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Scheneighnay McBob
Bojo's School of the Trades
2543
|
Posted - 2013.07.31 15:47:00 -
[1] - Quote
Right now, we have a skill called "hand-to-hand combat". Since when was taking turns pistol-whipping each other hand-to-hand combat? I've been trying to go as a CQC-based minmatar suit, and I'm finding melee useless most of the time- so the system needs to be redone.
First off- improve myofibril stimulants (probably misspelled it) for the things I'm about to suggest. All that needs to be changed is to also reduce the stamina consumed with melee strikes.
Next- speed up the melee "RoF". I know you aren't shooting, but after we connect the first hit, we should be able to quickly throw a few more punches in; perhaps a punch can even daze who we hit (imagine punching someone in the face to give you the opportunity to reload or charge your knives)
This is where it might get a little ridiculous, but would be cool to see anyhow.
- Hitting melee at the end of a sprint to tackle your target
- Holding down melee while in front of someone to grab their gun/arm before throwing, punching, shooting, or stabbing them
- Holding down melee while behind someone to throw them on the ground, or just cling to their back while holding your sidearm if they're heavier than you (imagine a scout jumping on a heavies back, then unloading a scrambler pistol into their skull)
What does everyone think? |
Scheneighnay McBob
Bojo's School of the Trades
2550
|
Posted - 2013.07.31 17:06:00 -
[2] - Quote
Oso Peresoso wrote:hand-to-hand combat only does something if you actually fit a melee mod. Meaning the skills is entirely worthless. Not sure if you're just adding onto my point, or going against it, but this would make the melee mod worth using. |
Scheneighnay McBob
Bojo's School of the Trades
2551
|
Posted - 2013.07.31 17:17:00 -
[3] - Quote
White-Lion wrote:I agree that hand-to-hand combat needs to be fixed but I don't think we should have all these actions that you suggested probably because of all the bugs and stuff that will come with it. Remember, we cant have melee be over powered like a one shot one kill type thing because that would be taking even more from nova knives. I do like the dazing idea though it makes sense. I personally think that, with this, shotguns should get a range buff, because otherwise why not use melee? As far as knives, they would still be more deadly in CQC, probably even more if they combine regular melee with the knives |
Scheneighnay McBob
Bojo's School of the Trades
2556
|
Posted - 2013.07.31 18:32:00 -
[4] - Quote
Sinboto Simmons wrote:minja is supposed to be 'unmatched in hand to hand combat' but has a melee damage output of 100....... I thought it was 80?
Weird that scouts have less melee damage than other grames. Which is why I now use a minmatar assault for CQC. |
Scheneighnay McBob
Bojo's School of the Trades
2562
|
Posted - 2013.07.31 21:33:00 -
[5] - Quote
Sinboto Simmons wrote:Scheneighnay McBob wrote:Sinboto Simmons wrote:minja is supposed to be 'unmatched in hand to hand combat' but has a melee damage output of 100....... I thought it was 80? Weird that scouts have less melee damage than other grames. Which is why I now use a minmatar assault for CQC. 100 at proto level due to skill,still not good enough though I have Minmatar Scout VI; don't use melee with it, but it can OHK almost any suit with an uncharged slash from proto knives.
Doesn't really matter anymore, because scouts now die before they get into melee range. |
Scheneighnay McBob
Bojo's School of the Trades
2567
|
Posted - 2013.07.31 22:45:00 -
[6] - Quote
Smooth Assassin wrote:Scheneighnay McBob wrote:Right now, we have a skill called "hand-to-hand combat". Since when was taking turns pistol-whipping each other hand-to-hand combat? I've been trying to go as a CQC-based minmatar suit, and I'm finding melee useless most of the time- so the system needs to be redone. First off- improve myofibril stimulants (probably misspelled it) for the things I'm about to suggest. All that needs to be changed is to also reduce the stamina consumed with melee strikes. Next- speed up the melee "RoF". I know you aren't shooting, but after we connect the first hit, we should be able to quickly throw a few more punches in; perhaps a punch can even daze who we hit (imagine punching someone in the face to give you the opportunity to reload or charge your knives) This is where it might get a little ridiculous, but would be cool to see anyhow.
- Hitting melee at the end of a sprint to tackle your target
- Holding down melee while in front of someone to grab their gun/arm before throwing, punching, shooting, or stabbing them
- Holding down melee while behind someone to throw them on the ground, or just cling to their back while holding your sidearm if they're heavier than you (imagine a scout jumping on a heavies back, then unloading a scrambler pistol into their skull)
What does everyone think? I don't know why they did this, just use the nova knives Hit detection is broken with knives |
Scheneighnay McBob
Bojo's School of the Trades
2567
|
Posted - 2013.07.31 23:08:00 -
[7] - Quote
Oso Peresoso wrote:ok we need takedown animations for assassinations (rear melee). just for the fun factor.
