Best one is when they're piloting "fighters."
Deff Skwadron is the best.
Actually
Stereotypical Villain 27 TedNugent are you guys playing Alpha much? We should group up. Currently I hunt down joining clan squads like crazy.
I play a lot but mostly dick around soloing and sniping because nobody plays as a team, or even an organized squad. Or even go after capture points strategically (I mean, c'mon, one person capture or interrupt the point while the rest keep him protected/distract the enemy. But nope, I'm the only guy that ever ninjas points like that) Or they'll just fight one-on-one in god knows where to pump their e-peens. It's a class based game,
And then there are people that complain and what to take friendly fire out of the game
Is it not obvious that shooting into a melee is going to result in friendly fire? (Or at least use bursts/single shot) Unless you're as awesome as me and use my Stalker to assist my teammate in melee from afar with a bit of plinking.
Me and another guy were fighting a two-man team of Melta Tactical and Assault Marine, they were nuts to fight against. No idea if they were communicating verbally, but they coordinated for sure. And it's quite fun to fight as Nurgle (well, post-patch) vs. a
good Assault Marine who knows how to use his jump pack indoors. Congratulated a lot of folks for good melee fights, which included some Tactical on Tactical knife fights.
I feel like knife might be a bit too "powerful" though. Not in terms of damage but in terms of having a rather long reach. And I'm the one using the knife a lot so this is coming from someone who one-hits people decently with a powered heavy knife attack (as I usually play Tactical). It seems like the main benefits of the "true" melee weapons are their stronger fast attacks, and their wider arc allowing them to
sometimes smack a clustered group indoors, which I did once. Again I'm critiquing from my usage of the weapons... as I am too busy concentrating on the fight to notice what the enemy is doing.
I'm not sure about the Clang system. In terms of being an actual direct damage component... at least right now it seems every weapon is equal to others in terms of Clanging (I mean, it was intended that stronger/heavier weapons would win a clang, right?). But Knife on Chainsword will Clang, Chainsword on Power stuff will Clang.
On the other hand, it's actually a nice way to deter people from spamming fast attack at each other. I may clang once or twice and then do a defensive bash. Or I might roll and if they continue their fast attack too long I can power up a heavy attack <- of course if they are reactive enough to end their fast attack spam then they can dodge away. Had a few nice battles with circling and the such.
Bad nonsequitor: The speed of the units (and the indoor areas) don't really allow for much circle strafing, with dodge-rolling being the "replacement." And
hopefully Dire Avengers are not going to be circle strafers because that will (A) be an annoyance to balance and (B) goddamn it I don't want to play Eldar - give me some Chaos specialists.
On one hand I miss circle strafing yet on the other hand I don't. The former is because I used to play Quake 3 a lot, which obviously is fast and all about out-maneuvering the opponent simply with WASD. For the latter, I don't miss it, because I played so much Battlefield that positioning, surprise, initiative, etc. mattered a lot more. I
kinda wish Marines could move a bit faster side to side, but it's not a huge deal because the game works fine right now, with a good amount of ways to outsmart the enemy in terms of being where the enemy doesn't not expect (the maps are quite well done with that).
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BTW what do you guys think, in terms of balance/quality/design, about the mechanics of the Apothecary vs the mechanics of the Sorcerer? I ask because I feel like that level of difference in classes will be the baseline level of difference in "unique" factional classes. I also ask because I never play either. Is the main difference something like Apoths can instantly res but must be in melee, but Sorcs res slower but can do it from range? I'm considering their ranged abilities to be "equal" in terms of utility now that the Apoth has a Bolter.
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Completely off topic but man I wish weapons had more recoil and less spread. Because recoil gives one a more predictable path of bullet path, which is greatly useful for bursts (a la the typical aim at torso, bullet hits torso, second goes higher, and third should land around a headshot). But it's so annoying right now to see everybody spray and pray with Bolters. I can understand that with Stormbolters but that's not how a regular assault rifle should be. That being said, that's also why I said less spread, since (in my idea) recoil would be more of an issue than spread.
I mean honestly I rarely see headshots. It's all about spamming at the enemy's torso and it's so fucking annoying. Any good soldier ain't gonna do that.
I'm sorry, but I really hate spray and pray with anything but a Storm Bolter. If they're gonna keep that shit, then they better put in a shotgun so I can pick off those faggots.
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Also, I'm getting better at sticking melta bombs on people, and it's fuuuuucking hilarious. My Stalker/Melta is so useful because it'll smack vehicles (in two hits, so hopefully there's a supply crate nearby), I can shoot from afar, and if anyone wants to melee they either get a sticky bomb or I use my (OP reach) Combat Knife skills. Actually I've also learned/realized to use the Stalker unscoped in close range, it's rather nice - never thought it would be useful in that way. It may not always kill, but it's a great way for assisting.
And goddamn it I wish people would assist instead of one-on-oneing.