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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.15 03:03:00 -
[121] - Quote
It's more of a band-aid for what Rattati wants to accomplish with vehicle sabotage but doesn't have the manpower to code and resources to run in game.
Vehicle Melee in Warhammer 40k: "Infantry when close up will be able to cram things into weak-spots, rip out electric equipment, and stuff grenades into holes"
Dust 514 Market Trello. The essential resource for trading in Dust.
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Thaddeus Reynolds
Facepunch Security
508
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Posted - 2015.10.15 03:07:00 -
[122] - Quote
True Adamance wrote:Jadek Menaheim wrote:CCP Rattati is aware of the issue of melee damage not applying to vehicles. https://youtu.be/VvOErfEulNsI did advocate that he should look at making melee only apply to vehicle weak-points; however, he countered by discussing his experience with Warhammer 40k and says he intends to keep full vehicle body melee damage--and is looking into why it's currently buggy. He can't give me that bullshit. Having played 40k for a very long time it quickly become apparent that most commonly equipped Melee Weapons simply don't punch through tank armour very well. Sure he's probably referencing the Power-Fist but those things are huge and slow troops using them to a crawl at Initiative 1.
I dunno...Haywires take down tanks pretty good...not to mention The Dawn Blade (and a few other melee weapons in 40k can do it, but the power/chainfist is by far the most common)
but DUST's melee in general needs looked at (I say as someone who uses it fairly regularly now), while I like being able to 1-2 punch suits...which is very useful for clearing logi'd sentinels off meatgrinders, the speed at which I can get off punches and the number of punches that I can do in a row (using a Calmando) seems fairly ridiculous even on the dropsuit scale, let alone if I was doing my full now 1114.5 damage per punch vs a tank
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.15 03:22:00 -
[123] - Quote
http://i.imgur.com/I7nB8fA.jpg
Thaddeus, it's arguably more optimized on the MinMando with the recent stamina module buff (stamina pool + stamina recharge rate). It's more easier to recharge between sprinting and melee--key to a brawler build.
There are still a lot of factors which offset the CQC killing power of the brawler bunker buster that the community meta needs to catch up with in dealing with them.
e.g. players' general situational awareness is still bad. When I run this suit, I have a scan profile of 50db and still sneak up on groups of players.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Thaddeus Reynolds
Facepunch Security
508
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Posted - 2015.10.15 03:25:00 -
[124] - Quote
Jadek Menaheim wrote:http://i.imgur.com/I7nB8fA.jpg
Thaddeus, it's arguably more optimized on the MinMando with the recent stamina module buff (stamina pool + stamina recharge rate). It's more easier to recharge between sprinting and melee--key to a brawler build.
There are still a lot of factors which offset the CQC killing power of the brawler bunker buster that the community meta needs to catch up with in dealing with them.
I think my point was that even using a sub-optimal fit, I am maintaining hard-hitting power, with plenty of capability of follow-up attacks...and I'm not saying it needs a heavy nerf...but like many people, I feel that Myos should have a stamina cost increase associated with both punching and jumping (not necessarily a proportional cost increase either...just something to offset it)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.15 03:29:00 -
[125] - Quote
Thaddeus Reynolds wrote:Jadek Menaheim wrote:http://i.imgur.com/I7nB8fA.jpg
Thaddeus, it's arguably more optimized on the MinMando with the recent stamina module buff (stamina pool + stamina recharge rate). It's more easier to recharge between sprinting and melee--key to a brawler build.
There are still a lot of factors which offset the CQC killing power of the brawler bunker buster that the community meta needs to catch up with in dealing with them.
I think my point was that even using a sub-optimal fit, I am maintaining hard-hitting power, with plenty of capability of follow-up attacks...and I'm not saying it needs a heavy nerf...but like many people, I feel that Myos should have a stamina cost increase associated with both punching and jumping (not necessarily a proportional cost increase either...just something to offset it) An overheat mechanic for melee would be welcome. Higher you are on the heat meter, the more stamina you require for punches. If you reach overheat, you are stunned for a second.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.10.15 03:50:00 -
[126] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Jadek Menaheim wrote:CCP Rattati is aware of the issue of melee damage not applying to vehicles. https://youtu.be/VvOErfEulNsI did advocate that he should look at making melee only apply to vehicle weak-points; however, he countered by discussing his experience with Warhammer 40k and says he intends to keep full vehicle body melee damage--and is looking into why it's currently buggy. He can't give me that bullshit. Having played 40k for a very long time it quickly become apparent that most commonly equipped Melee Weapons simply don't punch through tank armour very well. Sure he's probably referencing the Power-Fist but those things are huge and slow troops using them to a crawl at Initiative 1. I dunno...Haywires take down tanks pretty good...not to mention The Dawn Blade (and a few other melee weapons in 40k can do it, but the power/chainfist is by far the most common) but DUST's melee in general needs looked at (I say as someone who uses it fairly regularly now), while I like being able to 1-2 punch suits...which is very useful for clearing logi'd sentinels off meatgrinders, the speed at which I can get off punches and the number of punches that I can do in a row (using a Calmando) seems fairly ridiculous even on the dropsuit scale, let alone if I was doing my full now 1114.5 damage per punch vs a tank
Bruv..... really the Dawn Blade...... screw the Tau.
