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Sledgehammer

Give us your input on how we may improve the game in future versions.
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Sledgehammer

Post by Powerbombs » Sat Jun 18, 2016 7:44 pm

Will you add a Sledge Hammer in a future update?
-Crushes blocks (you cannot block the swing/hit)
-Slow swing time (you will swing slower than the Fire Axe)
-Primary or Melee slot (I suggest Primary, judging on it's abilities)
-Can break breakable floors/walls faster than any of the current melee weapons

Thanks to Formel for correcting me on slowest melee weapon!
Last edited by Powerbombs on Sat Jun 18, 2016 11:52 pm, edited 1 time in total.
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Post by KliPeH » Sat Jun 18, 2016 8:05 pm

 ! Message from: KliPeH
Separated this post from the Planned Feature section and merged it into its own thread for further discussion.
Stop posting suggestions inside Planned Feature threads.
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Post by Creeper » Sat Jun 18, 2016 8:25 pm

pfft i dont think so becose there's a hammer added to the game and they like keeping things simple.
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Post by Powerbombs » Sat Jun 18, 2016 8:40 pm

K thanks for the help KliPeH I appreciate it :)

They could add it, but it's up to them since they created this game. I also don't think they like keeping things simple because they're about to add Throwing and Grabbing, and they're adding a Jetpack, Grappling Hook, Chainsaw, and more.
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Post by Formel » Sat Jun 18, 2016 10:45 pm

Katana has pretty fast attack speed. I suggest this kind of attacks should be slower then axe (which is slowest melee weapon now, as I can remember)
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Post by DanQZ » Sat Jun 18, 2016 11:05 pm

Creeper wrote:pfft i dont think so becose there's a hammer added to the game and they like keeping things simple.
But they have both a machete AND a katana, so why not a hammer and a sledgehammer?
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Post by Lunatic » Sun Jun 19, 2016 8:11 am

Guys, All the melee weapons have the same swing speeds. None of them swing faster than any other weapon. The only melee attacks that are faster are fists, which are only faster after the first hit. This means fists swing faster than other weapons after the first swing, but only fists do this and all weapons have the same attack speed otherwise.
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Post by mgtr14 » Sun Jul 17, 2016 12:26 am

 ! Message from: KliPeH
Merged a new take on a similar idea with an older thread.
A sledgehammer.
NOTE: It will not ground you or stun you in any way that is enough to hit again or force you to block, but at the same time not let you easily just hit him after blocking. And any swing you block, you get flung around a bit but don't take damage.

Swinging.
᛫ 20 in damage.
᛫ Takes slightly more time to do a single swing.
᛫ Doesn't have a combo.
᛫ When blocked, the player is staggered, like he was kicked.
᛫ When you get hit by it, you get thrown back like if hit by an uppercut.
᛫ When you get hit by a swing while you're mid-air, you are flung away a distance a bit longer than an uppercut.
᛫ When you block a swing while you're mid-air, you take no damage and you drop down on the spot.
᛫ If hit while rolling, you are thrown back a bit.

Air attack.
᛫ 25 in damage.
᛫ An air attack with the sledgehammer needs a small charge up. ( Hold the attack button. )
᛫ When hit by a sledgehammer smash mid-air, the player gets flung diagonally down and is instantly grounded for a long time when he hits ground.
᛫ When you block a sledgehammer smash mid-air, the player takes no damage but drops down on the spot.
᛫ When you get hit by a sledgehammer smash while you're on ground, you are grounded for a long time.
᛫ When you block a hit from a sledgehammer smash on ground, you are staggered just a bit.

If it will be a throwable in the future...
᛫ The player will start swinging the sledgehammer around him, the more time he keeps swinging the sledgehammer, the more speed it has when thrown.


Hard counter.
᛫ It's impossible to hit someone who is charging their swing if you're infront or behind him.
᛫ It's impossible to walk past someone who is charging their swing.
᛫ Players who are charging up can only be hit from behind.

Easy counter.
᛫ It's impossible to hit someone who is charging their swing if you're infront of them in any way.
᛫ You can hit someone who is charging their swing if you're behind them.

