Author Topic: Human Melee Moves  (Read 21258 times)

Winnie the Pooh

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Human Melee Moves
« on: February 16, 2009, 08:07:52 am »
So I thought of putting this in the side-arms thread, but I didn't want to revive an old thread and this is not entirely the same..

I want to put in a right click move for the rifle that will cause a melee action. Kicking? Punching? ... Humping? It's all up to you guys. Ask questions please.
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Lakitu7

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Re: Human Melee Moves
« Reply #1 on: February 16, 2009, 10:10:22 am »
If you aren't concerned at all about having a visual animation for it, that would be really easy.

Winnie the Pooh

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Re: Human Melee Moves
« Reply #2 on: February 16, 2009, 11:05:18 am »
?

Excuse me but, NO DUH.

I need help DEVELOPING THE IDEA.
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Hendrich

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Re: Human Melee Moves
« Reply #3 on: February 16, 2009, 03:19:43 pm »
?

Excuse me but, NO DUH.

I need help DEVELOPING THE IDEA.

Woah, done it down a bit, my friend. Whether he was teasing or not, he was probably suggesting that it could be done without the animation as a start.
Well, it seems Halo-ish and a no-brainer, but as for how useful it could be on the battle feild I can't say much. It'll be hard to attack a fast enemy like the dretch, does little with a basi if caught, hard to strike on the jumping maurader and won't do much damage on a goon/tyrant. But I say that if the victim of the melee attack has low experince/weak skills/was unlucky in dodging.

It could be useful if you could melee while reloading, dunno how that'll work but thanks for suggesting this idea. 

 

CreatureofHell

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Re: Human Melee Moves
« Reply #4 on: February 16, 2009, 05:02:54 pm »
It would be fun for tking, but that doesn't happen very often so not really worth it.
{NoS}StalKer
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gimhael

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Re: Human Melee Moves
« Reply #5 on: February 16, 2009, 05:05:56 pm »
It would be fun for tking, but that doesn't happen very often so not really worth it.

Yes ! I want an attack with animation to strangle that guy that shoots a luci in base !


Winnie the Pooh

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Re: Human Melee Moves
« Reply #7 on: February 16, 2009, 07:56:58 pm »


Woah, done it down a bit, my friend. Whether he was teasing or not, he was probably suggesting that it could be done without the animation as a start.
Well, it seems Halo-ish and a no-brainer, but as for how useful it could be on the battle feild I can't say much. It'll be hard to attack a fast enemy like the dretch, does little with a basi if caught, hard to strike on the jumping maurader and won't do much damage on a goon/tyrant. But I say that if the victim of the melee attack has low experince/weak skills/was unlucky in dodging.

It could be useful if you could melee while reloading, dunno how that'll work but thanks for suggesting this idea. 

 

The effect is more pyschological than useful. This is weird but... it would be more for my personal enjoyment than anything else. That's probably the truth about most of the ideas around here.

Anyway, Hendrich is right. It's hardly going to be useful so I need the move to be effective immediately, as in: as fast or as responsive as possible. No estimation should be needed for the time between your foot going up and it connecting with the aliens thorax at high velocity.
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Hendrich

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Re: Human Melee Moves
« Reply #8 on: February 16, 2009, 11:54:04 pm »
Ok, so you're saying that the move should be fast. Melee spam, anyone? I don't like seeing some noob spamming a melee attack like a P-saw while reloading when I try to get him as a dretch. Then starts rifling me when hes done reloading, thats bullshit.

If you want something to think about, maybe the attack can do significant damage, medium attack rate but does knock back?

Lakitu7

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Re: Human Melee Moves
« Reply #9 on: February 17, 2009, 06:31:19 am »
I was being encouraging :p

Urcscumug

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Re: Human Melee Moves
« Reply #10 on: February 17, 2009, 09:20:36 am »
The effect is more pyschological than useful. This is weird but... it would be more for my personal enjoyment than anything else.

Go down kicking, style of thing. Yeah, I can see that. :) Low HP, no more ammo, you're gonna die but you manage to get one last kick in. I guess that would be satisfying.

Not to mention that, other than the painsaw, humans are thoroughly devoid of melee attacks, so this little addition could be interesting.

From a practical point of view:

* Implementing it without actual animations is quite easy, from what I understand (don't flame me, I'm not a programmer).