Although if these goes in nova knifers will complain even more than they already do. I'm not thinking insta-kill. I'm thinking take them down, THEN kill them however you want. Nova knifers could take advantage of that too. I consider myself primarily a nova knifer (the majority of my SP is in it), although I haven't done it since 1.2 broke them. |
Scheneighnay McBob
Bojo's School of the Trades
2569
|
Posted - 2013.07.31 23:44:00 -
[8] - Quote
Pandora Mars wrote:I come from a game where melee is the most ridicolously overpowered abused crap of all times, so I really enjoy the fact people actually shoot at me even when I'm very close to them...
...but I'm not really against a SLIGHT and intelligent melee buff... I think. I personally think it's unrealistic that you're better off standing 2 feet away from someone while shooting than you are actually using melee. |
Scheneighnay McBob
Bojo's School of the Trades
2569
|
Posted - 2013.07.31 23:45:00 -
[9] - Quote
Alaika Arbosa wrote:Scheneighnay McBob wrote:Oso Peresoso wrote:ok we need takedown animations for assassinations (rear melee). just for the fun factor.
Although if these goes in nova knifers will complain even more than they already do. I'm not thinking insta-kill. I'm thinking take them down, THEN kill them however you want. Nova knifers could take advantage of that too. I consider myself primarily a nova knifer (the majority of my SP is in it), although I haven't done it since 1.2 broke them. While I would love to be able to stick my scrambler pistol in someone's neck and insta-kill them, I agree that it would be a bad idea overall. However, I would absolutely love to have some form of stealth attack that had the potential to be fatal though not insta-kill (think Joel choking someone from behind in TLoU or Lara choking bad guys with the bow in Tomb Raider). Something where if you choose to use it, you can potentially kill your victim but are left vulnerable to others. That's what I'm going for |
Scheneighnay McBob
Bojo's School of the Trades
2660
|
Posted - 2013.08.04 21:08:00 -
[10] - Quote
punchpunchpunch |
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Scheneighnay McBob
Bojo's School of the Trades
2666
|
Posted - 2013.08.05 14:34:00 -
[11] - Quote
IIphalanxII wrote:There should be a 1 hit kill from the back. That's nova knife territory. |
Scheneighnay McBob
Bojo's School of the Trades
2689
|
Posted - 2013.08.05 22:37:00 -
[12] - Quote
Stabstab? |
Scheneighnay McBob
Bojo's School of the Trades
2692
|
Posted - 2013.08.05 22:46:00 -
[13] - Quote
Ghost Kaisar wrote:Scheneighnay McBob wrote:Smooth Assassin wrote:Scheneighnay McBob wrote:Right now, we have a skill called "hand-to-hand combat". Since when was taking turns pistol-whipping each other hand-to-hand combat? I've been trying to go as a CQC-based minmatar suit, and I'm finding melee useless most of the time- so the system needs to be redone. First off- improve myofibril stimulants (probably misspelled it) for the things I'm about to suggest. All that needs to be changed is to also reduce the stamina consumed with melee strikes. Next- speed up the melee "RoF". I know you aren't shooting, but after we connect the first hit, we should be able to quickly throw a few more punches in; perhaps a punch can even daze who we hit (imagine punching someone in the face to give you the opportunity to reload or charge your knives) This is where it might get a little ridiculous, but would be cool to see anyhow.
- Hitting melee at the end of a sprint to tackle your target
- Holding down melee while in front of someone to grab their gun/arm before throwing, punching, shooting, or stabbing them
- Holding down melee while behind someone to throw them on the ground, or just cling to their back while holding your sidearm if they're heavier than you (imagine a scout jumping on a heavies back, then unloading a scrambler pistol into their skull)
What does everyone think? I don't know why they did this, just use the nova knives Hit detection is broken with knives And hit detection is perfect for melee, it's just that there is no point in doing 100 damage to sombody with roughly 500-600 eHP. Unless they want my scout to start dumping what few shields I have to deal extra melee damage. That's why we have this thread. |
Scheneighnay McBob
Bojo's School of the Trades
2697
|
Posted - 2013.08.06 02:15:00 -
[14] - Quote
ALPHA DECRIPTER wrote: LOL moment: Place a RE behind someone, throw 'em down onto it and detonate.
Did it a few builds ago. They did a cartwheel!
Well, I mean I planted the REs next to them, while they were hacking |
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