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Author Topic: Why? Forgot about melee?  (Read 12318 times)

avv

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Re: Why? Forgot about melee?
« Reply #90 on: October 10, 2010, 02:38:55 pm »

I just thought something to prevent gay kiting:

- Turning around takes time. Players can't just turn around instantly and start running, there could be a slight delay. Enough to get a hit with any melee weapon if the meleeman was close.
- Hitting someone in the back with melee causes high chance to be knocked down

So this way if you are chased by a melee dude, you can't kite him without taking damage in exchange.

thats actualy a good point

It is but there's long way to that. We got so many human encounters with guns that the game wouldn't stay mostly melee even for one hour.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Why? Forgot about melee?
« Reply #91 on: October 10, 2010, 06:03:16 pm »

Here's an idea. With high enough melee or unarmed skill you have access to the perk "charge" which allows you to run faster than others when you've taken damage. You would need a VERY high level in one of these skills to prevent players from making charge/sniper hybrids. So basically only pure melee characters would have access to this perk.

Another idea, put a delay on aimed shots. The farther away someone is, the longer it takes to aim and hit them. No matter how fast you click the vats>eyes/arm/leg it will have a slight delay as you will be adjusting your gun to make the shot count. Higher weapon skill lowers this delay but it is still noticable
« Last Edit: October 10, 2010, 06:05:21 pm by borse »
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avv

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Re: Why? Forgot about melee?
« Reply #92 on: October 10, 2010, 06:17:42 pm »

Here's an idea. With high enough melee or unarmed skill you have access to the perk "charge" which allows you to run faster than others when you've taken damage. You would need a VERY high level in one of these skills to prevent players from making charge/sniper hybrids. So basically only pure melee characters would have access to this perk.

Why couldn't every char simply be able to perform quick few hex rushes but only forward? I mean changing one's running velocity or making quick sprints isn't some sort of magic trick. Such ability could have all kinds of uses, like crossing an alley quickly.

Another idea, put a delay on aimed shots. The farther away someone is, the longer it takes to aim and hit them. No matter how fast you click the vats>eyes/arm/leg it will have a slight delay as you will be adjusting your gun to make the shot count. Higher weapon skill lowers this delay but it is still noticable

This has been discussed in various occasions. The basic idea was that every gun needs some time to aim before the actual shot is cast. Melee weapons could have the bonus that you wouldn't need to spend time to aim.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Why? Forgot about melee?
« Reply #93 on: October 10, 2010, 06:39:31 pm »

Why couldn't every char simply be able to perform quick few hex rushes but only forward? I mean changing one's running velocity or making quick sprints isn't some sort of magic trick. Such ability could have all kinds of uses, like crossing an alley quickly.

This has been discussed in various occasions. The basic idea was that every gun needs some time to aim before the actual shot is cast. Melee weapons could have the bonus that you wouldn't need to spend time to aim.

in regards to both of your posts. The sprint idea actually seems pretty cool. Perhaps it takes AP in real time to sprint? You have to press a button or hold down a key to initiate sprint. Each hex is 2 ap's allowing melee chars with high ap to sprint from cover to cover and prevent  low ag snipers from sprint away. Also, melee chars will be able to hit the sniper soon after sprinting next to him since melee doesn't require much ap.

Yes, aimed shots should take time. Bursts obviously are an exception to this.
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Cocain

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Re: Why? Forgot about melee?
« Reply #94 on: October 10, 2010, 07:44:33 pm »

in regards to both of your posts. The sprint idea actually seems pretty cool. Perhaps it takes AP in real time to sprint? You have to press a button or hold down a key to initiate sprint. Each hex is 2 ap's allowing melee chars with high ap to sprint from cover to cover and prevent  low ag snipers from sprint away. Also, melee chars will be able to hit the sniper soon after sprinting next to him since melee doesn't require much ap.

Yes, aimed shots should take time. Bursts obviously are an exception to this.

taking ap could be a proble, i have an unarmed char and although my attacks are less costly in terms of ap its only by 2

anyways there still a problem that players can still avoid unarmed attacks (becouse of range 1) by simply walking away
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Aku Soku Zan
Re: Why? Forgot about melee?
« Reply #95 on: October 12, 2010, 12:06:57 am »

honestly melee attacks really arent that hard to land especially if you were moving faster than your target...... if someone wants to avoid your melee attack they also cannot fire on you. GG.
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Cocain

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Re: Why? Forgot about melee?
« Reply #96 on: October 12, 2010, 01:05:20 am »

honestly melee attacks really arent that hard to land especially if you were moving faster than your target...... if someone wants to avoid your melee attack they also cannot fire on you. GG.

think for a bit

this is what happens... melee runs towards enemy, enemy uses all ap at shooting if he scored a good amount of damage he stays and fight if not he runs away of the map
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Aku Soku Zan
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