Oh God,this will start an infinite number of quote layers. We are goin' deeper Leo! [cit]
Lunatic wrote:Poncho, did you know your post shocked me to the point where I couldn't respond for a solid hour? Like, where do I even begin with this post, man? It's super contradictory.
I actually tought - and still think - that this post is not contradictory at all,dude. But I guess that I havent explained myself well,in some points.
Lunatic wrote:
Del Poncho wrote:I think that the current situation of melee vs gunning is anything but shallow.
Of course it was a problem,some time ago, since you could run around the enemy shooting without any malus to that. But since the kneeling animation was introduced,I feel that we don't suffer from this problem anymore.
w... what??? Kneeling is a result of using a jump attack or jump kick, aka one of the easiest ways to hit someone jumping around. Adding kneeling fixed the problem it countered??? That doesn't make any sense - if anything, it's harder to hit someone jumping around you and shooting, unless you're near objects and platforms, but then the gunner can account for that.
Furthermore, there is little interaction between these mechanics, especially when compared to how guns interact with the environment and itself. That makes the interaction between guns and melee shallow - aka, there's no depth.
Well,when it comes to a generic "melee guy vs gun guy",I always picture it the way I do it (And most of the people I see,at least): Not simply running in a direction,taking brief pauses to shoot the enemy. I tend to jump around him,use ladders,crates and stuff like that,staying in the same 5 meters,trying to do unexpected movements,and when the time is right,kick him to shoot him.
So basically,unless the gun guy always has a way to avoid the kneeling animation,he will have to time himself perfectly,not to get hit by a baseball to the teeth.
And when you get hit the first time,you have whether to switch to melee or try to escape after getting a full combo.
Lunatic wrote:Del Poncho wrote:In a non-specific situation where 2 players meet,where player A has a gun and player B has a melee weapon, most of the times it's the melee player that will be victorious (Unless the gun players decides to actually melee the enemy,ofcourse).
Since the gun player will (most of the times) have to kick you in order to find the time to shoot you,the melee player will have the same opportunities (considering the surpirse factor as a bonus to the gunner,and the range as a bonus to the melee guy).
This isn't true at all. The idea of giving someone an option/ability, a tool, is not for it to be the only option that player has - it's to give the user more to work with so that they can trick their opponents better. If anything, the gunner would have the range bonus?
Guns have higher overall DPS, with the carbine being able to deal more DPS than the katana. Guns are much safer to use/harder to punish for using since they never have to stop moving to do anything effectively, and can freely switch between stationary aiming and walking around with no drawbacks nor vulnerability/punishable frames. Melee can not say the same, hence why guns generally have the upper hand in CQC.
I think I just didnt explain myself here. In this situation,the 2 guys are close to each other. Obviously,it's up to the melee guy to get close to the gun,in order to take advantage from his weapon.
Lunatic wrote:
Del Poncho wrote:Lunatic wrote:[*]Increase the deflection hitbox duration so that it's somewhat easier to attack and deflect bullets.
Seeing someone deflect a bullet should be something special and unexpected. It shouldnt be something that everybody does everytime they get shot,otherwise,what would be so scenic about it?
Why have such a cool idea so difficult to pull off? Due to the speed of projectiles and how slow melee is, the chances of intentionally hitting someone's bullets back at them is slim to none. It basically requires slomo, which then makes it pretty unlikely the reflected bullet will actually strike the gunner. It is so absolutely rare, and so impossible to pull off intentionally, that I just don't see a reason for the mechanic to exist in the game as-is. Either make it easier or, hell, remove it.
Just because it's the cooles idea ever,doesnt mean that you should see it all the time. This thing is cool as long as it's a difficult thing to pull off.
Yeah,seeing someone doing a triple backflip with his hands tied is goddamn cool,but if everybody knew how to do it easily,we would just feel "meh" when seeing it.
I see it a bunch of times every round,goddamnit. If it wasnt a bit of a core defense for melee vs gun situations,i would make it even more difficult. Just because we are Bold and Bald action dudes doesnt mean we should be able to do everything at the first try!
Lunatic wrote:Del Poncho wrote:Lunatic wrote:[*]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)
Plus,with a block lock it would look like a bored jedi standing still deflecting a bunch of bullets untill his weapon breaks. Same thing with melee. It would feel just too easy.
It would feel tense, putting up a block at just the right moment to ward off their bullets. Look over at your weapon's health and watch it drain, and realize that this could go one of two ways: They could stop firing to make you drop your block and then shoot you some more (Maybe even kill you!), or they could advance on you while shooting so your weapon breaks and then draw their own (I mean hey, things could go a huge number of ways, but these are both pretty dangerous). Going fists vs a weapon is a massive disadvantage, lacking a lot of range makes it super easy for someone to wall you out with attacks. The reason I say this for a gunner is because the intended change is not just "make melee beat guns nd have guns kill melee weapons!!!" It's meant to make the game more dynamic, and give more advantages to all players. Regardless, if your weapon breaks you could very well die.