Misc.
᛫ When you start your swing, you can't change wich direction you're facing.
᛫ If you block any sledgehammer hit with any melee weapon, the melee weapon takes alot of durability damage.
᛫ If you block any sledgehammer hit with any makeshift melee weapon, the makeshift melee weapn is instantly destroyed.
᛫ Does more damage to objects.
Last edited by mgtr14 on Tue Jul 19, 2016 2:03 pm, edited 19 times in total.
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Post by Wozenbelt » Sun Jul 17, 2016 12:33 am

An interesting idea. I don't know how well it would work though, considering its charge up time. I feel like the other melee weapons' speed advantage would be a gigantic upper hand against this sledgehammer. If you can't hit me before I can hit you, what good is that strength of yours? This is a problem that a lot of heavy-but-powerful characters have in fighting games. Maybe kicks could factor in as mixups, but then again, maybe they're not good enough for that.
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Post by mgtr14 » Sun Jul 17, 2016 1:10 am

Wozenbelt wrote:An interesting idea. I don't know how well it would work though, considering its charge up time. I feel like the other melee weapons' speed advantage would be a gigantic upper hand against this sledgehammer. If you can't hit me before I can hit you, what good is that strength of yours? This is a problem that a lot of heavy-but-powerful characters have in fighting games. Maybe kicks could factor in as mixups, but then again, maybe they're not good enough for that.
Added more features to make it harder to counter.
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Post by Lunatic » Sun Jul 17, 2016 4:05 am

There could be super armor but if the sledge doesn't deal 20-25 damage per hit it probably wouldn't matter; furthermore, if it can't even be blocked, it's basically a "do not approach" scenario. I like the idea of the slow-powerful archtype but it doesn't really fit into SFD in the melee context. We don't have enough of a moveset to factor in this type of fighting.
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Post by M_M_M » Sun Jul 17, 2016 4:45 am

Making the swinger immune to frontal attacks while going would make it like the melee version of a flamethrower, seeing how both encourage to keep distance and counter with lots of bullets. I mostly want it to watch it completely unbalance every melee map made before the update and how beautiful it'd be.
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Post by Duck » Sun Jul 17, 2016 7:03 am

It could be like the melee version of a bazooka; It has a big metal hammer piece on the end of a wood stick, so it makes sense that it wouldn't last very long: it could do 20-30 damage on a hit but break in just 3-4 hits.
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Post by mgtr14 » Mon Jul 18, 2016 7:12 pm

Duck wrote:It could be like the melee version of a bazooka; It has a big metal hammer piece on the end of a wood stick, so it makes sense that it wouldn't last very long: it could do 20-30 damage on a hit but break in just 3-4 hits.
I think it should deal 10 damage at a normal swing and 15 on a smash. I don't know about the durability.
M_M_M wrote:Making the swinger immune to frontal attacks while going would make it like the melee version of a flamethrower, seeing how both encourage to keep distance and counter with lots of bullets. I mostly want it to watch it completely unbalance every melee map made before the update and how beautiful it'd be.
You could jump behind or simply walk behind him or out of range, you don't need a gun to counter someone using a sledgehammer.
Lunatic wrote:There could be super armor but if the sledge doesn't deal 20-25 damage per hit it probably wouldn't matter; furthermore, if it can't even be blocked, it's basically a "do not approach" scenario. I like the idea of the slow-powerful archtype but it doesn't really fit into SFD in the melee context. We don't have enough of a moveset to factor in this type of fighting.
You read wrong, it CAN be blocked, but it just removes the damage, you still get flung around a bit.
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Post by Wozenbelt » Mon Jul 18, 2016 7:27 pm

It can be blocked, but in a lot of cases, it's not worth it at all due to fall/hazard damage.
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Post by mgtr14 » Mon Jul 18, 2016 11:55 pm

Wozenbelt wrote:It can be blocked, but in a lot of cases, it's not worth it at all due to fall/hazard damage.
Made it rek you less when blocking.
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Post by Lunatic » Tue Jul 19, 2016 3:33 am

10 damage regular swing, 15 for a smash???
Fists do 8.5. Pipe wrench does 11. Katana does 15. I'd say it needs to do a little more damage to compete.
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Post by mgtr14 » Tue Jul 19, 2016 9:56 am

Lunatic wrote:10 damage regular swing, 15 for a smash???
Fists do 8.5. Pipe wrench does 11. Katana does 15. I'd say it needs to do a little more damage to compete.
Made it a bit less powerful than the katana, since it should be punishing to hit someone with such a weapon.
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Post by Lunatic » Tue Jul 19, 2016 1:38 pm

No, it... The sledgehammer is slow. It needs to deal more damage than the katana if it's to be a respected weapon.
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Post by Duck » Tue Jul 19, 2016 1:49 pm

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