Member
✔️ HL Verified
Discord Member
- Joined
- Sep 28, 2005
- Messages
- 61
- Best answers
- 0
Well I was just thinking a little bit and well I thought of an idea that seemed kinda interesting, tell me what you think of it.
Well of course the Basics are still the same. RMB is still simple melee, and LMB engages the adv. melee while "approaching" someone.
When you engage adv. melee its more or less like a hyper-fast mode, either spaced between 10-20 seconds (maybe a cvar will be better for that for server modifications for ppls likings), that consists of on the moment fast thinking. Of course the winner gets a combo at the end if he lands more hits than his opponent.
This is how it works
Suppose you approach someone and hold down the LMB and you collide. You immediately are attached to that person in combat and immediately are on the go. You press the directional buttons and they do certain attacks (similar to 1.2.3 melee) where LMB makes punches and RMB makes kicks (or vice versa). The person who started the collision starts off the combat, and in order for it to change pace, the opponent has to complete a successful block. A successfull block consists of on the dot blocking. The blocking would be similar to the attacking in the concepts of whatever way you pressed was the same as your opponents.
Also, whenever the tide changes over, the movement towards where its going is changed. So if you engage someone, you guys are moving in the direction you charged from until your opponent successfully blocks you and then it moves towards the opposite direction.
For example:
You were engaged by someone else. While fighting for example lets say it looks like this
This is happening instantly, there is no delay in the combat unlike 1.2.3
Im going to use visuals for this.
R = using RMB -- L = using LMB -- > = right -- < = left -- ^ = up -- _ = down --
(Lets say there was only enough time for 6 actions to occur thus far)
In this example on the bolded part below is when the tide changes over and you now get the offensive until he successfully blocks you, in which it would change back to him.
After the set time from the cvar is over, whoever had the most hits from the fighting should get an end moment in which he can do an maybe a 2 second button mashing to which has the capabilities to make combos to make the end of each battle more enjoyable =].
This is all instantaneous and there is no delay. As soon as someone engages you, you guys are going at it. This IMO would give ESF a more fast paced gameplay feeling.
If anyone has questions as to what I mean, I'll be glad to explain it, I dont know if I did the greatest job of interpreting my idea.
Well of course the Basics are still the same. RMB is still simple melee, and LMB engages the adv. melee while "approaching" someone.
When you engage adv. melee its more or less like a hyper-fast mode, either spaced between 10-20 seconds (maybe a cvar will be better for that for server modifications for ppls likings), that consists of on the moment fast thinking. Of course the winner gets a combo at the end if he lands more hits than his opponent.
This is how it works
Suppose you approach someone and hold down the LMB and you collide. You immediately are attached to that person in combat and immediately are on the go. You press the directional buttons and they do certain attacks (similar to 1.2.3 melee) where LMB makes punches and RMB makes kicks (or vice versa). The person who started the collision starts off the combat, and in order for it to change pace, the opponent has to complete a successful block. A successfull block consists of on the dot blocking. The blocking would be similar to the attacking in the concepts of whatever way you pressed was the same as your opponents.
Also, whenever the tide changes over, the movement towards where its going is changed. So if you engage someone, you guys are moving in the direction you charged from until your opponent successfully blocks you and then it moves towards the opposite direction.
For example:
You were engaged by someone else. While fighting for example lets say it looks like this
This is happening instantly, there is no delay in the combat unlike 1.2.3
Im going to use visuals for this.
R = using RMB -- L = using LMB -- > = right -- < = left -- ^ = up -- _ = down --
(Lets say there was only enough time for 6 actions to occur thus far)
Code:
Your opponents actions:
R> - L> - R_ - R^ - L< - L>
Your actions:
L< - R^ - L> - L_ - L< - R^
Code:
Your opponents actions:
R> - L> - R_ - R^ - [b]L<[/b] - L>
Your actions:
L< - R^ - L> - L_ - [b]L<[/b] - R^
This is all instantaneous and there is no delay. As soon as someone engages you, you guys are going at it. This IMO would give ESF a more fast paced gameplay feeling.
If anyone has questions as to what I mean, I'll be glad to explain it, I dont know if I did the greatest job of interpreting my idea.