I've been telling the same in this thread: http://forum.eternalcrusade.com/thr...othings-has-changed.62661/page-5#post-1376331 I am glad someone else noticed the problem, and by the way "cancer" is exactly the word that comes to my mind when I think of JPA with Power Fist. Someone might think you are my alt Jump Assaults are out of control mainly because the unreliable melee system gives its worst when playing against an opponent that can move so fast. Reality is JPA are immune to stun, and they have the most powerful weapon together with the highest mobility. And they can pair this with grav pistols and grenades. JPA with Power Fist is an enemy you have no escape from and you have no defence against: you can just evade and try to keep him busy while someone shoots him in the back. You can't win 1 vs 1 against a JPA with PF, and I confirm some guilds know this perfectly: they spam this class whenever they want to be sure to win. This is bullshit. But I didn't vote your poll because I'm not sure giving this weapon to a single class would work. We have different issues here to address: - Players being able to evade from stun. This must be fixed ASAP, and if devs cannot fix they better shut EC down. The whole R-P-S system crumbles if d-bash can be ignored. - Power Fist being too good for the LP price. Btw it's too good either as AI and AV. - JPA with Power Weapons are a plague. Too mobile, too effective, too versatile, for a very cheap price. And they have the ability to cause AoE stun for free which is crazy. - Eldar lacking any weapon above Tier 2 making them actually defenseless against the Power Fist.
Yup, and that's what it's supposed to be. And.. interestingly, yes, it is theorectially possible to stop a very heavy tank... with an appropriately forceful attack: That car literally stops on the line.
Contrary to what TS said I think most players realised how faggiti JPA are at this point. In 8 games I played I felt I was owned by JPA about 4 times only. That's a HUGE improvement from anywhere. So I guess JPA just made it out with the GENE algorithms (they all died out of shame...).
You people need to realize how ridiculously idiot proof Marine JPAs are at the moment and PF is just making the problem worse. The Dbash Dodge Cheat(yes it's cheating) completely invalidates all attempts to Dbash a power fist user. They sprint melee which has to be pre-emptively dbashed about 1second BEFORE they even start doing it to be successful, so basically they almost always get a free attack off. Then you Dbash the second fast attack, which they bullshit cheat dodge around and then hit you a second time and you're dead. No chance to counter-attack at all since the proper counter-attack is actually what got you killed in the first place. It's most noticable with PF because they only need two attacks to kill you which is why all the FotM and Sheeple are spamming it as much as they can. Until the Dbash dodge cheating is stopped, it's impossible to balance any other weapons out. People will continue to abuse it to its fullest, then claim its your fault for not being able to compensate for a game breaking cheat. Also don't lump the Power Klaw in with the Power Fist. They're nowhere nearly the same and anyone who says otherwise is wrong and have clearly never even equipped a power klaw. Notice noone in this entire thread has noted that JPA Power Klaw are a problem, that's because the Klaw is so hilariously broken it's almost not viable for infantry or vehicle killing. Here's a video about the Klaw speed(not my video). NOT the dbash dodge cheating.
PF / Klaw is easy to counter if you have good ping / fps I never use the fist on my JPA if I intend to go anti infintry. I only use it as a tool to get behind the back lines and take out a tank or 2. Usually an enemy will spawn and LMB spam 1 bolt round and down me instantly between swings, really not a good anti infantry weapon. I prefer Power Sword / Axe.
The two things I keep reading over and over in this thread from the people that think that JPA+PF=OP is that it's OP because it damages other weapons even on a proper counter and they can dodge out of a D-bash. So here's the thing. In regards to it damaging other weapons even when they perform the proper counter. That is not a JPA or PF problem that is a melee problem that got introduced to the game when the durability system was put in, and it doesn't seem like bE wants to fix it. To the second point about them being able to dodge out of a D-bash. All classes except Heavy Weapons can do the same thing, and do it just as reliably. Ever seen a GA PF user defeat 3-4 enemies that were all attacking him at once? It's because he knows how to dodge out of a D-bash causing it to stun friendlies, and he's not using the melee aim-bot. The only difference between a Tac or GA dodging out of a D-bash and a JPA doing it is the JPA travels farther out. All three can dodge left or right and be behind you to score a free hit or two. All three can dodge back and either shoot you, or come charging backing with a sprint or heavy attack (though admittedly the Tac isn't as good at charging back in). The JPA travels farther back when he jumps away and if he chooses can perform a slam attack to get back into melee. Both put him at a disadvantage. Moving farther back means the enemy has more time to shoot or react to the next attack, and the slam attack is easily countered with a dodge of your own and a D-back that the JPA now can't dodge. So it seems to me that the problem isn't the JPA+PF. The problem seems to be the melee system itself. So it would probably be better and more productive (not to mention get better and faster results from the devs) if we focused on the real problem (broken melee) and stop claiming that a single class with a single weapon is breaking the game. Accusations like that will never get results unless the game metrics show a similar correlation to what the players are saying. Since no action has been taken and no devs have stepped in to say we are aware of this problem and are working towards a fix (on the countless threads that have been done on this very subject). I must surmise that the metrics do not validate what is being said by the player base. So how about we all turn our attention to the broken melee system and get them to fix that instead of complaining that we don't like a certain thing because it is the most obvious exploiter of the problem. Oh and to those that want to limit the PF/PK to just ground pounders. Let me just say this. Do that and you will see them all switch to Power Mauls/Electrified Axes which are more deadly in melee and only lack the AV potential of the PF/PK. So really it would just make the problem worse from a melee perspective.
Yea, Honestly I thought powerklaw was the exact same in stats and function to the space marine powerfist but now that I think about it I have absolutely no issues with JPA powerklaws, only powerfists. So this is why they are borked. Powerklaw doesn't need to be brought up to powerfist standards, powerfist needs to be slowed down to the same speed as the powerklaw. Then drop the cost on it by 100 or something. Powerklaw in that video was acting how I would expect a weapon like that to act. It kills well under the right circumstances, it kills vehicles if they are immobile, and it can one-shot unsuspecting people like it should. But what it shouldn't do is effectively chase you down benny hill style. Honestly I don't really plan to pursue this issue for much longer than this thread, as the devs if they were paying attention to their own game and the meta would have already had plans to fix this. If they actually cared they would realize that the powerklaw isn't performing to the standards of the powerfist. If they actually played this game beyond testing and echo chamber, they would be able to balance it wonderfully. Yet as with all game developers, they don't properly delve deep enough into the game from a gamers perspective to properly balance it.
The Power Klaw IS the exact same stats, it's just 2-3 times slower because...#OrkBalancing basically. You'll notice it's not only slower the animations don't allow you to ice skate and gib people at 15-20 feet away. There's a reason orks don't use em unless they're just having fun. All ork animations are like that by the way with the starting and stopping in between attacks. Basically Orks have the worst melee in the game. But in regards to the actual issue of Marine JPAs being gods of fisting, It all comes down to the Dbash dodge cheating. If correctly parrying a fist fast attack actually resulted in a stun like it should, Power Fists wouldn't be so bad at all. Their ponderous speed(even the marine speed as of now is fine) makes them easy to read, but great for ambushing and vehicle smashing, which is the niche they're supposed to fill imo. As it stands now, playing RPS with a Marine JPA is like playing with a 2 year old. It goes like this: "JPA goes rock *sees you went paper* NO WAIT I MEANT SCISSORS HAHAHA I WIN" The one good thing about all of this is these cheaters won't know how to actually play the game for real when it does get fixed, and my Schadenfreude will be MAXIMUM when it does.