Game mechanic interaction: Guns vs Melee (crosspost)
Posted: Sat Oct 22, 2016 1:44 am
Greetings! This is a crosspost to talk about a specific part of a thread I just posted, where I put down my thoughts and feelings on the gunning mechanic and why it works as well as it does. After much thought, I've come to the conclusion that melee and gunning are both mechanics with very little interaction and counterplay, leading to a part of the game that often feels quite shallow.
For context, I'll summarize the analysis thread: Gunning interacts well with itself and with the environment. Guns vs guns has unique counters and balances that require your strategy and skill in order to be effective. Meanwhile, Guns interact well with the environment by triggering explosives, dropping instagib objects on players, and by busting through cover (or being countered by cover!) to allow for smart use of cover-based combat.
Now that I've gone over the context, let's talk about the problem and what to consider when looking for a fix. As stated, guns interact well with what I feel to be two of the three core features of SFD: Guns, and the environment. However, there is a third (and final) core feature of the game, and that is the melee combat. Guns and melee do not interact well together, having little in terms of interaction or counter play. I believe this to be one of few things still holding back the game from being a shining jewel; an instant classic upon release.
I believe the biggest problems that gunning vs melee face are as follows:
So now, we have to look at what little interaction is involved between melee and gunning, and see if we can't find the middle ground needed to balance these mechanics against each other. Their interaction, as best as I can think of, are as follows:
Or perhaps I'm not looking at things correctly? I believe that SFD is comprised of three core concepts: Gunning, Melee, and the Environment. Each of these features interacts well with each other, but not gunning vs melee. That said, if the above ideas are incorrect, or you think things could be better explained, what ways can we improve on the interaction between these mechanics to make the game feel less shallow or more whole? Let's get some conversation going!
For context, I'll summarize the analysis thread: Gunning interacts well with itself and with the environment. Guns vs guns has unique counters and balances that require your strategy and skill in order to be effective. Meanwhile, Guns interact well with the environment by triggering explosives, dropping instagib objects on players, and by busting through cover (or being countered by cover!) to allow for smart use of cover-based combat.
Now that I've gone over the context, let's talk about the problem and what to consider when looking for a fix. As stated, guns interact well with what I feel to be two of the three core features of SFD: Guns, and the environment. However, there is a third (and final) core feature of the game, and that is the melee combat. Guns and melee do not interact well together, having little in terms of interaction or counter play. I believe this to be one of few things still holding back the game from being a shining jewel; an instant classic upon release.
I believe the biggest problems that gunning vs melee face are as follows:
- Melee has no reliable way to hit someone that is actively hopping around near them/running directly away from them (Switching to throw mode makes you stop sprinting, and as such is quite obvious, making it easier to react to the throw. Can't be done more than once without rearming yourself so the advantage is shortlived.)
- Melee can only disarm a gunner when they are aiming or shooting, making it difficult to actually disarm a gunner.
- Melee is too slow to reliably reflect gunfire while attacking, and block cooldowns are too high to properly deflect gunfire without heavy losses.
- Gunning has no method of disarming a melee weapon or method of quickly destroying said weapon.
- The majority of guns have no "get off me" types of moves, which makes it hard to make space once someone starts to get on top of you. Kicks can do this, but require proper positioning and timing, making the move very difficult to land as a result.
The definition of an overpowered option is a get out of jail free card. If you can just use option A to always beat option B with no work involved, option A is overpowered. This is where we have to look at the balances of things and ask ourselves: Do we have a strong enough option to beat option B? Or is option A so pitiful that option B beats it despite the fact that it should lose?Remember that while counters exist, it's not that move A outright trumps move B, but how you use move A that allows you to beat move B. Do not just spam move A because it can beat move B, make sure that you're using the move correctly - otherwise you may find that move A doesn't just bail you out for free.
So now, we have to look at what little interaction is involved between melee and gunning, and see if we can't find the middle ground needed to balance these mechanics against each other. Their interaction, as best as I can think of, are as follows:
- Melee combat can disarm a gun user by hitting them while they are aiming/shooting.
- Blocking/attacking with a melee weapon can absorb or deflect gunfire depending on weapon used.
- Any player can roll at any time, regardless of weapon held.
- Any player can throw their currently equipped weapon to damage and stun other players.
- Melee weapons have durability that is depleted as they strike objects, players, and bullets.
- Add a dash attack that allows someone to keep moving while putting out an attack; would have a speedboost as used followed by a short sprint cooldown.
- Add in strong attacks on demand and make jab 1+2 loop back and forth, as suggested by Hjarpe at one point. Then make the strong attacks disarm when they deal damage.
- Add block locking to beat gunfire, allowing the function to better protect against bullets at the cost of being able to move and weapon durability. (also in the post Hjarpe made)
- Increase the deflection hitbox duration so that it's somewhat easier to attack and deflect bullets.
- Guns can break weapons through block locking, allowing a player to get the edge over someone by breaking their weapon. Make bullets deal durability damage at 75% of player durability damage so that it's serious.
- Overhaul kicks: Increase stumble time, decrease stumble speed (so that stumble distance is the same), and then change the kick cooldown so that it has a larger gap between kicks.
Or perhaps I'm not looking at things correctly? I believe that SFD is comprised of three core concepts: Gunning, Melee, and the Environment. Each of these features interacts well with each other, but not gunning vs melee. That said, if the above ideas are incorrect, or you think things could be better explained, what ways can we improve on the interaction between these mechanics to make the game feel less shallow or more whole? Let's get some conversation going!