the heal on hit with melee is not a fixed part of melee. it's a simulation of a wargear piece: it's not suppose to be standard for certain class it's not suppose to heal a flat amount of health but will be % it going to cost loadout points. there is going to be lot more of wargear piece that will radically change a loadout, like the ranged damage resistance and others. the capacity of roll and counter melee was gradually reduced in the months: because tactical was extremely good at kite melee: this is why tactical don't have (no more have) 3 rolls. the use of sorcerer powers while on cover was recently inproved, there is still some problem that interrupt the cast but is a lot better. patch 18 will introduce the new accuracy sistem: all weapon accuracy is changed, accuracy will work differently: it's only the first pass, it's not complete and tuned (yes when the devs for months repeated that the stats of weapons was placeholder and the real balance will come later was in fact true now will be all different), it's on the founder server.
I'd take away rolls, and add side hops/leaps that move about half the distance. Chop the distance on the heavy attack as well. So when melee gets in range it's easier for them to stay there. Bonus when your ranged gets caught in melee no one is rolling behind them.
hi, I am a loyalist. Usually play an ultramarine tactical. I have been playing for about a month now. And from what i have seen, chaos definitely wins atleast 70-80% of the matches. I am not an entire noob at this game as i do manage to maintain ~1:1 KD in most games. There is a clear balance issue at this time, and pls pls pls..i dont want to die after shooting a raptor 12-15 times who can just enter 'fuck ranged' mode and teleport behind me, im shooting him with a bolter for fucks sake, not a BB gun. also it seems rolls can be stopped mid way if ur hit by melee spammers.
Here are some great steps towards fixing and improving Eternal Crusade. Overall Melee Meta should be: Basic Attack > Ranged > Block > Charge Attack > Dodge > Defensive Bash > Basic Attack Spoiler Basic Attacks are quick, allowing for the quick gain of Ranged Damage Resistance, which should be default for all classes of all factions. Ranged can shoot a player hold Block for full damage if that player is not dual wielding or holding a Shield. Block can stop Basic/Charge/Sprint Attacks but is broken by D.Bash for a longer Stun. Holding Block for a period(I.E. 0.5-sec) would reduce move speed(-16.7%) and maintain Dodge's cooldown(0.5-sec) until released. Unable to Block when out of Stamina. Unable to Block without a melee weapon equipped. Block should allow you to cancel your own attacks(unable to cancel when out of Stamina). Charge Attack using Soft Lock, whic should be the primary guide for aiming melee attacks, should be able to track and hit targets trying to Dodge away. Dodge should be the quickest way to get away from a D.Bash. Dodge should allow you to cancel your own D.Bash. D.Bash should auto-Block Basic Attacks and then land a stunning strike, able to break Block for an extended Stun. Spoiler Melee needs clang removed and a proper Block implemented. Block should cause both players to recoil and the Blocking player to lose Stamina. Attacks should cost Stamina. Losing Stamina should result in reduced Move/Attack Speed, inability to Block and increased Dodge cooldown. Each Dodge should cost 10% Stamina. Base SM Move Speeds Forward: 6-ms Strafe: 5-ms Back-Pedal: 4-ms Sprint: 12-ms Dodge Cooldown: 0.5-sec Exhausted SM Move Speeds Forward: 5-ms Strafe: 4.2-ms Back-Pedal: 3.3-ms Sprint: 10-ms Dodge Cooldown: 0.75-sec Basic Attacks should be designed to cover either 6-ms or 8-ms Charge Attacks should be designed to cover either 10-ms or 12-ms Combat Knife TTK vs Traitor: 2.4-sec, 8 Basic Attacks, 0.3-sec Attack Speed Exhausted CK TTK vs Traitor: 2.8-sec, 8 BAs, 0.35-sec AS Number of B(asic)A(ttack)s, C(harge)As or D(efensive)B(ashe)s to Exhaust Stamina: Combat Knife: 30 BAs, 13 CA/DBs Chainsword: 25 BAs, 12 CA/DBs Power Sword: 20 BAs, 9 CA/DBs Power Axe: 15 BAs, 7 CA/DBs Power Fist: 10 BAs, 5 CA/DBs Thunder Hammer: 5 BAs, 3 CA/DBs Stamina used to Block is based on Stamina used to Attack and the difference between WEP-STR(+ or -25% Stamina per STR difference). S4 Chainsword uses 4% Stamina per Basic Attack. S5 Power Sword uses 5% Stamina per Basic Attack. Chainsword drains 3% Stamina from Power Sword's Block. Power Sword drains 6.25% Stamina from Chainsword's Block. Ranged weapons would be able to deal full damage to a Blocking player, unless they were dual wielding. Players dual wielding could Block their head and torso with both weapons and stop ranged damage at the cost of Stamina. Weapons with Armor Penetration higher than the Blocking weapons would be able to deal a percentage of damage through the Block. Players dual wielding would auto-Block when