate danger is, well, more dangerous.

    EDIT: And don't get me started on devastators/havoks/reapers/lootas unbracing to decap points while literally are tons of assault, tactics and apos near to do that. Holy sh*t that really triggers me.

    And they're good at it, see fortresses matches on the attack, in the last point Jump Assault and Shield bros (in case of LSM and Orks) are probably the most valuable classes because (the former) cause havok (not the class) in the braced enemies and this gives the push for other players to rush inside. In this game when you're on the attack you have to be agressive, and lots of people, especially new players, aren't, they take cover and exchange some bullets but that's it.
  9. Slayer88 Recruit

    They're not good at it in the way they should be designed to be good at it. They're good at it in the only way the players have managed to do it. They sneak around and strike from behind. That's the strategy for melee-ers who aren't tough enough.

    There's nothing wrong with this style of combat, but its's not how a typical power armored individual engages into close combat, it's more of how a lighter armored person engages in close combat.
  10. As well as he was... As I said, you don't get stuck in clang exchange. It's only for 1v1 fights when there's nobody around and you to lazy to run and do something useful =)


    Being shot at and being hit by - is 2 different things

    That's how sane person engages.

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