Lets however not pretend like Dust 514 has a Relic Weapon system in place.
....and lets be honest the Tau are as bad as the Caldari.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Thaddeus Reynolds
Facepunch Security
508
|
Posted - 2015.10.15 04:25:00 -
[127] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Jadek Menaheim wrote:CCP Rattati is aware of the issue of melee damage not applying to vehicles. https://youtu.be/VvOErfEulNsI did advocate that he should look at making melee only apply to vehicle weak-points; however, he countered by discussing his experience with Warhammer 40k and says he intends to keep full vehicle body melee damage--and is looking into why it's currently buggy. He can't give me that bullshit. Having played 40k for a very long time it quickly become apparent that most commonly equipped Melee Weapons simply don't punch through tank armour very well. Sure he's probably referencing the Power-Fist but those things are huge and slow troops using them to a crawl at Initiative 1. I dunno...Haywires take down tanks pretty good...not to mention The Dawn Blade (and a few other melee weapons in 40k can do it, but the power/chainfist is by far the most common) but DUST's melee in general needs looked at (I say as someone who uses it fairly regularly now), while I like being able to 1-2 punch suits...which is very useful for clearing logi'd sentinels off meatgrinders, the speed at which I can get off punches and the number of punches that I can do in a row (using a Calmando) seems fairly ridiculous even on the dropsuit scale, let alone if I was doing my full now 1114.5 damage per punch vs a tank Bruv..... really the Dawn Blade...... screw the Tau.Lets however not pretend like Dust 514 has a Relic Weapon system in place. ....and lets be honest the Tau are as bad as the Caldari.
but...but...muh battlesuits xD
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.10.15 22:29:00 -
[128] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Jadek Menaheim wrote:CCP Rattati is aware of the issue of melee damage not applying to vehicles. https://youtu.be/VvOErfEulNsI did advocate that he should look at making melee only apply to vehicle weak-points; however, he countered by discussing his experience with Warhammer 40k and says he intends to keep full vehicle body melee damage--and is looking into why it's currently buggy. He can't give me that bullshit. Having played 40k for a very long time it quickly become apparent that most commonly equipped Melee Weapons simply don't punch through tank armour very well. Sure he's probably referencing the Power-Fist but those things are huge and slow troops using them to a crawl at Initiative 1. I dunno...Haywires take down tanks pretty good...not to mention The Dawn Blade (and a few other melee weapons in 40k can do it, but the power/chainfist is by far the most common) but DUST's melee in general needs looked at (I say as someone who uses it fairly regularly now), while I like being able to 1-2 punch suits...which is very useful for clearing logi'd sentinels off meatgrinders, the speed at which I can get off punches and the number of punches that I can do in a row (using a Calmando) seems fairly ridiculous even on the dropsuit scale, let alone if I was doing my full now 1114.5 damage per punch vs a tank Bruv..... really the Dawn Blade...... screw the Tau.Lets however not pretend like Dust 514 has a Relic Weapon system in place. ....and lets be honest the Tau are as bad as the Caldari. but...but...muh battlesuits xD
ABSOLUTELY DISGRACEFUL!
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Thaddeus Reynolds
Facepunch Security
530
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Posted - 2015.10.21 06:31:00 -
[129] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:
He can't give me that bullshit. Having played 40k for a very long time it quickly become apparent that most commonly equipped Melee Weapons simply don't punch through tank armour very well.
Sure he's probably referencing the Power-Fist but those things are huge and slow troops using them to a crawl at Initiative 1.
I dunno...Haywires take down tanks pretty good...not to mention The Dawn Blade (and a few other melee weapons in 40k can do it, but the power/chainfist is by far the most common) but DUST's melee in general needs looked at (I say as someone who uses it fairly regularly now), while I like being able to 1-2 punch suits...which is very useful for clearing logi'd sentinels off meatgrinders, the speed at which I can get off punches and the number of punches that I can do in a row (using a Calmando) seems fairly ridiculous even on the dropsuit scale, let alone if I was doing my full now 1114.5 damage per punch vs a tank Bruv..... really the Dawn Blade...... screw the Tau.Lets however not pretend like Dust 514 has a Relic Weapon system in place. ....and lets be honest the Tau are as bad as the Caldari. but...but...muh battlesuits xD ABSOLUTELY HERETICAL!
FTFY
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.18 16:34:00 -
[130] - Quote
I wonder if Rattati has backed down on fixing melee damage to apply to vehicles.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
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dzizur
Nos Nothi
1
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Posted - 2016.01.15 08:23:00 -
[131] - Quote
aaaand a blueee |
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