I have played approximately 20 games or so against opponents using Melee weapons and have yet to win one. A light unit with a weapon can pretty much decimate any team. The damage is just too far our of sack. I’m not sure how a knife can deal significantly more damage than an SMG or rifle. There needs to be some sort of balance. Maybe the melee weapon damage scales with the unit so a light unit with Melee won’t do as much damage as a heavy. At the moment it is way too easy for a light unit to jump in take a couple of swipes with a melee weapon and immediately jump out of range. There isn’t really an effective defense for it if you are not also using melee weapons.
Melee weapons too powerful
I also feel that light units with melee weapon are too easy. Melee weapons should have less damage, something like,
Melee weapon damage = current damage - 30 + unit Health/10
Now light units will have 10 pts less damage with full Health (still enough damage), and return fire will be useful to defend from melee weapons.
I haven’t had too many issues against melee weapons. I focus down any melee user and setup my light soldiers to support fire and retaliate fire (whatever it’s actually called). I also use the barricade to funnel them through a fire zone and limit their attack routes. They can be a pain if you’re not prepared for them but they aren’t the end-all-be-all either.
don’t get me wrong, i totally understand your thing.
i just lost a game with 3 characters left with more then 50% each and lost vs 1 dave with lumber numberer.
but in the next match i was not surprised anymore. i am winning it easily because i focused on the melee first.
the game ruling thing against melee ( or, well, it is the most powerful thing, i am winning because of them) are PUSHBACKS.
the enemy stands behind cover and thinks he’s cool down there, 1pushback he is out of cover, 1-2 bursts and he should be dead.
i think, the melees are powerful, but it’s close combat, they have to be powerful.
they come out of position quite easily, just open your eyes.
to conclude, i think the weapons are balanced right now. each and every weapon got its pros and cons, i did not figure out a “perfect” weapon yet and i think there is none.
btw, vs melee weapons, just swap in a melee weapon? it’s always good to have various characters with various weapons for different situations and ranges.
for most lightweigh characters melee weapons are the most useful for me. but test it yourself
i hope you get my point
with friendly regards
me:)
I find that melee characters can be really effective if your opponent allows them to have enough room. Usually, unless I can take out an enemy in the same turn, I tend not to expose my melee guys (and girls!) since they are easily taken out. It’s an interesting discussion and I’m sure people on either end of the stick/bat/sword have different thoughts on this.
I will say that melee weapons are getting a slight AP debuff in the next update to make them a bit less lethal.
Sounds great! I’m not saying that melee weapons are unbeatable. I would say melee weapons seem to have slight advantage over firearms, especially considering that current maps have rather small central field where you have to keep. I love this feature as it encourages aggressive playing, but it also favors close combat weapons. So, I think a slight debuff for melee weapons is reasonable and that’ll give more choices to the players. If you can add some reasons to give melee weapons to heavy units, it will be nice, too.
Btw, how many times can you use artillery ability? The ability panel for commander says once in a game (3 times for health crate), but it seems that you can use artillery several times in a game.
Where do you get that artillery may be used once in a game.
it is once per turn, just for every special ability, some may be used more often and some just once but all are reduces to once per turn.( and the only dispayed info about that is during a game and always says one use or no use.)
The total number you may use artillery is high, that’s right, it’s somewhere between 3-6 times, Sometimes i have no uses left but the game is nearly done already…
If you look at the Pete’s ability during a game, you’ll see ‘x1’ on GHOST ability and ‘x2’ on HEADSHOT ability. These numbers indicate how many times you can use that ability in a game and will decrease once you use the ability.
The same thing is true to the HEALTH CRATE commander ability. It says ‘x3’ and you can use the ability 3 times in a game.
However, ARTILLERY ability shows ‘x1’ but you can use the ability more than 3 times in a game. Number on the ability never decrease. So, something wrong here. Compare to the other commander ability, current ARTILLERY ability seems to be too powerful to me. Once or twice in a game would be enough.