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Two things concerning me right now (Not counting the memory leak)

Discussion in 'General Discussion' started by Kaylim, Oct 2, 2016.

  1. Varanos Varanos Curator

    Well I clearly dont understand what it is you guys are specifically asking for.

    I have a general notion about wanting to survive longer and get away as often as you can....but I don't know what you guys want exactly.
  2. Forgrim Forj Battle-Skald

    Good breakdown. But how often do ranged and melee encounter each other at max. Range? I find it equally as common for the unaware melee to be spotted by a melee at close range. The common engagement ranges need to be accounted for.

    Also, the Range who chooses to engage gets a couple of free rounds, which at max range will do little damage, and even at closer ranges, the melee can dodge and make it into cover unless they're crossing open ground. Whereas the melee who chooses to engage, gets a couple of free swings, which usually kills the target.
    Braken likes this.
  3. Havoc ComradeHavoc Well-Known Member

    I think the main issue is how inconsistent DBs are.

    I can honestly say that I'm one of the best melee users in EC, but when I play as a Tactical/Havoc, punishing a melee user spamming lights with a DB feels miniscule as you have only enough time to hit them with a single light from your knife. I get more damage off of them by bursting a few rounds of my primary into their head instead of stabbing them when I do a DB.

    It also doesn't help that the stun times are both inconsistently buggy, and different for each class receiving the stun.

    I also believe a lot of the issues stem from level design, all the capture points are indoors, and there's corners and cover haphazardly place everywhere, instead of having firing lines.

    Regardless though if an equally skilled ranged class and an equally skilled melee class engage in melee, the melee class should win. Running like a pathetic coward shouldn't be an option unless you're an Eldar, though this should be mitigated with better level design.


    Think about it, all the objectives are indoors, there's corners and cover virtually everywhere. I can't think of a single area where in a 50 meter radius there isn't some cover.
    AddyRedrum, Forj and BaronXIII like this.
  4. Gazrick Gazrick Well-Known Member

    1. Not if the ranged player rolls backwards. Similarly I don't think it should be too easy to escape melee, if a melee player has made the effort to engage a ranged player they should, all things equal, win the engagement. Otherwise melee becomes useless. I actually love it when a melee class tries to engage me and I'm ranged, just pepper them with bullets on the approach then stun them with dbash and follow up with more dakka. Works a charm. Some weapons may need to have their 'rearming time' reduced to allow a quicker response from the ranged class. Obviously heavy weapons should be dead in melee range.

    2. Never tried it but going to now! Sounds ace :p

    3. I believe headshots actually will slow down the approaching melee player a little. Might be imagining it but I'm sure they do. Again in melee the ranged needs to switch to their melee weapons, they can't just keep blasting with their bolter or whatever. A quicker transition between melee and ranged weapons, and the ranged weapons' arming time being lowered could help. Although personally I have little trouble with a melee player as a ranged (not heavy though).
  5. Hunter Tarrus TARINunit9 Well-Known Member

    We want ranged classes to not feel literally helpless when a melee class gets into melee range. The melee class should have the upper hand, not an assured victory
    Forj, AddyRedrum and Braken like this.

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