Technical support > Feature Requests

Melee Attack Suggestions

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Surrealistik:
#1: Coup De Grace/"Vital Strike" (Happy Pshawn? :P)

Some sort of deathstroke melee attack should be possible against an oblivious target (defined as one that does not perceive the attacker) for obvious reasons. The deathstroke would deal several times the normal base damage of the weapon's otherwise most powerful attack mode (3-4x), costing signifigantly more TUs to reflect the additional time required to deliver a decisive, deadly precision strike. The TU/damage (efficiency) ratio of the Coup De Grace should be vastly superior to the weapon's other attack modes despite this increase in TU cost however.

#2: Reaction fire for melee weapons.

You should be able to guillotine/attack/jump a target that passes within melee range of you. There is absolutely no good reason for precluding melee reaction fire.

Questions? Comments?

blondandy:
#1 great idea. it is frustrating to sneak up behind someone and not be able to finish them off.

#2. melee reaction: another top suggestion. (note to devs - if you implement this, make sure there is no reaction fire with the medikit - that would put a dampener on one's day).

Voller:

--- Quote from: "blondandy" ---make sure there is no reaction fire with the medikit - that would put a dampener on one's day).
--- End quote ---


:D :D :D

Both ideas are good.

inquisiteur2:
I would add however that if reaction fire is too effective, and if there is no other goal in the map than kill other players, every game will end like a camping fest like a team of snipers in counterstrike. - which is real boredom.

Still, I understand that somone pointing his gun on an entrance and waiting for his foes should be able to shoot him accuratly. Maybe a "reaction" stat, that would be temporarly increased by soldiers having reaction fire on, would be useful to know who shoots first.

Surrealistik:
Well actually, multiplayer *is* more or less a camping fest at the moment. Reaction fire, coupled with highly accurate, instantly lethal weaponry (particle beam cannon) encourages defensive play, but there are ways around this common tactic (smoke grenades to provide temporary cover, flash bangs, grenades thrown from behind cover, etc...). RF nerfing measures have been discussed, and the idea that currently seems popular is one that involves comparison of TUs and some random factor to determine the probability of a reaction shot. This would be a viable solution given the TU cost associated with reaction fire. As an RFer responds, his overall ability to make further responses declines (giving you an opportunity to kill him from a distance).

As RF pertains to melee weapons, if you get coup de grace'ed as you move through a door or around a corner blindly, you deserve to :P. When in doubt, blow it out.

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