Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Parrying/melee in multiplayer is useless
I parry a person 8 times in a row, they can keep their conbo going, why is this? If I pull off 2 parries they should get a stun for me to follow up, else the game is just button mashing.

I melee a person aiming down sights, they can keep aiming down sights and blasting me, point blank, what is the point in meleing if you can out dps a chainsword/powersword/thunderhammer by holding down left click?

Double parry should equal a stun
Melee should cause players to need to re-click their left click to keep shooting.

My point is, why do you have all the making of a great tactical based shooter and not use the mechanics that would make it also strategic?
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Showing 1-11 of 11 comments
WerkRus Sep 14, 2024 @ 3:04am 
Cause you don't have parry in PvP, only block.

I mean after "parrying" a person 8 times in a row you should've figured it out by yourself, but all well.

Melee also gives you your armor back and cut through enemy HP directly rather than armor first and then HP as all ranged weapons do. What you propose will make melee classes absolutely broken. We had this in SM1 already, thank you. Wasn't fun at all.
Metalshock Sep 14, 2024 @ 3:12am 
Originally posted by WerkRus:
Cause you don't have parry in PvP, only block.

I mean after "parrying" a person 8 times in a row you should've figured it out by yourself, but all well.

Melee also gives you your armor back and cut through enemy HP directly rather than armor first and then HP as all ranged weapons do. What you propose will make melee classes absolutely broken. We had this in SM1 already, thank you. Wasn't fun at all.

Is that why I keep seeing people complain about armor being useless? That Melee in pvp ignores it? Odd, but would explain why it doesn't match my experience in Operations.
RustledBurritos Sep 15, 2024 @ 3:52am 
Originally posted by WerkRus:
Cause you don't have parry in PvP, only block.

I mean after "parrying" a person 8 times in a row you should've figured it out by yourself, but all well.

Melee also gives you your armor back and cut through enemy HP directly rather than armor first and then HP as all ranged weapons do. What you propose will make melee classes absolutely broken. We had this in SM1 already, thank you. Wasn't fun at all.

What i'm proposing is a game which encourages players to use both melee and ranged strategies, and also have counters to both sides, some classes will be stronger in melee, some will be stronger keeping to ranged combat and preferring to retreat from close combat, it will balance out and allow for more strategic thinking than;

"I fly in, I swing hammer, they block, but I swing again and it doesn't matter because by the time their block animation has stopped I am swinging again and dodging doesn't actually stop my damage from going through, so they are stuck [perfectly] blocking my attacks until they fail and I get a kill or my teammate shoots them for me and I get the assist"

On the flip side;

"I fly in, I swing hammer, they kill me with continued bolter fire after I hit them with a hammer, they shot me 8 times in the space of my hammer swing, I am dead because they don't get mini-stunned after being melee'd by a hammer"

I enjoy nuance in game mechanics, with the potential to outplay another player, or get outplayed by another player, what you enjoy is button-mashing and hoping you swing/shot first.
Last edited by RustledBurritos; Sep 15, 2024 @ 3:54am
RustledBurritos Sep 15, 2024 @ 3:59am 
Originally posted by Metalshock:
Originally posted by WerkRus:
Cause you don't have parry in PvP, only block.

I mean after "parrying" a person 8 times in a row you should've figured it out by yourself, but all well.

Melee also gives you your armor back and cut through enemy HP directly rather than armor first and then HP as all ranged weapons do. What you propose will make melee classes absolutely broken. We had this in SM1 already, thank you. Wasn't fun at all.

Is that why I keep seeing people complain about armor being useless? That Melee in pvp ignores it? Odd, but would explain why it doesn't match my experience in Operations.

Melee ignores Armour and is typically 2-3 hits to kill, which would be fine; IF players could achieve a parry after blocking two attacks in a combo.

Melee would feel much less oppressive and have some counter play, but right now it feels as though hyper-mobile melee classes dominate the pvp scene as there is no way to deal with them once they're on top of you except for hoping you have a teammate nearby who can shoot them before you fail a block, and dodging isn't any help as most melee attacks follow your dodge rolls, or hit during your dodges because of network/tick issues.
kelthuzad Sep 15, 2024 @ 4:11am 
bruh the controller players just laugh at melee classes
learn to use the dodge button
yourallygod Sep 15, 2024 @ 4:15am 
Originally posted by kelthuzad:
bruh the controller players just laugh at melee classes
learn to use the dodge button
dodge away all you want they will just shoot your behind
tanksin Sep 15, 2024 @ 4:20am 
the block is kinda meh, if you could hard parry melee would be useless so its bad in different ways whatever way you go about it
WerkRus Sep 15, 2024 @ 6:32am 
Originally posted by RustledBurritos:
Melee ignores Armour and is typically 2-3 hits to kill, which would be fine; IF players could achieve a parry after blocking two attacks in a combo.

Melee would feel much less oppressive and have some counter play, but right now it feels as though hyper-mobile melee classes dominate the pvp scene as there is no way to deal with them once they're on top of you except for hoping you have a teammate nearby who can shoot them before you fail a block, and dodging isn't any help as most melee attacks follow your dodge rolls, or hit during your dodges because of network/tick issues.
Still a skill issue. If you can't dodge properly it's not because melee swings follow you (they don't).
And no, melee classes aren't dominant in pvp. They require skill to be played right.

But yeah, I agree that some kind of perfect parry would be useful in pvp.
Ishan451 Sep 15, 2024 @ 6:44am 
Originally posted by RustledBurritos:
I parry a person 8 times in a row, they can keep their conbo going, why is this?

Because in Multiplayer you are playing with the "Block" weapons. What that is? Well in the PvE missions there are Balanced, Block and Fencing weapons. Block Weapons cannot Parry but fully negate all damage on a successful block. While Balanced and Fencing cause the enemy to stagger and open them for a Gun strike.
It would be great if you'd atleast get something out of it, but you don't. you can't stop the enemy from doing their combo and you don't get a frame advantage from parrying. Melee is also super janky with parry as you can cancel swings almost INSTANTLY into a parry at all times. leading to a game of chicken. And it seems to consistently hit anyone who rolls for no reason. But usually teammates on either side will blast the melee before they can get anything meaningful off. (unless you are a pouncing assault)

The PVP implementation of melee is such a dissapointment...
Last edited by Average AMD neanderthal; Sep 15, 2024 @ 6:56am
Gravemind1 Sep 15, 2024 @ 7:08am 
I love it how one can clearly and coherently give reasoning as to why a system sucks and multiple people bash rocks together and splurge "SKEEL EESUE"

These people definitely peaked in High school.
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Date Posted: Sep 14, 2024 @ 2:57am
Posts: 11