Sprinting. For example, a Scorpion Chainsword(AP6) would be able to deal 16.7% damage through the Block of a dual wielded Imperial Chainswords(AP-), while a Bolter(AP5) could deal 33.4% damage through. Melee Weapon Summaries Spoiler Combat Knife(S4, AP-) TTK vs Traitor: 2.4-sec, 8 BAs, 0.3-sec AS Dev/Hav Combat Knife(S4, AP-) TTK: 2.8-sec, 8 BAs, 0.35-sec AS Chainsword(S5, AP-) TTK: 2.1-sec, 7 BAs, 0.3-sec AS Power Sword(S5, AP3) TTK: 2.1-sec, 7 BAs, 0.3-sec AS, 16.7% Armor Penetration vs Power Armour, 66.8% Block Penetration vs Combat Knife/Chainsword Frost Blade(S6, AP3) TTK: 1.5-sec, 5 BAs, 0.3-sec AS, same AP/BP as Power Sword Power Axe(S7, AP2) TTK: 2-sec, 4 BAs, 0.5-sec AS, 0.1-sec Stun, 33.4% AP vs Power Armour, 83.5% BP vs CK/Csword, 16.7% BP vs PSword/FBlade Frost Axe(S8, AP2) TTK: 1.5-sec, 3 BAs, 0.5-sec AS, same as PAxe Power Fist(S9, AP2) TTK: 1-sec, 2 BAs, 0.5-sec AS, 0.125-sec Stun, same AP/BP as PAxe Thunder Hammer(S10, AP2) TTK: 1-sec, 2 BAs, 0.5-sec AS, 0.15-sec Stun, same AP/BP as PAxe, AoE Melee attacks should not have life-steal but should provide 50% Ranged Damage Resistance as a default mechanic for every class of every faction. Bolter TTK vs Tactical: 1.75-sec, 8 Bolts, 0.25-sec FR Combat Knife TTK vs Tactical: 2.4-sec, 8 BAs, 0.3-sec AS The 50% RDR brings Bolter TTK to: 3.75-sec, 16 Bolts However, Head Shots should cause +125% DMG, which would allow for a HS TTK of: 1.5-sec, 7 Bolts Melee counters ranged by granting the melee attacker RDR and interrupting the ranged weapon of the attacked player(based on weapon's FR); however, the HS modifier allows accurate ranged players to soft counter melee. As far as some cross-faction melee balance: Spoiler Avenger/Banshee/Warlock/Hawk Move Speeds Base / Fleet of Foot Forward: 7.5-ms / 9-ms Strafe: 6-ms / 7.2-ms Back-Pedal: 4-ms / 4.8-ms Sprint: 15-ms / 18-ms Ork Move Speeds Base / WAAAGH!*1 / WAAAGH!2 Forward: 6-ms / 7-ms / 8-ms Strafe: 4.5-ms / 5.2-ms / 6-ms Back-Pedal: 3-ms / 3.5-ms / 4-ms Sprint: 12-ms / 14-ms / 16-ms Combat Knife TTK vs Slugga Boy: 2.1-sec, 7 BAs, 0.3-sec AS Choppa TTK vs Tactical: 2.4-sec(B) / 2-sec(W1) / 1.6-sec(W2), 8 BAs, 0.3 / 0.25 / 0.2-sec AS Off base stats the Ork has a disadvantage in melee against the Tactical; however, as their WAAAGH! buffs improve, the melee advantage swings increasingly their way. *WAAAGH! Spoiler WAAAGH! Active: Each Ork player can increase the Move/Attack Speed(+16.7%) and reduce the Ammo Consumption(-25%) of themselves and other nearby(I.E. within 3 to 5-meters) Orks for a short time(I.E. 3 to 5-sec), with a moderate cooldown(I.E. 15 to 20-sec). Basic Orks would passively provide 25% of the Active Buff, while Elites would provide 50% and Heroes 100%. Combat Knife TTK vs DAvenger: 1.8-sec, 6 BAs DA CK TTK vs Tactical: 2.2-sec, 11 BAs, 0.2-sec AS With their higher Attack/Move Speeds the DA should be able to land and avoid more hits, keeping melee asymmetrically balanced. Choppa TTK vs DAvenger: 1.8-sec(B) / 1.5-sec(W1) / 1.2-sec(W2) DA CK TTK vs Slugga Boy: 2-sec, 10 BAs Base stats should leave the DA even or with a minor advantage against the Ork, while WAAAGH! buffs push the advantage the Ork's way. Jump Packs should have 4 Fuel and Air-Slams should cost 1 Fuel. Lock-On should remain but be dependent on Soft Lock. Soft Lock; Be within 6 to 8-meters of target 45-degree targeting cone centered on reticle If you have a Soft Lock then you can Lock-On, which would be broken if; Distance exceeds 12-meters Line-of-sight is broken You try to fire a ranged weapon, which should also delay the weapon based on its fire rate Possibly if enemy Dodges Dodging with a Lock-On should cause you to move in a straight line, not a curving path to their back. Soft Lock would be the primary game guide for melee accuracy, with Lock-On as a back-up/support for lesser-skilled players and/or those with sub-optimal game performance. In regards to movement, characters should have set turning radii, not just be able to instantly turn with the mouse, as being able to instantly turn seriously negates the viability of back-stabs and ambushes. As for the cover system, it simply needs to be refined, more like Gears of War's, not removed. Heavy Bolter needs to be more accurate, have greater range, deal more damage and have a higher fire rate than the Bolter. Bolter TTK should be: 1.75-sec, 8 Bolts, 0.25-sec FR H.Bolter TTK should be: 1.2-sec, 7 Bolts, 0.2-sec FR H.Bolter should take 0.2-sec to "ready up" when firing from the hip. Bracing should not improve the FR as it did in SM it should reduce recoil and zoom in for more accurate shots. Moving and firing any weapon in EC should increase recoil. Also, all weapons' shots should have some amount of flinch on them, which should eliminate the need for any artificial suppression on the HB. Side Note: No homo but you have a very sexy voice. Reminds me a lot of Naraku from Inuyasha.
