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chainsword=win no contest, and one grenade too many

Discussion in 'General Discussion' started by Gretchin-lover, Mar 17, 2016.

  1. I noticed not matter how you enter a battle, especially with assaults that he who uses a chainsword shall win all engagements. That fancy clanging system shown in the livestream just doesn't exist. Because of the sheer speed of the weapon, my main character a sorcerer with a power weapon, I can do nothing to parry or reduce durability on a chainsword.


    Another big issue is the extra grenades. Its simply one too many. these maps are far too enclosed given the implication of what extra grenades means. Start of any battle is just pure grenade-spam, multiple teamkills. Pandemonium followed by chainsword spam, there used to be "some" form of tactics before. Now the game is reliant on alpha strikes (aka dumping all of your munitions) .
  2. Nah, you can beat a Chainsword.

    Very few melees are won by durability draining though, that's a silly way to win. The win comes from who manages to get the two evade roll/jetpack boosts to the opponents back first.
  3. Galen Galen Arkhona Vanguard

    What you describe is lag .Dreadspectre is corect.
  4. rolling does nothing in a melee fight, because using melee especially a faster melee weapon propels you forward faster than the roll animation takes place. Try it, you can easily reproduce this every time.
  5. kataclysmic kataclysmic Subordinate

    They are talking about a forward roll/dash to get on an opponents back usually after a clang or even a missed swing or the fact that tacs and I think healers only get 2 evades and then they are out of stamina. Also, the power fist will win durability damage fights every time which leaves an opponent stunned. Problem with this however is that MoN's cannot use the heal even without grenades if they go the power fist which you were able to use up until the new patch. Jump packs and shield bros can still use the load out and then some.
  6. Ohyoupokedme Poked First Blood!

    I agree that Chainswords do a bit too much damage in comparison to their speed, but otherwise no, all engagements with the Chainswords aren't an autowin.
  7. It would really help a lot of we could see stats on all weapons so we know what "should" be happening in a clang battle. Visual and audible cues would do wonders for every single action that occurs in a melee encounter.

    A distinct visual and audible cue for each listed below is really needed

    -when you do damage(blood splatter and distinct sound)
    -when you take damage
    -you stagger an opponent
    -when you're winning a clang battle
    -when you're losing a clang battle
    -when you're clanging neutral(neither party is winning or losing)
    -when you're in danger of weapon breaking(need audible que)
    -when you're a Shieldbro and your shield is about to break(need audible que)
    Anthemyos likes this.
  8. In my experience, false. Most half-decent players are smart enough to roll to the sides rather than straight back, and with the omnipresent latency+i-frames, I have definitely had many instances where I'm up in someone's gills and they don't register damage, or they are apparently just a hair too far for my power sword to hit them.

    Rolling is possibly the most powerful mechanic in the game right now, particularly in melee.
    Grigdusher and Shakes like this.

  9. With two opponents being in melee range, the fact that you can roll and shoot quicker than a melee class can pursue and attack, that's broken. The melee specialists should have the advantage in close combat.

    The current melee animations are too slow, to restrictive, too predictable and dont cover enough ground with each strike compared to the extremely quick shoot>>>roll>>>shoot combo. Players are getting their Bolter back up, shouldering and firing that weapon way too fast and way too accurately after rolling or after executing a defensive bash.
    DerelictHeretic, Katitof and Shakes like this.
  10. Evans Evans Prefectus

    The issue needs to be re-examined once the system itself is working as intended. When the introductory phase to melee combat is made easier for players to learn, the ability to dominate of players who are masters of the system is risen.

    I'd love to see some form of ranged de-buff for ranged players who roll/evade as a short accuracy debuff (Mainly to break the strain of semi-auto weapon spamming), but it's asking for too much to make the survivability of the class extend further.

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