Woo, lot's of responces, let's start from the top...
eaz135 said:
question for joe:
see how when you enter the range of some1 else u automatically start autopunching, what decides wheather player 1 or player 2 get attacked. do u have to swoop to do an autopunch ? say like 2 players are floating and they fly (not swoop) towards eachother who will begin auto punching and is there a blocking method to prevent being "autopunched"
Well, ATM secondary fire does nothing.. maybe we can make it activate prepunch or something w/o swooping. If you both swoop into eachother, it works like beta 1.0, since we havn't implemented anything for it... We'll put melee struggles or something along those lines in it's place.
ATM blocking does nothing, it will though before we release. Feel free to suggest things for what block should do.
esfn00b said:
i dont really understand how the blocking works though, do you have to press that direction to block or something? (thats what i understood from what it said) also, will you have to do something different to block kicks
another thing: can you be hit while charging a combo?
Blocking is simple. When the attacker presses the button on the charge bar, the direction gets sent over to the defender. You have up until the move is executed (animation plays) to block it, giving the defender a little more time after the combo is finished being charged to block the move (helps 56kers out too).
You can be hit while charging a combo, we're still debating if we should put the players in god mode / reduce damage / whatever.
USSJ2vegeta said:
i dont like it ....
......sorry i just dont like it......10/10 for the effort 10/10 for ideas
everything is good but wat i think wrecked it is the stunn part ....they just stand there doing nothing for like 6 seconds..... :\
but its still WIP so it should turn out better.....
EDIT***********
its actually about 8 to 9 seconds timed it ;(
They don't just stand there for 6 seconds, when the attacker is charging his combos, the defender has to block the moves. It keeps both players pretty busy.
And like i said above, almost everything has a CVAR. Too slow? Just change the cvars, make it as fast as you want.
shijing said:
well, i got a very good idea, and pretty balanced, and it is.... block struggle.
in short, when you start to prepare your combo, you can the enemy will start a little block struglle, you cannot do anything with it, but it just a little animation to kill the silence before yo uattack, it sounds good to me, like, you enter the block struggle, yo udo the combo selection stuff then execute it, all it does it stop them staring at eachother for ages.
another idea would be to do simtanious attack, you yo upress left, the opponent has to press it, but instead of waiting for a full list, the first one executes, then you do another and another, to a max amount, that kills the staring moment too,
i dunno, i just dislike that silence, the rest is sweet :O
We can always like just make a idle melee struggle to make it look pretty, hehe. That's true though, we'll look into it.
With the second idea, we concidered this multiple times, but when you think about it, it would just make melee slower and harder then it currently is. It would be like
*Punch* - wait a second or two - *strong punch* - wait a 1/2 a second - * weak punch * - etc....
It would also be really hard to block the moves too, expecially for 56kers.
eaz135 said:
mmm i also noticed that yous arnt using that melee attack sprite on for the melee attacks , its the one thats like a greyish circle thingi that pops out when some1 gets hit by melee. i think it should be used on every 2nd 3rd hit or mayb just if the melee combo is fully charged in the melee struggles.
Melee has no FX/sounds so far, it's very WIPish. After we get the server side base down, we'll add a **** load of pretty FX
Gamplay before graphics, right? ^_^