* IMHO, the bsuits shouldn't be able to use this. Both for balance of the game (they already got a bsuit, they should find better ways to attack) and for realism (you got a suit of heavy armor on, you're not gonna be using your feet for kicking).

* For animations, I understand at least two things would be required: a HUD model of a leg doing the kicking motion; and an animation of the base model doing the kicking (for 3rd person viewing ie other players's POV).
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ACKMAN

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Re: Human Melee Moves
« Reply #11 on: February 17, 2009, 06:25:13 pm »
Yep, coding it is easy IMO.

==Troy==

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Re: Human Melee Moves
« Reply #12 on: February 17, 2009, 06:33:09 pm »
One definite thing we need is a ckit altfire resulting in a "bash him on the head" action, to help those poor builders who forgot their blaster at home.

Quite useful against newbie builders too though.

ACKMAN

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Re: Human Melee Moves
« Reply #13 on: February 17, 2009, 06:37:21 pm »
In Dnc they added a function called builderShieldFire that allowed builders to push other players. It was cool and works fine. But finally they removed it.

Winnie the Pooh

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Re: Human Melee Moves
« Reply #14 on: February 18, 2009, 09:18:40 am »
Bsuit should have a headbash.

Probably the best use for the nekkid human kick would be for those pesky basiliskz.
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Urcscumug

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Re: Human Melee Moves
« Reply #15 on: February 18, 2009, 01:06:32 pm »
I find that moving a lot and using boost at all times will allow you to evade a basi grip many times. It's certainly to be more effective than relying on kick. I mean, if the basi is any good it's not gonna grab you at the front, and it won't stand still, will it? If it does and you have anything above a blaster on you, it's gonna take some heavy damage as well. Two shotgun blasts is all it takes. Bottom line, I don't see how kick will help you in this situation.

How much damage is the kick supposed to deal anyway? About 10 HP?
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gimhael

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Re: Human Melee Moves
« Reply #16 on: February 18, 2009, 01:51:30 pm »
10 HP = 2 rifle bullets! That's a bit unrealistic if you ask me. But why talk only about damage ? - a good knockback (depends on the size/weight of the enemy ofc.) with no or minimal damage would be more useful.

Urcscumug

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Re: Human Melee Moves
« Reply #17 on: February 18, 2009, 03:35:43 pm »
I assume you want to make damage even smaller? Because in RL a kick is likely to do a lot less damage then two bullets shot at point blank. Unless you're Bruce Lee.

I haven't thought about knockback. Would it really be useful? Usually alien-human encounters are over in split seconds. Good alien players will only be close enough to the human at the moment they're slashing or biting. And smaller aliens will tend to attack from behind anyway.

My question being, how do you imagine knockback being used? I'm trying to put it in usual alien attack scenarios and frankly I don't see much use. Dretches bite in split seconds and attack from overhead or behind anyway (if they're good); basi likewise, plus it can jump; mara also slashes from overhead the vast majority of time; the goons or rants are already too big for a kick to realistically do anything, plus if you're close enough to kick them you're probably already dead (and it would piss them off :)).

Probably the only good use would be to evade basi grip, but like I said, it can already be done. And when it can't be done it means the basi did its job perfectly and I don't think it's fair to invent something to take that away from it.
« Last Edit: February 18, 2009, 03:37:49 pm by Urcscumug »
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gimhael

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Re: Human Melee Moves
« Reply #18 on: February 18, 2009, 03:44:58 pm »
I agree that the kick wouldn't be useful in most situations. It shouldn't be or it would unbalance the game.

But I think it is still more useful than just another damage attack. Kicking a basi that grabbed one of your teammates would be an option to disrupt the grab - dealing some minor damage with a kick wouldn't help a lot (hint: use you gun for that).

Urcscumug

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Re: Human Melee Moves
« Reply #19 on: February 18, 2009, 04:32:06 pm »
You mean you're not supposed to just shoot them both?  :-\ The victim would surely welcome death at the hands of a teammate. We all know what horrible things basi does to people it drags away to its dungeon!

But seriously, :) helping other humans grabbed by basi... I suppose it could be an option. But I don't see how the game is supposed to only honor kicks coming from humans who are not being grabbed by that basi. Allowing kick-escape from basi for the human being grabbed is not fair, like I said.
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Roanoke

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Re: Human Melee Moves
« Reply #20 on: February 18, 2009, 04:39:31 pm »
I'd prefer pistol-whipping as your attack if ammo is out.

