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Topic: Small but significant change to melee  (Read 1948 times)

antalope

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Small but significant change to melee
« on: February 24, 2017, 07:56:42 pm »
This is an example of an easy rework to melee to make it a worthy skill.

This example uses two steps that are easy to implement but both necessary because they work on each other.

1. A melee or hand to hand hit would create "shock" effect (like "crippled") that lasts half minute on the player. This is only a marker and the player can still move and function like he did before.
2. "Restraining" - If a player is in "shock" he can be roped (rope use like cattle), causing these effects: can walk only, can't use weapons, restricted perception (so imagine "crippled" both legs broken, both arms broken, blinded) for half minute.

Technical stuff:
This would be easy to make because:

The "shock" effect would be copy paste of "radiation" with value from 0 to max:
At number from 0 to median: no effect
Number from median to max: cripple all limbs and blinded.

Using rope increases "shock" value from 0 to max
"Shock" value drops fast over time: from max to median in half minute.


Roper vs: Roped: It is a fair battle where both sides have equal chances.
After getting "shock" the player might want to get distance to keep away from getting roped.


Use in teamplay:
Two player team can be slavers, one is holding rope and the other is holding a sledgehammer (a melee weapon). They're dangerous at close range, you might want to keep a distance from both of them.

killer1986chris

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Re: Small but significant change to melee
« Reply #1 on: February 25, 2017, 01:41:40 pm »
Killing my target seems much more enjoyable than making them walk for 30 seconds.

Awgy

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Re: Small but significant change to melee
« Reply #2 on: February 25, 2017, 04:59:52 pm »
Melee does not need reworking. It is good as it is.

antalope

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Re: Small but significant change to melee
« Reply #3 on: February 25, 2017, 08:15:58 pm »
Killer Chris this would let you kill your target in more creative ways like tying him up and then killing him. I think you'd enjoy it.

Awgy that's a valid opinion, but is heavy handed spamming the best most immersive way for melee in this game? Without heavy handed, a high damage output is the least creative method to make melee competitive and different from other weapons.

killer1986chris

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Re: Small but significant change to melee
« Reply #4 on: February 26, 2017, 01:23:51 am »
I like to get the job done and disappear before 5 guys come for my head.

Awgy

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Re: Small but significant change to melee
« Reply #5 on: February 26, 2017, 01:55:31 am »
that is not only HH I was blasting ppl on non hth char with louisvile slugger KompreSor did military bunker with spear, Segal is deadly with super sledge 1v1 Seki was wastin ppl with super cattle prod. There is many ways to fuck ppl up 1v1 with hth. This is why i said is good enough.

antalope

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Re: Small but significant change to melee
« Reply #6 on: February 26, 2017, 03:33:21 am »
Ok but all of the current features of melee would remain. This would add an additional feature to melee (the ability to rope) but nothing else about melee would change

emrebnk

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Re: Small but significant change to melee
« Reply #7 on: February 26, 2017, 07:21:11 pm »
i think its currently state which "shocks" enemies by knocking them down is perfectly fine.

S.T.A.L.K.E.R

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Re: Small but significant change to melee
« Reply #8 on: February 26, 2017, 08:28:20 pm »
I hope you're joking  :facepalm

Remember guys, this was the same guy that suggest to make the flamer walk only...

Seki

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Re: Small but significant change to melee
« Reply #9 on: February 28, 2017, 10:24:12 am »
Too complicated, if you want to prevent your target from running away and you are a crit build, you can simply aim legs. If you are not a crit build then you can take heavyhanded trait which keeps target on ground.