Viable Melee

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NoShamNoWow
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Viable Melee

Post by NoShamNoWow » 26 Apr 2016, 00:03

Summary (a quick, 2-3 sentence summary): Make melee more viable to combat Xenos and Players alike. Melee is good and all but I think it would be better if you could actually have sword fights with other players in hunter games, more clashing and dodging of the blade, another thing would be to make melee damage vary to getting a heavy slash on a player/xeno or a light smack to one.

Benefits (How this will benefit the server and game as a whole):
Makes melee more interesting other than strafing up and down or left to right hoping to land hits and not get hit.

Details (Description of how you think this would work, the benefits, etc): An example would be you meet a player in the hunter games, he has a katana, and you have a claymore. You go up to fight the player in melee combat. There would be a chance of the blade to either: Land a heavy, medium or small attack, the opposing player could dodge the attack, or the two swords would clash making a sound if it would be possible, the same would apply to xeno where they would use a tail or claw to block the sword. Inb4 "sham what do you mean, we liek to shoot ayylmaos not do medieval combat." This is just a suggestion to make melee interesting and more viable if you prefer to go melee.

Implementation (Optional, if you have an idea how to implement it):
Lots of Coding.

Sidenote: Even though some of these mechanics are in the game, they really could use a bit more tuning.
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ShortTemperedLeprechaun
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Re: Viable Melee

Post by ShortTemperedLeprechaun » 26 Apr 2016, 00:04

Yes...just...yes
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Re: Viable Melee

Post by forwardslashN » 26 Apr 2016, 00:29

+1
Hell yes. it's too bad SS13 combat is so stun based where you don't rely on actually doing cool stuff during the fight. It would be interesting to have other variables at play. Given that clicking speed is now variable to an extent, that could definitely make melee combat more interesting.
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Re: Viable Melee

Post by LocalizedDownpour » 26 Apr 2016, 00:58

"sham what do you mean, we liek to shoot ayylmaos" +1 can confirm shooting ayylmaos is fun.

Also, While I see ALL of this being difficult to implement...as why would a group of marines be going to to do righteous honorable combat with swords when they're expecting to fight people. HONESTLY I feel like it would promote everyone mucking about with swords and ruin the immurshuns of many.

Cool idea though and I feel that melee in general can use a solid working on so...+1

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Re: Viable Melee

Post by Derpislav » 26 Apr 2016, 01:27

Ayy abby, now that you've re-written projectiles, rewrite combat in general! +1! kek.

If this ever get implemented, attacks should be on a timer. Near-instantaneous, but still enough time to react. On the other hand, you can now start an attack while a tile away, and have a chance to still hit them if they move said tile away.
Moving sideways is a chance to dodge the attack while instantly being able to strike them back, but risky. Moving backwards if they don't have a long weapon is more guaranteed, but doesn't grant you the chance to strike back as easily.
Clicking with disarm intent while they're attacking and you're standing immobile will result with a parry. A chance to fail, but puts them in a short "lock" from attacking. Interrupting an attack while moving sideways will result in a deflect, having a basically 100% chance to work, but also allowing them to continue their attack soon.
Making the enemy miss you or parrying/deflecting his strike means he's slightly more vulnerable for a tiny period of time.

Long weapons, as long as they're balanced, have a benefit both in defense and offence over short weapons. Sorry, but "cool assassins with daggers" wouldn't work in real life. Doing anything with a dagger against a sword puts you at a major range disadvantage and your weapon arm at risk.
Spears can stop people from moving with their attacks, and can reliably hit from a tile away.
Polearms other than spears have a longer cooldown on attacks than other types of weapons, but can crush through or go around blocks and parries.
An alien's tail counts as a longsword, but with the advantages of a polearm (blocking won't help you much if it can bend around your weapon).


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Re: Viable Melee

Post by Mitchs98 » 26 Apr 2016, 14:15

+1. I like it. It'd be great if you could block xeno claws and tail with a machete too.

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Re: Viable Melee

Post by LocalizedDownpour » 26 Apr 2016, 14:27

Mitchs98 wrote:+1. I like it. It'd be great if you could block xeno claws and tail with a machete too.
Pretty sure you can block with a machete already. I saw someone duel a queen with a machete and nearly kill her due to blocking.

