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I agree 1.1 melee really does suk and i can't wait until 1.2!
Sonic Boyster said:In other words when melee ends something happens to prevent spectators from remaining right next to you after you swat your opponent away. My problem would have more to do with opponents getting me into advanced melee at all, particularly much weaker opponents. If somebody is 1/4th my power level but fast and continually pulls me into advanced melee whenever he hits me it is a waste of time for me.
What happens to your opponent if you just let all twelve autopunches swat him without initiating advanced melee or a throw? Does it knock him away where he can just swoop back at you or what?
Hibiki said:lets face it people
1.1 melee SUCKS
plain and simple its boring its dull its repeditive
anyone who crys because something as dull as that was replaced with a better, cooler, funner, more indepth, action packed system doesnt deserve to play
Hey, we're people too, surprisingly enough. We can have differing opinions as long as nobody is flaming. We're here to enforce regulations, not opinions.Halorin said:Relax and let's try to keep this on topic, fellas. Two moderators, of all people, shouldn't be getting into any kind of argument or opinion imposing.
1.2 and 1.1 shouldn't really be differentiated as strongly as people are doing so. 1.2 has newer features and more methods of attack than 1.1, but the principles are still the same. Swoop, hit, dodge, counter are the four basic 'food groups.' These principles have just been expanded upon. If you choose to play 1.2 exactly as 1.1, you're just going to be missing out entirely on doing more damage and being more efficient with your time. The knockbacks aren't what they used to be, but they are still knockbacks. If you stick to just doing those, you might do okay, but you're playing with one arm behind your back. For those who truly are complainers, your knockback-only strategy is still able to be done, only not as effectively as someone who's well-rounded with all of their attacks.Scruffie said:I think the 1.1 people should have realised that the melee system would have been replaced eventually by a more superior system some where down the line, and it would appear it's come to that. If they're going to whine now (not saying anyone is), it's a little bit too late for it IMO.
But having said that, I would very much like a system that incorporates both kinds of melee, since they both seem to work very well. 1.2 melee handles the more fast paced, intricate combat, while 1.1 melee deals with hard hitting attacks that can be used to take an opponent by surprise (as described in this thread, the overhead whompy thingy) or knockback several opponents in a short space of time.
I think these systems could combine to make a very interesting and fun game, but if anyone's gonna complain about how it isn't focusing on one method or another, I think they should sit back and wait to see the finished result before mouthing off...
You do that by switching to the generic beam or attack of your choice after a throw and firing it at your opponent?Brim said:I have a question/suggestion
If the team isn't already planning this then I would assume it would have to wait for a later release, but for the advanced melee, will there be a possibility for including energy attacks?
I'm not exactly sure how this would be effectively and fairly implemented, but something like adding an automatic generic beam after a throw or something similar?