Are you satisfied with 1.0's Melee System?

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hehehe ..
we all played the alpha for a long time before we got the beta, lolz @ n00bs =P (hey, j/k)

the alpha melee was nothing.. just some punch animation with almost no damae at all, no effect, and you have to get ery close to the player to perform it! it was so useless.
 
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heh... Okay, lets go through this again...

Melee
Beta 1.0
Im sure you know how this works

Beta 1.1
Same as Beta 1.0 melee with acouple improvements
- Uses KI instead of ping for head on collisions
- New method of detecting player infront of you, uses dotproduct instead of a traceline.
o Easier to hit enemy
- Some new sounds
- Block + hit delay
o Get hit with melee while blocking, you cant attack for another .8 seconds. Aka - no more insta counters
- I think thats it, but im not sure...

Beta 1.2
- Erase everything from above, completly new system. Still a secret
 
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no ithink someone posted it b4... it was like ...
holds, swoop ki cost increase and speed decrease and some other stuff
 
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Originally posted by -]SE[-GOGETA
no ithink someone posted it b4... it was like ...
holds, swoop ki cost increase and speed decrease and some other stuff
Don't think so, unless ESF has some other coders secretly modding my melee code. :p
 
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Question..
Would using turbo in melee in 1.1 increase chances of hitting your target in a head-on swoop??
 
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well depends on how he codes it.. he could make is go off your base ki or your turbo.. i would just like to be aware the effectiveness of turboing in melee..
 
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the melee system is alright, nut the bad thing about if are kit to the ground once, ppl wait for u to get up and then they get u again, then the same happens.



this is cheap but i rekon that it is good when u r the guy hittin em to da ground but it is **** when ur the guy who is been hit to da ground.


lol :) :) :)
 
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Originally posted by Elazul
well depends on how he codes it.. he could make is go off your base ki or your turbo.. i would just like to be aware the effectiveness of turboing in melee..
He said Ki, not Power Level.
 
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Originally posted by Pcjoe
- New method of detecting player infront of you, uses dotproduct instead of a traceline.
i think this is too compilcated for an avarage esf player to understand :]
He said Ki, not Power Level.
i had the impression that he meant it's the same thing that affects power struggles.
i might be wrong tho. maybe it's just ki, as a part of the gameplay that is oriented to the startigy that says "never let yourself low on ki". ;D
 
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i would like if there was something to stop people from binding teleport to mouse wheel.
 
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there is a way,by setting a delay for teleport so that you can't teleport a whole lot.But since the melee now is gonna get scrapped in the next version,I think that they will add the delay in 1.2

But dont count on me,Im no informer or the likes.But then whats dotproduct?

EDIT- Scrap what I sid

ESIT2 - Had to cut my hiar,I mean scrap what I said about dotproduct
 
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Originally posted by Pcjoe
Beta 1.1
- Uses KI instead of ping for head on collisions.
- Block + hit delay.
o Get hit with melee while blocking, you cant attack for another .8 seconds. Aka - no more insta counters.
You are my hero. To be honest, I would accept 1.1 if these were the only changes that you made - they're sorely needed.

Incidently, if you mean ki as in the blue bar, won't that give the transformed characters a big advantage? (Not that that's neccessarily a bad thing.) I guess it wouldn't if you did it by percentage, i.e. ssj Gohan has only 50% while normal Goku has 51% so Goku "wins". Or if its just that flying, turbo, beams etc. simply cost less ki when transformed.
 

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