Another case where I’m going to have to disagree; with a similar preface as well. Look at that!
In any case, the objective of a shooter is to SHOOT. The ability to melee is an addition to the game play to expand the depth of close range battles where the weapon becomes more challenging to use.
In over 75% of CQB encounters, both players have a higher likelihood of trading kills than if they were squared in a gunbattle. My guess is the faulty system in place pertaining to CQB encounters, however my other sincere belief is that the game puts more rewards in the hands of the shooter and more punishments in the hands of the brawler.
There is a reason why there are only four options to melee attack and many, many more options in the weapon category.
So I read that You’re frustrated that a person using armor lock can use his EMP to remove your shields and melee you for a kill.
Lets do some role playing shall we?
So you came around the corner and noticed me shooting at an enemy on the belowdecks (envision us on Countdown). Now you could shoot me and have the element of surprise as a guarantor to your victory. Instead you chose the path of stealth and decided to pull out your sword.
If I notice you trying to get the flank on me and I have enough ingenuity to time the variables of lunge and relapse time in that instance, I should be the victor in that scenario more than 60% of the time should I choose to armor lock.
Why should they give -Yoink!- to the armor user? He immobile and has no offense as a tool for defense. A reasonable tradeoff.
If the armor ability only functions to block a single attack (melee, vehicle, explosive, etc) and all a person has to do is rush next to the AL user for a kill, isn’t there an imbalance?
Think about it-
You throw a grenade: GOOD
I Negate your grenade: GOOD
You sprint towards me in the time it takes to negate your grenade: GOOD?
Why should your AA put you at an advantage over mine? Both can’t shoot while being used, one can take damage while the other can’t. One does absolutely nothing in terms of offensive advancement while the other has the potential to put the user in melee range or out of shot range.
Lets go back to the AL scenario I introduced earlier, this time lets imagine that the EMP burst has been omitted.
Like I said, I factored in your lunge time, considering the relapse time as a variable. I should be able to use that relapse variable of your sword as an advantage to my strategy in any case correct? But wait, I can’t effectively “backpedal” to square off because the sword auto targets me, same lunge distance (Even after the relapse!). Now I have to work even harder to formulate yet ANOTHER strategy to survive.
So although I won in one sense, it is inevitable that I will lose because extra -Yoink!- built into the game give one player the advantage over the other.
Is that fair?
I’m going to say no because all you’re doing is looking to do is discuss ways that the game will suit your needs without considering the needs of others.
Although I did the work to time and effectively counter your strategy, you win.
Overall, the objective of the game is to shoot. But you’re not shooting and you win, I’m not shooting and I lose. How does that make sense?