Super_Vegeta.LE said:
if you need to ban me for having an opinion, go for it, regardless i still think the team is making a mistake from the described system.
i would be happy if they had a general idea of how the part of melee which would actually require some larger form of human input, rather than automating and charging, hardly skill based is it?
I'll respond to this now even though it has already been responded to just in case other people are still thinking this way.
1.) You're free to have an opinion, so long as you don't abuse your right to express it wherever you deem(sp?) appropriate, or use it to start fights.
2.) The part of melee that requires "some larger form of human input" is the entire thing. You have to catch your opponent off gaurd if you want the advantage in 1.2 melee, in exactly the same way you did in 1.1 . The only difference there is that you can't lock on. Once you begin charging *YOU* are inputting a combonation of punches and kicks designed to EITHER confuse your opponent, OR to kick off a more powerful combonations of punches and kicks that triggers a special combo which has a higher potential for causing large amounts of damage than a random flurry of weak attacks. On the other end, while you are being attacked, you are trying to dodge attacks in such a sequence that you do not fall off beat and become overtaken by a special combonation or a flurry of punches and kicks (much like in a popular anime I'm sure most of you have seen before, Dragonball, or another one that I certainly hope most of you are familiar with, Dragonball
Z.
ALSO note that WHILE the melee animation is playing (in otherwords, when you start attacking, or blocking, and you can visibly see confirmation of how well you did) you are either charging a counter attack or trying to hit keys in the correct sequence to dodge that counter attack. THEN during THAT counter attack you are repeating the reverse a final time. After the fighting animations start the defender will have time to counter *if* he has finished blocking attacks sent his way and still has any time left over, which means he will have less time to charge attacks than his original attacker did. The original attacker, in turn, will have even less time to counter his opponent's counter.
How does that all translate out? Madeningly quick execution of special power combonations and counter attacks and variation attempting to confuse your opponent into missing enough beats to be overtaken in melee.
Now how the hell does that not require as much or more skill than teleporting next to your opponent and swooping into his back (especially considering you are *still* trying to do that before the melee charging sequence even begins)?