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Assault/Melee Feedback

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3 months ago
Sep 19, 2024, 10:11:25 PM
The feedback specifically concerns Operations mode since that's all I play. The things that make the melee experience utterly miserable on higher difficulties are, in no particular order:
1) Jetpack. The cooldown is too long, it doesn't get you anywhere and it gets caught on just about everything. Assault isn't really an assault. He's just a dude who forgot to bring his primary weapon to the fight. The cooldown should be lower and the dashes musn't consume charges. Also the forward dash needs to take you at least twice as far as it does currently. It's barely faster than running. While you're at it, consider allowing jump pack use to cancel recovery frames of other actions as it feels clunky as all hell right now.
2) Contested health needs to be reworked in some way as currently it might as well not exist most of the time. Mistakes pretty much cannot be recovered from unless a nearby enemy in an executable state is present already as regular melee attacks recover barely anything.
3) If a minoris enemy eats a hammer blow while it's mid-attack it should get tossed aside instead of shrugging it off and completing the animation. Do they really need hyper armour when there are so many of them? It ruins the power fantasy.
4) Somewhat related to the above but shielded Tzaangors are beyond ridiculous. They shouldn't be able to block attacks indefinitely, they're just window dressing for the combat, for Pete's sake. When minoris enemies start becoming the focus of combat you fucked up.
5) Ranged enemies feel obnoxious in large numbers. The endless backpeddaling forces you to overexted or consign yourself to losing most of your health to their shots. Eventually you find yourself taking fire from several different directions and with the jetpack as it currently is there looks to be no counterplay (I'm not convinced it would feel much better if the jetpack wasn't garbage either tho). Maybe have them favour melee instead of ranged once they're engaged in CQC?
Venting over.
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3 months ago
Sep 20, 2024, 4:39:00 PM

I had exactly the same thoughts. Assault feels the less balanced of all the other classes imo. It is like he lost a gun or an ability due to his jetpack. 

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3 months ago
Sep 20, 2024, 8:42:51 PM

My thoughts: 


Hammer is underwhelming, we have no primary.  if this is our main class weapon the damage needs to increase, or mob absorption needs to decrease.  no moves with hammer, you get a big slam and you get a sweep attack, this wouldnt be a problem if the hammer did more damage.

Minion with shields :  hammer destroys shields.  and still does damage to them.  

Jump pack: I honestly think it works well, just it only works well when you have the 10% cool down per mob kill.  Launching it takes too long should be instant/interrupt.  

AOE range of the hammer slam move:  i mean come on, make it have more AE then stomp from chainsword.

Oh, and dodges should be always jump pack dodges with no use on jump pack, give it a Cooldown.


Updated 3 months ago.
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3 months ago
Sep 21, 2024, 5:11:03 AM

I think the single greatest issue is the jumppack recharge time. Jumppack should basically just replace dash like in the previous game, so that assault could function as it was intended, jump behind lines, take out the big shooters and get out of there as fast as possible. And it could do it, except it just doesnt have the flight distance and enough charge in the jumppack to do that. Just to be clear, I dont want a tankier assault. We have bulwark to tank dmg. I want a super agile assault that can get in and out of fights, deal death from above and then retreat to safety as soon as the job is done.

Updated 3 months ago.
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3 months ago
Sep 21, 2024, 8:55:42 AM

I agree with all the sentiments here if I'm honest.  Personally in lieu of not having a primary I would have liked to have seen the Assault get access to all of the melee weapons.  Not letting us have the power sword if we want it just doesn't seem right.  Give the Bulwark access to the thunder hammer as well I don't mind a trade but having the two classes with no primary not have the full choice of melee seems a wasted opportunity.  The jump pack just isn't jumpy enough either.  It doesn't have to be the mega jumps that we saw in the campaign but maybe a little more height and distance to make it more effective.  

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2 months ago
Oct 11, 2024, 7:25:00 AM

I think some relatively small changes would add up to a huge difference for the class. The jump pack dash should have seperate charges. It probably shouldn't blanket replace dodge because that would just be ridiculous, but having it's own charges would make it actually useful and cool. Perfect dodge windows should not be reduced in substantial and ruthless. Fundamental game mechanics related to your character should not change by difficulty. That's just begging for confusion and trouble.


Ground pound shouldn't essentially stun you for about as long as it does the enemies it hits. You should be able to dodge out of melee animations. This would go a long way towards helping melee across the board in a way that it seriously needs, but the thunder hammer gets hit particularly hard by this issue with it being slow. 


The jump pack definitely still needs some work with its use. It gets blocked by railings that the vanguard can grapnel over. You can't jump up to platforms that once again the vanguard can easily grapnel up to. You lose massive amounts of distance by a few stairs or a small hill. Maybe they need to increase the height, or maybe they just need to pull out some of the height restrictions for the landing. There's lots of ways they could address these problems, but it needs to happen. 

