1.2 Adv. Melee vs. Simple melee (and other things)

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Here's a little suggestion of mine.

Instead of revamping 1.1, we revamp 1.2.

I think to get rid of "such easy block" is to make the attacks happen a split second after the command.

The attacker still gets the same amount of time and can still push in different powered attacks, but there are no arrows.

Instead, it's an actual fight and not a premade fight.

User1 = attacker
User2 = defender

User1 pushes and holds left arrow for 1 second, immediately following release, he attacks, giving the defender a split second to push the left arrow and block the attack. User1 then continues to push different combinations of arrows, giving User2 minimal time to defend.

Do you get it? I can't really explain it, I can see it in my head, but I can't explain it all that well.

I'd also like to see dive's like in revolutions =(.
 
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I see what you mean, Smith, but I'm not sure how it could really be implemented. How stun time is handled would be have to be changed a lot, and I think it would stagger the gameplay too much. The minimum charge for arrows would have to stay in place to avoid people using scripts, so imagine seeing some haltering between light attacks to a heavy one. It'd look clumsy as hell.

What I hope happens is they up the damage of advanced melee across the board, shorten the max stun time, shorten the time per arrow you have before it goes random on you.

If there was one thing I think should be done raise the bar in skill in advanced melee is simply to remove retaliation. I mean, look at the terminology. You prepunch someone to build up 'stun time' to do a combo on them. So.. How come the person stunned magically can attack back and then the 'attacker' is stunned? I never liked that, but.. Hey. That's why so many people use basic melee a lot, myself included. If I earned the hit, I shouldn't really be setting myself up to get rocked potentially with random arrows I have no control over. I think people should have to earn their combo strings, not just wait for a retaliation. I think that'd make the game a lot more skill-based, but.. I don't think it's going to happen.
 
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Well I don't know...

But in DBZ, when they were going to hit someone hard they would sort of charge of their fist.

That could be incorperated with my idea.

Player 1 swoops into Player 2, prepunch starts. Player one charges strong (red) attack for 1 second, during this time the character pulls his fist back and sort of screams a charging yell, giving an advanced warning the Player 2.

It'd take a lot of tweeking, but I think it'd be fun :0.
 
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Smith - The main problem with your idea is the fact that it doesnt take lag into account. 40 pinger vs 150 pinger, 40 pinger would have a rediculous advantage.
 
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That's what beams are for ;P.

My god, this 2 minute wait thing is ANNOYING.

This is the second message I've added in 2 minutes...

Third...
 
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So screw melee for people slightly higher pings? I'm sure everyone is going to love that ^_^
 
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The needs of the many outweigh the needs of the few.
 
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Heh, this is screwing over people with a ~50-70 ping difference.
 
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Yep ^_^.

The message you have entered is too short. Please lenthen it to atleast 10 characters and try again.
 
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i just played with sonic as he messed with cvars and i must say it made adv melee ALOT better.
 
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Snow1586 said:
i just played with sonic as he messed with cvars and i must say it made adv melee ALOT better.
I wanted Sonic to release his server.cfg but the 1.2.1 patch was coming which has it implemented (advanced melee skill), but then it was delayed. Sonic, if you are still interested in posting it, contact me and I'll host it up for these guys to try on their own servers ^_^.
 
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The speed at witch the arrows move is ALOT FASTER, sonic was having some fun and made it go so fast is was too cool.
 
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MP said:
What could you change that would make it that much better?
Wait for the patch and you'll find out, heh. I'm going to remember that post you made. You're so gonna eat those words. xD
 
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!XxShAdOwxX! said:
I wanted Sonic to release his server.cfg but the 1.2.1 patch was coming which has it implemented (advanced melee skill), but then it was delayed. Sonic, if you are still interested in posting it, contact me and I'll host it up for these guys to try on their own servers ^_^.
Heh I didn't think the patch was gonna get delayed...

Well here are the cvars to change on your server, but before you do, here is a note of caution-> These settings play a little more smoothly in 1.2.1 than they do in 1.2 because of a slight blocking error that was taken care of in the patch but still exists on current servers. All that means is that you'll have to hit your blocking arrows a little faster than normal for them to count. If you run into an issue where you get the correct arrows but you get punched and kicked anyway its 80% your fault for being slow and 20% this bug for being there.

I'm not sure exactly where to put these (maybe the server.cfg?) but if you can't find it you can still manually type each in through consol.

am_minrange .2
am_weakrange .35
am_mediumrange .7
am_strongrange 1
am_prepunch_stunperpunch .5
am_struggle_arrowtime .4

Test it out. Don't go posting a ton of feedback on it yet though or go asking me to change it around, just test it out, see if it suits you. Tomorrow when I get home from school I'll get the cvars on one of the official servers to get a few more opinions on it and make some final tweaks, although it flows smoothly enough I don't think I'll worry about any of that.


A final word of warning-> This is not for pings over 140 . Wander into one of these servers with a ping near the 200 range and you'll suffer some pretty painful... uh... pain. Yeah. Honestly I haven't tested with higher pings than about 140 but that feels about right. Maybe some of you can tell me if it's playable at higher pings.



Final final note-> Don't tweak these values, these are the faster melee values. If you change them around (especially minrange) it'll only make things confusing for other players who are trying to test out the new settings. Things also start to get funky if you shift values around much more than that, so don't do it unless it's just for private experimentation, not on any public servers you're hosting it on.
 
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ya i just played with legend in his server...he applied the cvars and it is WAY more fun than it used to be...maybe this patch will fix more than i thought ^_^
 
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I'm presently running the cvars on the esforces.com official server #1 if you want to check them out.
 
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Halorin said:
Wait for the patch and you'll find out, heh. I'm going to remember that post you made. You're so gonna eat those words. xD
Uh oh Hal is gonna get meh.:) When that patch does come out, be sure to get a hold of me. Not doubting your...skill, I just like to see people back up what theyre saying.
**
Oh yea Sonic, do you know what the default values for those are?
 
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Sounds like it's going to be a lot more fun, can't wait for teh patch.
 

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