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Re: Viable Melee

Post by Monoo » 26 Apr 2016, 16:39

LocalizedDownpour wrote: Pretty sure you can block with a machete already. I saw someone duel a queen with a machete and nearly kill her due to blocking.
Can confirm, machete saved me from a queen+runner tagteam
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Re: Viable Melee

Post by forwardslashN » 26 Apr 2016, 16:49

Yeah. You can block slashes/charges with a machete. Hell, it even blocks bullets! But I think there's something buggy with it where it acts as a riot shield.
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Re: Viable Melee

Post by Tristan63 » 26 Apr 2016, 17:07

NoShamNoWow wrote:Summary (a quick, 2-3 sentence summary): Make melee more viable to combat Xenos and Players alike. Melee is good and all but I think it would be better if you could actually have sword fights with other players in hunter games, more clashing and dodging of the blade, another thing would be to make melee damage vary to getting a heavy slash on a player/xeno or a light smack to one.

Benefits (How this will benefit the server and game as a whole):
Makes melee more interesting other than strafing up and down or left to right hoping to land hits and not get hit.

Details (Description of how you think this would work, the benefits, etc): An example would be you meet a player in the hunter games, he has a katana, and you have a claymore. You go up to fight the player in melee combat. There would be a chance of the blade to either: Land a heavy, medium or small attack, the opposing player could dodge the attack, or the two swords would clash making a sound if it would be possible, the same would apply to xeno where they would use a tail or claw to block the sword. Inb4 "sham what do you mean, we liek to shoot ayylmaos not do medieval combat." This is just a suggestion to make melee interesting and more viable if you prefer to go melee.

Implementation (Optional, if you have an idea how to implement it):
Lots of Coding.

Sidenote: Even though some of these mechanics are in the game, they really could use a bit more tuning.

Just saying if most marines (Besides commander) get Combat knifes, whats the point?
Logically you cannot block alien tails, or even their claws with a fucking knife, you could only block one claw, reducing damage im sure, but you cant block both with a knife. Better yet this would severely nerf Ravangers if you carry two knifes i'd imagine. Now dodging could be in, not sure how it would work but you know.

NEUTRAL

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Ms.Degrasse
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Re: Viable Melee

Post by Ms.Degrasse » 26 Apr 2016, 17:49

+1 on this one.
I actually have a melee based character (Sadako), and as such I know how melee need a review and improvement.

Parrying being done with only some specific weapons like the machete, and not with others like the fire axe or katana, is also weird.

I think every melee weapon must have a chance of parrying a blow, being this chance tailored to each weapon.
(Parrying with a marine knife must be much harder than parrying with a scythe or fire axe. While parrying with a katana - even if it's a replica - or a baseball bat would be easier than with those other weapons, but also not an overpower thing.)

And holding two melee weapons must give you added chance of parrying. - Wich is fair as this character is truely resorting to melee, and uncapable of ranged attacks.

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Re: Viable Melee

Post by NoShamNoWow » 29 Apr 2016, 07:25

Tristan63 wrote:
Just saying if most marines (Besides commander) get Combat knifes, whats the point?
Logically you cannot block alien tails, or even their claws with a fucking knife, you could only block one claw, reducing damage im sure, but you cant block both with a knife. Better yet this would severely nerf Ravangers if you carry two knifes i'd imagine. Now dodging could be in, not sure how it would work but you know.

NEUTRAL
What i'm saying is, if someone had a knife to knife fight, it would work like that, though if a player went against a xeno with it, the knife would not be able to block. Take it the difference of sizes of melee weapons, i'm pretty sure if we DID get a melee overhaul, everything would be balanced and logical.
Elijah Makus [Sulaco (CO)] says, "Some crazy son of a bitch killed the queen with his bare hands"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"


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ParadoxSpace
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Re: Viable Melee

Post by ParadoxSpace » 29 Apr 2016, 15:12

I think you lads are forgetting that xenos have literal acid blood that would melt most blades.

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Re: Viable Melee

Post by Boltersam » 29 Apr 2016, 16:25

ParadoxSpace wrote:I think you lads are forgetting that xenos have literal acid blood that would melt most blades.
THANK you. I'm still confused why the combat knives and fireaxes and other melee weapons aren't being melted, but that's probably "MUH BALANCE!"

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Re: Viable Melee

Post by Kerek » 12 Mar 2017, 19:17

+1 it would be nice to see.

also you guys talking about xeno acid blood. kill a xeno on the sulaco. the ship is now a decompressed hulk of metal because theres a huge hole in the ship.
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Re: Viable Melee

Post by Heckenshutze » 12 Mar 2017, 19:40

Gameplay 》Immersion

So be gone with your immersion shit you nerd.

+1
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Re: Viable Melee

Post by completelynewguy » 12 Mar 2017, 22:47

+1, Finally, my "have at thee" macro will go into play.

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Re: Viable Melee

Post by Infant Punter » 12 Mar 2017, 23:32

yeah whatever

+1
bring it nerd

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Re: Viable Melee

Post by YungCuz » 13 Mar 2017, 01:03

Pleaaaaaaaaaaaaaaaaaaaaaaase?~ +1
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