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- Joined
- Apr 24, 2004
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I'd like to suggest (melee) critical and weak hits making players able to faint aswell.
( I hope this hasnt been suggested i searched at keywords cricital hits, fainting, fainted and some more )
When meleeing i think critical hits should be 40% of a punch or kick.
The critical hit should give up to 25-35% more damage than a normal hit. (Prepunching) And with a punch/kick blow should give up to 40-50% critical damage.(Melee-Blow)
When hitting someone on certain points like a blow on someones head or a blow in someone's back then the critical damage rate (%) should also increase.
And possible fainting players might me an effect.
The faint should take maximum 5 seconds..would be nice if the fainted player got a blackscreen 3-5 sec with a message you got fainted or something like that.
Weak hits should also be able to occur.
Weak hits should be able to appear 15-25% of all prepunching hits.
When giving a blow weak hits should not appear but a missed hit..a failed hit should only appear 5-10% of all blows.
A more logic reason when critical/weak hits can occur.
Critical: Close to full power (full or near full energy)
Weak: Low HP ( less ki than half energy bar)
Missed: Very low HP (almost depleted energy)
Hope you guy's think something like this should get in (or some tweaking at the idea)
( I hope this hasnt been suggested i searched at keywords cricital hits, fainting, fainted and some more )
When meleeing i think critical hits should be 40% of a punch or kick.
The critical hit should give up to 25-35% more damage than a normal hit. (Prepunching) And with a punch/kick blow should give up to 40-50% critical damage.(Melee-Blow)
When hitting someone on certain points like a blow on someones head or a blow in someone's back then the critical damage rate (%) should also increase.
And possible fainting players might me an effect.
The faint should take maximum 5 seconds..would be nice if the fainted player got a blackscreen 3-5 sec with a message you got fainted or something like that.
Weak hits should also be able to occur.
Weak hits should be able to appear 15-25% of all prepunching hits.
When giving a blow weak hits should not appear but a missed hit..a failed hit should only appear 5-10% of all blows.
A more logic reason when critical/weak hits can occur.
Critical: Close to full power (full or near full energy)
Weak: Low HP ( less ki than half energy bar)
Missed: Very low HP (almost depleted energy)
Hope you guy's think something like this should get in (or some tweaking at the idea)