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If you ever played Super DBZ or Shin Budokai (I think Burst Limit does this as well), a beam will strike a character, but count for 5 hits, pounding against the character for 5 hits, until they are knocked back.
My idea is, if a Goku fires a **fully charged** Spirit Bomb at a Frieza, and Frieza is not blocking and the Spirit Bomb strikes him. Instead of a instant, anti-climatic explosion for such a strong attack, the Spirit bomb engulfs Frieza, pounds him either against the ground or pushes his body in the direction it was thrown. Frieza is gradually being hurt by the bomb instead of being instantly killed. Since the Spirit bomb is big, let's say it takes 15 "hits" to Frieza, each hit taking damage from the health bar until finally it explodes and takes the biggest chunk.
Think of it as a moving, physical ki blob from 1.2.
This part I think has potential gameplay mechanics: Each blast attack gets a designated amount of "hits". Kamehameha 5, Final Flash 10, etc. Let's say that Spirit Bomb killed Frieza on the 5th hit. Instead of exploding, the bomb would keep moving until it came in to contact with something/someone else. If that bomb were to hit a Gohan, it would strike him 10 more times until it detonates, or until Gohan dies and it continues it's path of destruction.
However, there is an advantage to instant detonations in the current build because you get instant splash damage and you don't have to hit your target dead on. In my suggestion, the blast would instantly detonate if it hit the ground/wall/etc. Also, beams could still be manually detonated by right click.
This "stalled' detonation would add a lot of "ommf" to attacks and would grant a greater sense of accomplishment at higher ki levels when your attacks can vaporize opponents and continue on to crush other targets.
From a gameplay standpoint, beam combos can be made, so if Goku and Vegeta shoot their respective beams at the same time at a Cell, the beams would sandwich him before exploding.
Another gameplay enhancement would allow faster, close ranged players to launch a turbo generic beam point blank without worrying about splash damage to themselves if the beam is strong enough.
Team-based tactics, like sacrificing your health by flying into an oncoming attack to absorb the hits from a team mate, Piccolo style.
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Also, what if certain beams and blasts would have a knockback element, to allow them to be used in melee combos or combo starters? This would be abused in stronger attacks, so I would recommend for underdog characters/moves/
My idea is, if a Goku fires a **fully charged** Spirit Bomb at a Frieza, and Frieza is not blocking and the Spirit Bomb strikes him. Instead of a instant, anti-climatic explosion for such a strong attack, the Spirit bomb engulfs Frieza, pounds him either against the ground or pushes his body in the direction it was thrown. Frieza is gradually being hurt by the bomb instead of being instantly killed. Since the Spirit bomb is big, let's say it takes 15 "hits" to Frieza, each hit taking damage from the health bar until finally it explodes and takes the biggest chunk.
Think of it as a moving, physical ki blob from 1.2.
This part I think has potential gameplay mechanics: Each blast attack gets a designated amount of "hits". Kamehameha 5, Final Flash 10, etc. Let's say that Spirit Bomb killed Frieza on the 5th hit. Instead of exploding, the bomb would keep moving until it came in to contact with something/someone else. If that bomb were to hit a Gohan, it would strike him 10 more times until it detonates, or until Gohan dies and it continues it's path of destruction.
However, there is an advantage to instant detonations in the current build because you get instant splash damage and you don't have to hit your target dead on. In my suggestion, the blast would instantly detonate if it hit the ground/wall/etc. Also, beams could still be manually detonated by right click.
This "stalled' detonation would add a lot of "ommf" to attacks and would grant a greater sense of accomplishment at higher ki levels when your attacks can vaporize opponents and continue on to crush other targets.
From a gameplay standpoint, beam combos can be made, so if Goku and Vegeta shoot their respective beams at the same time at a Cell, the beams would sandwich him before exploding.
Another gameplay enhancement would allow faster, close ranged players to launch a turbo generic beam point blank without worrying about splash damage to themselves if the beam is strong enough.
Team-based tactics, like sacrificing your health by flying into an oncoming attack to absorb the hits from a team mate, Piccolo style.
----------------------------------------------------------
Also, what if certain beams and blasts would have a knockback element, to allow them to be used in melee combos or combo starters? This would be abused in stronger attacks, so I would recommend for underdog characters/moves/
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