If your weapon breaks in your hands like this I would imagine you'd stumble back as it crumbles out of your grip, letting the gunner get a few shots in. Seriously, this would be a tactical decision - What if you were holding a katana, or a chainsaw? Would you want your weapon broken when it's so strong? It would be just the same as someone disarming you, except there's no chance to get the dropped item back because it would be destroyed.
Eh,I can imagine this sort of defense only with a shield-like object (wich was suggested multiple times *cough*Gurt*cough*plz do it*cough*).
Blocking a bullet in a way so easy (Even if not advantageus,whatever),would kill the cinematic feel.
If everyone is super,no one will be.
Lunatic wrote:Del Poncho wrote:Lunatic wrote:[*][...]Then make the strong attacks disarm when they deal damage.
That would be just goddamn powerfull,dude...
This change is supposed to go into effect with on-demand strong attacks, and I'd imagine the strong attacks would take a little longer to come out. This gives the attack solid use across the board, but trying to pull one off when close to someone would probably be just a touch too slow to stop them from attacking or even grabbing you. It also allows melee to have a straightforward method of disarming someone regardless of if they're in a state to be disarmed or not, which I believe it is sorely lacking. Making it a slower attack would thus make more sense - it doesn't even need to do more damage, really
Eh,I don't think that a player should have the opportunity to disarm someone just with an attack,no matter how difficult it is to pull off.
Lunatic wrote:Del Poncho wrote:Anyway,as it's obvious,melee is much more situational than gunning,giving guns an obvious advantage in most of the situations,but I like to remember that they are not supposed to be 2 separated parts of the game,you have to blend em.
If the meleer is far away from the gunner, well, that's just too bad for him. He shoudlnt have a way to counter him,next time he won't find himself there,or he'll find a way to get to cover.
This part also contradicts what you said above, where "melee will usually be victorious". You can't have something having an obvious advantage most of the time and have it lose most of the time. If that's the case, then
melee is the one with the advantage - which we all know is not true.
I agree that the game is supposed to be blended, and I don't want one part of the game to be the only viable way to play/win. That's what this is all about, adding interaction between key elements of the game to better blend them and make the game feel well-rounded. If guns and melee can interact more, it allows more complex interaction between elements and players, and lets the two mechanics blend together better for a game that can have depth.
Complexity is not a bad thing when done correctly.
Again,I probably didn't explain myself. "Melee will be victorious" in a close quarter situation (same room,same building,whatever,as long as the melee player gets close to the enemy. And trust me,it's not so difficult to do it).
What I meant is,in a CQC situation,the gun dude will probably have to pass to his melee weapon (or fists).
In almost every other situation,the gun would prevail,as it's obvious. And I think it's the right way to do it.
As for complexity,I think that the game already has enough interaction. I mean,we're talking about generic melee vs gun scenes,cause we're trying to make a point and because we can't describe every situation ever,but it's a very rare scene. 90% of the times,everybody have a ranged weapon and a melee weapon. And if they don't,well,there are plenty makeshift weapons to be used/thrown.
Lunatic wrote:I just don't think melee is as good as you claim it to be. It's slow, it forces you to be stationary[...]
Melee doesnt make you stationary at all. Of course,the classic A-D fight unaffected by your surroundings will be shallow,but there's nothing to do there,it's just up to the player. No changes will ever fix this.
Lunatic wrote:[...]it's hard to hit a moving target with it unless you're using something that has baseball bat range or higher. The Bat is just short of katana range if you weren't aware.
Again,I'm in uge disagreement here. I rarely have problems hunting down someone,ESPECIALLY since the throwing update. You can just throw your weapon,make the guy fall/loose his gun and then pick it up to finish the job. Obviously,you have to time it a bit,or he will avoid it,but that's the same for guns and dodges.
Lunatic wrote:But hey, if you're fighting someone 200+ ping? Chances are there's nothing they can do to save themselves.
Of course there are no chances! This game is not meant to be played with 200 ping,it's like saying that you got an absurd advantage on a player with no hands: It's obvious,it's the right thing,and there's nothing to do about it...I usually don't even accept red pings on my server.
Anyway, I think we need more examples,images,and stuff like that to actually make a point. Or maybe we just have different views on how the game should be, or again maybe we just had a different experience with SuperFighters. I rarely see someone that plays with you on my server,for ping reasons,so my hypothesis is that these 2 groups of people just play differently from each other. That's all I got.