Melee combat rework

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Sarah_U.
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Melee combat rework

Post by Sarah_U. » 26 Apr 2017, 16:20

Summary (a quick, 2-3 sentence summary):
Rework melee combat to attack on tiles as well as directly on mobs during combat.

Benefits (How this will benefit the server and game as a whole):
Melee will grow much more reliable.
Combat will grow smoother and the interaction friendlier.
Certain players and roles will be more viable (E.g. Predator in CQC).
It will give a new dynamic to close quarter combat.

Details (Description of how you think this would work, the benefits, etc):
When clicking a tile with a melee weapon, you swipe the tile(s) depending of your weapon.

(Optional, possibly hard to implement) A swipe has a chance to be blocked and if so, will not harm ennemies in the next spaces designated by the weapon.

Possibly, make attacks overhead, swipes, direct, etc. Depending of the person's intent.
E.G: Help intent does nothing. Tackle does a blunt attack if possible. Grab does an overhead. Harm does a swipe.

Dev's discretion on the rest, but I really think this would be a great change and even applied to xenos it could be great (Ravager rampaging through a hall, etc.)

EDIT: Small idea: Clicking on a mob increase the chance to hit it. Clicking the tile gives a chance to be blocked or miss. (I forgot to write it down).

Implementation (Optional, if you have an idea how to implement it):
[N/A]
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Melee combat rework

Post by TehSpoderman » 26 Apr 2017, 19:21

please do this so i can finally be robust as a xennu +1
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Re: Melee combat rework

Post by David Attenbruv » 26 Apr 2017, 19:24

This feels like the suggestion is more to work on Predators Combat Systems rather than the server in a general sense. Am I mistaken by that or?... Apologies if I come off patronising with the question.
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Re: Melee combat rework

Post by Dirty Old Harry » 26 Apr 2017, 19:27

David Attenbruv wrote:This feels like the suggestion is more to work on Predators Combat Systems rather than the server in a general sense. Am I mistaken by that or?... Apologies if I come off patronising with the question.
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Re: Melee combat rework

Post by Simo94 » 26 Apr 2017, 19:30

kaaaa meeeeee
haaaa meeeeee
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Re: Melee combat rework

Post by David Attenbruv » 26 Apr 2017, 19:33

Oh then in that case I +1 this!
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Re: Melee combat rework

Post by Sarah_U. » 26 Apr 2017, 19:35

Even if it was pred-oriented. It would still affect xenos and marines, so it's a global update in that sence. It is infact mostly oriented to make predators more interesting to play in 1 VS. Many scenarios (Or so my base intention), but I still made it so all factions benefit and so does the server.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Melee combat rework

Post by Kavrick » 27 Apr 2017, 06:33

+1 this is a great idea, melee is way too unreliable
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Re: Melee combat rework

Post by Halinder » 27 Apr 2017, 06:45

How would this effect multiple mobs on the same tile?
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Re: Melee combat rework

Post by Steelpoint » 27 Apr 2017, 06:49

We did something very similar over on /tg/station a while ago.

People did protest but I think the chief reason why it got through is it sort of helped higher ping people who have a harder time hitting mob sprites, and it somewhat levels the playing field in melee combat.
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Re: Melee combat rework

Post by Sarah_U. » 27 Apr 2017, 06:57

Didn't know TG had it, proves it can function though.

Anyway, for Halinder: It'd probably pick first or lower the hit-chance, not sure on that one. Just ideas.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Melee combat rework

Post by TheMusician321 » 27 Apr 2017, 07:27

+1, as someone with 0.2-0.3s ping this would help immensely, maybe I can finally live my dreams as dual machete throwing knife man.
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Re: Melee combat rework

Post by Crab_Spider » 27 Apr 2017, 07:44

I would definitely hate this, as both a xeno AND Marine.
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Re: Melee combat rework

Post by Dirty Old Harry » 27 Apr 2017, 08:51

Crab_Spider wrote:I would definitely hate this, as both a xeno AND Marine.
How so?

Also +1.
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Re: Melee combat rework

Post by Caryl » 27 Apr 2017, 09:18

+1, I imagine a blind guy swiping blindly now... PFFFTTTT!
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Re: Melee combat rework

Post by adamkad2 » 27 Apr 2017, 10:31

Assuming direct attack had some chance to miss too, it would be really decent. Mayby make modes, offense, defense and balanced. Offense raises hit chance but makes it much easier to hit you, defense makes it harder to hit but helps you defend yourself and balanced is medium, make riot shields more viable than 25% of the time or so
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Re: Melee combat rework

Post by ShortTemperedLeprechaun » 27 Apr 2017, 11:17

I support this personally. Maybe I'm jut really unrobust, but I have trouble hitting like....anything, even when I'm almost certain I'm clicking the mob. Plus one
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Re: Melee combat rework

Post by Kerek » 27 Apr 2017, 11:40

I don't know, I feel this would make melee a little too easy. I personally kinda like the derpy system we have.
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Re: Melee combat rework

Post by forwardslashN » 27 Apr 2017, 13:03

This isn't feasible right now. When it becomes feasible, you'll likely see a whole new melee system. Denied for now.
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