Urcscumug

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Re: Human Melee Moves
« Reply #21 on: February 19, 2009, 07:41:09 am »
...but it would require an animation for each weapon.

OFC, as long as no animation is done and only the effect is apparent, you can call it whatever you want: pistol whip, kick etc.
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Winnie the Pooh

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Re: Human Melee Moves
« Reply #22 on: February 19, 2009, 06:26:35 pm »
Well, I hope to get SOME kind of animation done.

I think after reading all of the above, I have decided to put in a couple moments of invulnerability seeing as many things are able to kill you WAY too fast before you even get you foot up. The length of invulnerablity will be less than a second but the kick will not do any damage, just a good deal of knockback. This move will of course use a certain amount of stamina. Probably as much as a jump. What do you think, anyone?
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Archangel

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Re: Human Melee Moves
« Reply #23 on: February 19, 2009, 06:47:25 pm »
Not a bad idea at all, if it causes no damage. Adds another level of strategy to the game.

Urcscumug

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Re: Human Melee Moves
« Reply #24 on: February 20, 2009, 08:46:26 am »
Agreed, if it's pure knockback and consumes stamina like a jump it should be interesting.

Why the invulnerability?

A few points you should consider:

* Knockback should be proportional to the mass of the alien reported to the mass of a human. Kicking a dretch should send the dretch flying, but kicking a rant should throw the human backwards. With some of the medium aliens the effect would move both of them.

* The kick should only work if the alien is in front of the human.

* If you can kick aliens why not other things too? It should be applied to walls and structures too ie. face a wall and kick it to be thrown away from it.

PS: In his myTrem 34 new features thread, rotacak imagined an interesting feature that you could consider giving aliens in return for humans being given kick: ability to kick nades over by slashing at them. Human throws a nade near your OM, granger rushes in a gives it a quick slash, sending it a few feet away. Of course, he might be too late and catch the explosion with his face but that's risks of life.
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Hendrich

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Re: Human Melee Moves
« Reply #25 on: February 20, 2009, 09:31:18 pm »
Agreed, if it's pure knockback and consumes stamina like a jump it should be interesting.

Why the invulnerability?

A few points you should consider:

* Knockback should be proportional to the mass of the alien reported to the mass of a human. Kicking a dretch should send the dretch flying, but kicking a rant should throw the human backwards. With some of the medium aliens the effect would move both of them.

* The kick should only work if the alien is in front of the human.

* If you can kick aliens why not other things too? It should be applied to walls and structures too ie. face a wall and kick it to be thrown away from it.

PS: In his myTrem 34 new features thread, rotacak imagined an interesting feature that you could consider giving aliens in return for humans being given kick: ability to kick nades over by slashing at them. Human throws a nade near your OM, granger rushes in a gives it a quick slash, sending it a few feet away. Of course, he might be too late and catch the explosion with his face but that's risks of life.

Now thats one kickass idea Urcscumug, which I would love to see implemented to see how well it works in a normal game.

Winnie the Pooh

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Re: Human Melee Moves
« Reply #26 on: February 20, 2009, 10:11:09 pm »
Yup. Good ideas. That is really realistic.

Kewl.

The moment of invulnerability is so the kick has some actual effect. Otherwise, all you are doing is feeding the alien your leg on a silver platter.
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CreeDo

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Re: Human Melee Moves
« Reply #27 on: February 22, 2009, 06:52:47 am »
No animation. Humans in the Future can use the Force. Did you forgot that? Well ok... more like the Tesla-on-your-head glitch animation.

person

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Re: Human Melee Moves
« Reply #28 on: November 10, 2009, 12:59:05 pm »
the problem with having a melee attack in trem is that every time someone melees people will lag out one time i was playing halo online i melee d someone disconnected and every time i melee d someone with bad connection disconnected (including me)

Winnie the Pooh

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Re: Human Melee Moves
« Reply #29 on: November 10, 2009, 08:59:01 pm »
I think the main reason I ever even made this thread is because I was sick of not being able to do anything while I was reloading; we could change it to only being able to kick while reloading which would make for some interesting gameplay.

Edit:

Added effect: if you miss, you hurt yourself a little (presumably because you put as much force into it as possible and broke your britches).
« Last Edit: November 10, 2009, 09:01:28 pm by Winnie the Pooh »
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