I don't know if there is a more appropriate place for this, or if it has been discussed before, but I haven't seen a topic dedicated to it.
I was one of those unhappy to see multi-interlock go, but I recognize the problem it created in the old system. I think that in order for 1 on 1 interlock and a Free Fire Melee system(from here on FFM) to be an improvement as a whole, we have to be careful about the way it is implemented. The problem I see with the system as it exists on QA right now, is that FFM is too powerful. I realize that the damage hasn't been balanced yet, but that is not my problem.
It used to be that the Martial Arts trees were designed for big damage in interlock combat, guns were for ranged fighting. Now with FFM, a rifle effectively has the same range as a fist. All special moves require that the user stand still. This means that in a combat situation a hacker/knifer/gunner would have to choose between staying out of range of their opponent's FFM attacks and using any abilities. To make matters worse, even if you choose not to use abilities to maintain your mobility, the cycle of your own free fire ranged attacks makes you pause long enough for any halfway competant opponent to catch up and pummel you with FFM.
The ranges are too fluid once client-server latency has its way with things. It is possible currently to have an opponent launch a FFM attack from what appears to be a ridiculous distance away. I didn't come prepared with screenshots, but they would be easy to get. It looks stupid when your enemy kicks air, and you take damage, and it is very frustrating to the player, who is doing everything possible to stay out of enemy range.
I am a fan of the new stronger evade shield, but in order to give Martial Artists a chance, we need an FFM system that works for them while not giving FFM every advantage over guns.
I think the fix for concentration as well as the damage balancing will tell a big part of the story for this issue, but for the test server right now, FFM is not doing the job we need it to do in facilitating healthy competition in multi-fighting.
I was one of those unhappy to see multi-interlock go, but I recognize the problem it created in the old system. I think that in order for 1 on 1 interlock and a Free Fire Melee system(from here on FFM) to be an improvement as a whole, we have to be careful about the way it is implemented. The problem I see with the system as it exists on QA right now, is that FFM is too powerful. I realize that the damage hasn't been balanced yet, but that is not my problem.
It used to be that the Martial Arts trees were designed for big damage in interlock combat, guns were for ranged fighting. Now with FFM, a rifle effectively has the same range as a fist. All special moves require that the user stand still. This means that in a combat situation a hacker/knifer/gunner would have to choose between staying out of range of their opponent's FFM attacks and using any abilities. To make matters worse, even if you choose not to use abilities to maintain your mobility, the cycle of your own free fire ranged attacks makes you pause long enough for any halfway competant opponent to catch up and pummel you with FFM.
The ranges are too fluid once client-server latency has its way with things. It is possible currently to have an opponent launch a FFM attack from what appears to be a ridiculous distance away. I didn't come prepared with screenshots, but they would be easy to get. It looks stupid when your enemy kicks air, and you take damage, and it is very frustrating to the player, who is doing everything possible to stay out of enemy range.
I am a fan of the new stronger evade shield, but in order to give Martial Artists a chance, we need an FFM system that works for them while not giving FFM every advantage over guns.
I think the fix for concentration as well as the damage balancing will tell a big part of the story for this issue, but for the test server right now, FFM is not doing the job we need it to do in facilitating healthy competition in multi-fighting.
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