BasicMelee - Special Maneuver

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Well I suggest adding a new ability to "basic melee", in order to spice things up.

Well this move requires a "Special Attack" meter, and when it's full this ability becomes available.

And because this is a "Melee* Special Attack" you must use Basic melee, in order to Activate the ability( to prepare the move for use). After you use basic melee the attack is available for 5 seconds, before it becomes dormant again. During those 5 seconds your character may "glow" or have a "taunt" of some sort. Also, during those 5 seconds there is no limitation to your movement. After those 5 seconds, you may activate the move again by using basic melee again.


Once activated your player does quick "Turbo Charge" animation, before swooping in the direction of the Mouse. The speed of the swoop is VERY fast, nearly the speed of a teleport... Before the swoop a player can aim this Special at any player but the main target is the person that was just hit with basic melee. If you hit your "main target", your player will auto perform "rapid Rabbit punches/kicks" and during this time the player may hold any direction to determine which direction the "Final HIT" will knock his opponent.

If the player hits someone else and not the main target, That target will be knocked back at much greater speed and distance then normal.

--Edit--

Simplified for clarity:

After a basic melee attack a player has 5seconds to press ALT to activate the SpecialMelee attack. If they press it after 5 seconds, the special will not work. But, if the player hits someone with basic melee again, the special becomes available for 5 seconds again. Ontop of this, they must fill the "Concentrated Attack Meter"(or Special Meter) inorder to do this move at all.

-When Alt is pressed, the character goes into a quick turbo charge animation before rapidly taking off in the direction of the mouse. The distance the player swoops during this attack is 1/3 or 2/3's + the normal distance. The speedthe player travels is very fast, nearly instant, but noticably NOT.

-The goal for a person using this attack, is to hit the person they JUST hit with basic melee. If they succeed, then their character will hit the target and perform very rapid autopunches+kicks for EXTRA damage. During the punches/kicks, the player may hold a direction, which will determine the direction of the "Final Blow". This blow will knock a player a great distance away to finish off the combo.

-If the player doesn't hit his "target", and hits a different player.. he will not perform the "Rabbit punches/kicks" for Extra damage, but will instead just knock that player back a great distance with normal damage.

-Obviously if a player misses, then nothing happens.
 
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questions :
How will this improve the gameplay ?
How will this decress the hit and run tactic ?
How will you douge it?
Is there a way to conter it?
 
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questions :
How will this improve the gameplay ?
It adds variety and unpredictabilit to basic melee + experienced fighting. In my idea for 1.3 you fight to fill up a "Concentrated Attack meter", and every now and then you may use this move. Not only could one use this to ATTACK, but one could use this move to put a Great deal of Distance between themself and their opponent inorder to use a Large Beam attack.

How will this decress the hit and run tactic ?
It has nothing to do with reducing the hit and run, nor will it increase the hit and run tactic. If people the team wanted to reduce the hit and "run" tactice the Team could try reducing the "back swoop" speed. This way if a player runs, he'll have to show his back/side towards you.


How will you douge it?
You teleport, or swoop away depending on how far away the enemy is from you.


Is there a way to conter it?
not currently in the esf 1.3 concept, but in my concepts for 1.3 yes.


Watch Captain Ginyu as he swoops up at piccolo, that is what the move would look like.http://youtube.com/watch?v=bS68Ax_7etc
 
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"basic melee + experienced fighting"

It has nothing to do with reducing the hit and run, nor will it increase the hit and run tactic. If people the team wanted to reduce the hit and "run" tactice the Team could try reducing the "back swoop" speed. This way if a player runs, he'll have to show his back/side towards you.
Basic Melee + Experienced Fighing oki sure
Question
What will become of noob ?They will get slaughter.To gain the special meter.

If they reduce the back swoop it won't do anything hit and run it's more like swoop into an enemy who is not supected of your presents and hit him and run like mad, you don't need to back swoop , you just swoop hit and swoop again.
 
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Well, "hit + run" isn't what my suggestion deals with.

Yet, the noobs already get slaughtered. in esf's current version
 
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your ideea will be grate to be like an advance melee combo, you hit as many time as you can with simple melee and during advance melee you can use that bar or your do to a combo with out a secret combintion.
 
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noobs get slaughtered in any game.

it kinda just seems to add something for the sake of adding it, tbh.
 
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noobs get slaughtered in any game.

it kinda just seems to add something for the sake of adding it, tbh.

Word. Its not the melee that slaughters the newbs. Its the skill diference.

New people cant use anglehits. So a pro will slaughter them with prepunch just as easily as with simple melee.
 
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Man thats very complicated and slow. In order to improve the gameplay, there has to be fastness, speed in order to make ADRENALINE while playing. 5 seconds to make a hit that's to much.
 
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Forget the idea.. besides the 5 seconds isn't how long a player sits still and tries to aim..

its how long they have to use it..
 

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