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- Oct 25, 2005
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Reasons Why They Should Change Advance melee
1) For some reason Nub players have a hard time picking it up.(understanding how it works)
2) Good players who enjoy the speed of the game get annoyed when someone catches them with adv melee because it slows down the entire rush of the game that basic melee gives you.
My Idea To Adv The Advance Melee System
When someone swoops into someone else the pre-punches should be their but To have more then 1 animation for the prepunches would be nice. Possibly some punches and kicks. Ok.. So after the prepunches have taken place your supposed to click the mouse and hit the arrows so that they show up on the enemies screen. Well with my idea you dont need to hold the mouse and use *slow arrows* to defend. Instead, you double click mouse1 to engage during the prepunches. Then after you've double clicked an Adv melee life bar apears in the top right of your screen(depends on PL) and an empty bar apears, centered near the bottum of your screen. During the prepunches the bar should begin to fill... NOT SLOW... But NOT faster then humanly possible to react to. BuT The bar should fill up faster each turn therefore making the adv melee fighting intense and fast. As the bar fills up... it should start at green(for weak punches). Then to Blue(for medium punches). Then to red(for strong punches or specials). As the bar fills up the player must press a direction before the bar completely fills or else he stumbles.. giving the chance for the opponent to pull a special move on him(ill explain further down). IMMEDIATLY AFter Pressing the arrow his character should setup for a the hit. AT the exact same time on the defender's screen should the arrow apear and fade out(it should disapear and the player should only get a glimpse). Immediately after the defender presses his arrow to dodge/Counter(counter will be explained further down) the attack a bar should apear on his screen so that he may deliver an attack back.(making the fighting pace fast).
As this process continues... The adv melee life bar drains as you get hit and when it hits 0 you break apart.
**The animations should not pause***The proccess should continue even if a player messes up an gets hit.***The animations should be able to keep up with the process giving the adv melee a Dbz fast paced Feel... They should remove the red text that appears and displays the number of hit you get in. Instead each hit should be emphisized with special effects..
Example when 2 people head on with basic melee that bubble explosion should apear around the players fist as he hits.
Also as the players fight longer an longer a conflicting aura should apear around the 2 instead of the bubble that appears >.>
Stumbles:
if a player doesnt press his arrow in time his player stumbles... Giving his oppenent time to pull back to back combos(multiple hits) instead of just 1 hit.
Specials:
After a player has stumbled and you still have 80% of your adv melee life left you can pull a special combo by holding both mouse1 and mouse2 and then pressing the correct sequence of arrows that belongs to that specific special... (all players who have a special done to them should end up being kick out of the engaged mode or is beamed an falls to the ground.
Some specials should also involve transforming instantly and doing the special( not just floating and punching but maybe very fast an rappid teleports around a character hitting him as you wip by with ssj then the final blow knocks him out of the engaged mode)
Counters:
Counters appears should happen randomly and when they do, the person being countered gets his "Melee Bar's" Fill up speed increase abit
1) For some reason Nub players have a hard time picking it up.(understanding how it works)
2) Good players who enjoy the speed of the game get annoyed when someone catches them with adv melee because it slows down the entire rush of the game that basic melee gives you.
My Idea To Adv The Advance Melee System
When someone swoops into someone else the pre-punches should be their but To have more then 1 animation for the prepunches would be nice. Possibly some punches and kicks. Ok.. So after the prepunches have taken place your supposed to click the mouse and hit the arrows so that they show up on the enemies screen. Well with my idea you dont need to hold the mouse and use *slow arrows* to defend. Instead, you double click mouse1 to engage during the prepunches. Then after you've double clicked an Adv melee life bar apears in the top right of your screen(depends on PL) and an empty bar apears, centered near the bottum of your screen. During the prepunches the bar should begin to fill... NOT SLOW... But NOT faster then humanly possible to react to. BuT The bar should fill up faster each turn therefore making the adv melee fighting intense and fast. As the bar fills up... it should start at green(for weak punches). Then to Blue(for medium punches). Then to red(for strong punches or specials). As the bar fills up the player must press a direction before the bar completely fills or else he stumbles.. giving the chance for the opponent to pull a special move on him(ill explain further down). IMMEDIATLY AFter Pressing the arrow his character should setup for a the hit. AT the exact same time on the defender's screen should the arrow apear and fade out(it should disapear and the player should only get a glimpse). Immediately after the defender presses his arrow to dodge/Counter(counter will be explained further down) the attack a bar should apear on his screen so that he may deliver an attack back.(making the fighting pace fast).
As this process continues... The adv melee life bar drains as you get hit and when it hits 0 you break apart.
**The animations should not pause***The proccess should continue even if a player messes up an gets hit.***The animations should be able to keep up with the process giving the adv melee a Dbz fast paced Feel... They should remove the red text that appears and displays the number of hit you get in. Instead each hit should be emphisized with special effects..
Example when 2 people head on with basic melee that bubble explosion should apear around the players fist as he hits.
Also as the players fight longer an longer a conflicting aura should apear around the 2 instead of the bubble that appears >.>
Stumbles:
if a player doesnt press his arrow in time his player stumbles... Giving his oppenent time to pull back to back combos(multiple hits) instead of just 1 hit.
Specials:
After a player has stumbled and you still have 80% of your adv melee life left you can pull a special combo by holding both mouse1 and mouse2 and then pressing the correct sequence of arrows that belongs to that specific special... (all players who have a special done to them should end up being kick out of the engaged mode or is beamed an falls to the ground.
Some specials should also involve transforming instantly and doing the special( not just floating and punching but maybe very fast an rappid teleports around a character hitting him as you wip by with ssj then the final blow knocks him out of the engaged mode)
Counters:
Counters appears should happen randomly and when they do, the person being countered gets his "Melee Bar's" Fill up speed increase abit