The heal per hit is a effect that will be stripped from the base class and turned into wargear in the future. It's kinda like the wargear from dawn of war 2 that gives invigorating strike for melee. As far as the lockon I think one issue is the dodge difference since melee has 3 and ranged has 2 it needs to be normalized between the classes. Also the circle strafe should just break the lockon or the back attack damage needs to be removed or made into a wargear.
I like some of your ideas but this one is a huge no for an otherwise free mouse control twitchy shooter - taking further away from player control and general 'tightness' of controls is the opposite of what this game needs. I’m with Zoran on this one. Instant turn ability. The current ‘u-turn’ style even feels cringeworthy now next to the fact you can do ridiculous dive rolls in quick succession in 8 directions. If you’re not able to take someone down when you get around their back or side it’s not the games fault…
Nah, that's some noob-friendly bullshit. I like the mechanic of HB. You want to shoot someone? You'd better stand still, that's how HB works in lore, TT and DoW. The only problems with HB right now are bugs, other than that, it's fine. Want some twitchy hit'n'run shooter? Then you've already had one, Space Marine, EC is not Space Marine, you shouldn't make it so. Moreover, the cover system needs to be refined and improved, not removed, because with the amount of firepower that can be dished out by the big number of players, especially on fortress maps. It's gonna be very, very hard to stay alive without the cover system. I know so because the cover system has saved my ass more than one. More importantly, the pace of EC is much slower than Space Marine, again, you're comparing 2 very different games. The only thing that I will agree with you is the removal of input lag when turning, other than that, no no no.
I think people should chill and wait for itemization/loadouts. Stats can be balanced in many ways with items. On a side note - melee is strong but there are very few people that play to counter it. I played ranged-only enough to get 2 characters to level 4 and then switched to melee only in like the last 4-5 days but do really well with it, the main reason being is I rarely see people playing to counter it. Plasma Cannon - People always try to spam arty shots even when melee is running straight at them, like they don't know that the giant glow the gun emits tells the person when they can roll and evade. I usually bait a shot out before going close to them. They miss and start charging up another shot - why don't people ever use the click fire mode, it does pretty good damage. Plasma Gun - Very good against everything, theres even an auto mode that I've maybe seen 5 people use. Destroys Mons and SB's like butter. Multi-Melta - This is death, people using this should be put down immediately. If you are good at positioning and stay with your team while watching the radar/your area - unless you get surprised - you are the monstrous hard counter to SBs and MONs. DBash - You start a dbash and then turn your camera behind you or just follow them. If your up against a wall this is very easy. If its a Mon/SB you can usually get away by dbash to rolling to sprinting. Most of the time in duels against good players, there are usually times to dbash/times not to. - Side Note Edit - I don't run grenades but if you do land a DBashing try throwing a sticky grenade, haven't tried it though. With itemization they could do anything and the TTK could drastically be changed. Ranged Resistance. Melee Resistance. Fire resistance. Plasma Resistance. Stun Resistance. Backstab Resistance. Explosive/AOE resistance. Poison Resistance. Increased accuracy on your weapon. Bleed damage on melee weapons. Increased Poison Damage. Increased Healing. More Health. More Armor or Stamina. Even more Armor but less Stamina or More Stamina Less Armor. Faster Swings but less weapon durability. Not saying all of these are good ideas, but as a dev you could literally fuck with anything you wanted to. This wouldn't be the first game I've played that playstyles at a low/entry level are completely countered at a high level. Just give them time to get all their MAJOR systems in before the "I've been following this game for a long time but its dying now cause this system sucks".