Cunning as Zeus
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Suggestion 1
Suggestion 2
Suggestion 3
Read, critique, make suggestions, give feedback. You know the drill.
If we have to have styles, I'd rather we be able to choose between an offensive and defensive style on the fly. The offensive style would allow you to swoop faster than the neutral style or whatever you want to call it, but at the cost of increased ki drain. The hits would also cause you to get knocked back farther and faster due to your increased strength and speed, making it easier to knock your opponent into walls or mountains since getting a second melee hit would be much, much harder.
The defensive style would have a slower swoop, with decreased ki drain, and teleportation would use less ki as well. You would do slightly less damage, however, to balance your decreased ki drain. This style would be more about evasion and "outthinking" your opponent than anything else. If you want to go the rage route, use the offensive style.
You should be able to switch between the 3 styles/modes by either holding down a key or toggling them/using the mouse scroller.
All players fit into either one or all categories (offensive, mixed and defensive), but I like the idea of being able to focus on one if I choose to. It's all about options and control over your character.
If you want to hear more, say so and I'll flesh it out.
Suggestion 2
Another not-so-major suggestion:
We've had a bunch of grab threads, and dive bomb threads, but I haven't heard of this one before. How about allowing us to tackle players in place of hitting them using simple melee? You'd swoop into them the same way, but instead of hitting them away, you'd grab their trunk, and guide them wherever you want to go for X seconds. It'd be useful for slamming people into things, which already incurs damage.
Edit: In addition to just guiding them, perhaps you could have the ability to let them go before your tackle time has run out, forcing them to travel in the direction you were just flying towards. Inertia and all that. What would be the purpose? Positioning them in such a way that you'd have the upper hand. A lot of times we'll just wait for our opponent to fly into that imaginary box or hover above that imaginary X before we attack. This would allow us to be more proactive about doing that, without forcing us to play long games of mental chess.
Suggestion 3
In response to being asked how ping would affect this:Making block more than just a POS feature you use once in a blue moon:
When holding block, you also have the ability to perform a quick evasion maneuver in the form of a spin, which would look something like this:
Of course, it'd use ki as well.
When I say spin, I visualize a ballerina spinning around on her feet while traveling in a given direction. Just in case it wasn't clear. Obviously, you could make this look more badass, but I think a spin animation would be pretty nifty.
This next part is unrelated, but I think it needs to be said. I've been waiting for an effective and fun advanced melee system since I first read about the team'sintentions in 1.1. Systems have been created, only to be scrapped later on, making everything up to that point a waste of time.
My suggestion is to scrap the idea of "Advanced melee" altogether, and expand on what makes ESF different from every other game out there: Simple melee. Simple melee as it exists is your MKI. It isn't pretty, but it works and it gets the job done. But it can be better. It can be given more depth, and it can be made more enjoyable for all. Stop wasting your time trying to mimic budokai games and let's get back to basics.
It'd be affected in the same way that swooping is affected. Since you can choose whether to double tap initially or use the swoop key, that could always carry over to the evasion maneuver. You don't have to wait until the last moment. It's just when most people would use it to trick their opponent. You'd be able to perform the maneuver even when no one is around.
I would also assume we'd have the option of choosing which direction to evade towards by holding the respective direction.
Read, critique, make suggestions, give feedback. You know the drill.
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