****, I spent most of my damn study hall typing up replys and it just got erased, what bull...
Aight, here we go again..
MONXver2.0 said:
Nice work, but one question. If you hit some one with a heavy attack when their at say 10% will they turn into gibs?
No, people dont gib from melee attacks.
magmus said:
question: Do these bubbles explode outwards with every puch like in the show with shockwaves ripling out from the force of the blows?
Nope, just a regular static sphere.
ZTiMaStA said:
why is that changed? u see the z fighters swoop for hours when they go to their enemy and they never stop swooping
Sorry, you're right. The Z fighters can blow up the earth 10 times over with a single energy blast, fly around the world at the speed of light, lift up a 50,000 ton mountain... If you want to argue a point about balancing, don't use the anime as backup.
ScavengeR said:
i think its ok if its hard to block, otherwise noone would be using the new melee system once the block spammers start coming up. how about making it that u can try and guess what direction ur attacker is about to press? so u can press the direction before the icon comes up.
that way when ur opponent tries to pull off a combo (i heard u were implementing combos?) u can block the directions of the combo before they even come up.
Oh, so you like playing rock paper sicsors? You can get the same thrill by closing your eyes and randomly pressing directions. The one thing we really wanted to stay away is from randomness, we don't want people to smash buttons and win because they're lucky. The way blocking is done will be modified and we will redo the hud, it wont be as easy as it is right now.
Mr. Satan said:
Okay soooooo is the whole "protection from beams while meleeing someone else" thing able to be enabled/disabled on the server?
I didn't make it a cvar, I guess I'll add one though.
Mr. Satan said:
Or does it only apply to beams, but you can still interupt with melee?
It applys to everything.
Abe Froman said:
My only suggestion is make the difference between the true player image and the first "shadow" a larger contrast. First "shadow" 50% opacity, second shadow 25% opacity, and so on....
Do you mean the blur effect? It does blur out like that, the picture didn't seem to capture it too well though.
SA_Gohan said:
Just in case the bubble isn't a placeholder for a better graphic:
Instead of surrounding both players with a bubble, why not create an aura that engulfs both models instead?
Not a bad idea, we'll concider it.
Mike88 said:
yea, that would be really awsome lookin, but dont forget their tryin to save the eye candy stuff for later versions cause right now it lowers the fps like hell
No, we're not implementing some of the eye candy because it takes time we dont have (or want to spend).
Also with the whole "It's not fair that players in an advanced melee battle dont take damage" issue.
Aight, it's not like beta 1.1 where you're flying around and someone beams you because they cought you offguard. This is like a powerstruggle, you cant break out of it on will. If someone attacks you, you cant do **** about it, you'll just sit there and take it like a ***** till you die, or the melee fight ends.
Now imagine... 2 vs 1, one of the enemys come up to you and start prepunching you. At that moment you're in fixed combat with that player, the other player can easily shoot a beam and cremate your ass. If you block the prepunch it just reduces stun time, you're still stuck in the battle.
Now do you still want to take damage while in a melee battle?