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2 months ago
Oct 13, 2024, 8:51:49 PM

Gwynn wrote:

I think some relatively small changes would add up to a huge difference for the class. The jump pack dash should have seperate charges. It probably shouldn't blanket replace dodge because that would just be ridiculous, but having it's own charges would make it actually useful and cool. Perfect dodge windows should not be reduced in substantial and ruthless. Fundamental game mechanics related to your character should not change by difficulty. That's just begging for confusion and trouble.


Ground pound shouldn't essentially stun you for about as long as it does the enemies it hits. You should be able to dodge out of melee animations. This would go a long way towards helping melee across the board in a way that it seriously needs, but the thunder hammer gets hit particularly hard by this issue with it being slow. 


The jump pack definitely still needs some work with its use. It gets blocked by railings that the vanguard can grapnel over. You can't jump up to platforms that once again the vanguard can easily grapnel up to. You lose massive amounts of distance by a few stairs or a small hill. Maybe they need to increase the height, or maybe they just need to pull out some of the height restrictions for the landing. There's lots of ways they could address these problems, but it needs to happen. 

Uh yeah they need to give us campaign jump packs its pretty rediculous that a jump pack can only jump 6 feet in the air....

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2 months ago
Oct 13, 2024, 9:29:32 PM

C4NNED wrote:

Gwynn wrote:

I think some relatively small changes would add up to a huge difference for the class. The jump pack dash should have seperate charges. It probably shouldn't blanket replace dodge because that would just be ridiculous, but having it's own charges would make it actually useful and cool. Perfect dodge windows should not be reduced in substantial and ruthless. Fundamental game mechanics related to your character should not change by difficulty. That's just begging for confusion and trouble.


Ground pound shouldn't essentially stun you for about as long as it does the enemies it hits. You should be able to dodge out of melee animations. This would go a long way towards helping melee across the board in a way that it seriously needs, but the thunder hammer gets hit particularly hard by this issue with it being slow. 


The jump pack definitely still needs some work with its use. It gets blocked by railings that the vanguard can grapnel over. You can't jump up to platforms that once again the vanguard can easily grapnel up to. You lose massive amounts of distance by a few stairs or a small hill. Maybe they need to increase the height, or maybe they just need to pull out some of the height restrictions for the landing. There's lots of ways they could address these problems, but it needs to happen. 

Uh yeah they need to give us campaign jump packs its pretty rediculous that a jump pack can only jump 6 feet in the air....

It was for the transition hallways, I'm sure. Don't know a good answer for it, except making the ability constantly check over head for which version goes off.

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2 months ago
Oct 14, 2024, 3:40:15 PM

Once you get used to the operation version you can pull some pretty cool stunts with it at least. Jump to the other side of a hallway where it's safe, then slam back to the group. Jump to the end of a hallway, then change to a ninety degree angle off to the side to hit your actual target in a room or another hall. The leaping around corners you can't do with the campaign version at all. 


I haven't been plucked out of the air in some time, but trying to jump to higher elevations and random small obstructions are still big nuisances. 

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2 months ago
Oct 15, 2024, 2:32:06 AM

Assault is just way too neutered in Operations, his jump pack recharge time is obnoxiously long, it should ideally function roughly the same way it does in PVP so that you can actually have mobility and hard hitting melee damage.

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2 months ago
Oct 16, 2024, 5:36:29 AM

I know what causes that really screwy short jump thing, yeah its bad. Because just as often as not, its due to terrain height differences. If the Hover prior to strike were as high as it was in the campaign there wouldn't be a problem, but because its so low you get caught on any kind of terrain height disparity which shortens the jump. 


They need to find some solution to this, that or as was stated, shorten the cooldown so even short jumps won't hurt you. 

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2 months ago
Oct 17, 2024, 3:25:24 AM

Having leveled all classes to 25 with relic loadouts, I don't actually feel assault is in a bad place fully leveled. Jetpack cooldowns gets a lot better with zealous blow, and survivability is good after armor reinforcement. Ground pounding from pack to pack and I usually hit 15k to 20k melee damage in ruthless operations. The big issue with assault is almost all of their power come from the bottom row so the leveling process is rougher than others. fencing hammers before relic tier being pretty bad also contributes to how weak the class feels early.

That said, I do have one suggestion regarding the jetpack: please let jetpack dash have quicker/more responsive animation canceling than normal dodge. For fights like against the hive tyrant using your normal melee is actually the biggest hit to survivability, since if a red attack is queued up mid Hammer swing I can't dodge in time with the regular dodge or the jetpack dash. In the end the best way to approach the fight become stand and look menacing until the boss swings at me to farm gunstrikes. If jetpacks can animation cancel hammer swings then fights can become more proactive since we aren't "punished" for trying to swing our hammer. It would also play more naturally to the last two perks on assaults for using our jetpack dashes.

Updated 2 months ago.
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