Author Topic: Human Melee Moves  (Read 21352 times)

SlackerLinux

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Re: Human Melee Moves
« Reply #30 on: November 11, 2009, 04:17:36 am »
why only stop at kicking you got a heavy gun in your hands you should be able to hit aliens with it(be it when aliens get too close or when your outta ammo maybe it "does more damage then shooting" or "maybe stuns the alien with a cooldown") another idea with using the weapon it could be used to "block" alien attacks would be an interesting gameplay change i wonder what aliens could get to counter it i wouldn't mind head on alien defense to be increased and back end defense lowered so aliens rushing can take a little more damage but their defense is lower when shot from behind could be used to balance this out.
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MitSugna

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« Reply #31 on: November 11, 2009, 05:00:33 am »
why only stop at kicking you got a heavy gun in your hands you should be able to hit aliens with it(be it when aliens get too close or when your outta ammo maybe it "does more damage then shooting" or "maybe stuns the alien with a cooldown") another idea with using the weapon it could be used to "block" alien attacks would be an interesting gameplay change i wonder what aliens could get to counter it i wouldn't mind head on alien defense to be increased and back end defense lowered so aliens rushing can take a little more damage but their defense is lower when shot from behind could be used to balance this out.
that! and two moves; attack and block
It should do damage to small aliens(granger dretch basilisk marauder) and block their melee attacks.
It should block some of the damage from the big ones.
Maybe it should do variable damage and block, based on the alien and the weapon.
For example you can block most of the damage from a tyrant with a chaingun. But it'd damage your beautiful chaingun :(



Samurai.mac

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Re: Human Melee Moves
« Reply #32 on: November 11, 2009, 06:24:53 pm »
A gun bash could be useful if you out of or low on ammunition. For balance purpose it should be usable inly once every couple of seconds and stop you from firing or changing weapons in the mean time; until you've got proper hold of your weapon again. Perhaps it could have increased damage but a longer reset time whilst wearing a Battlesuit.

Winnie the Pooh

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Re: Human Melee Moves
« Reply #33 on: November 12, 2009, 02:25:42 am »
Please read the entire thread before passing your judgment on my karmarets.
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

Kingnickolas

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Re: Human Melee Moves
« Reply #34 on: April 25, 2010, 04:08:44 am »
I really like the idea. If a teammate screws up and bleeds you, you can just go over and kick his @$$.
Just 1 question though. Is it done? Last reply was in 2009.

red*kitty

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Re: Human Melee Moves
« Reply #35 on: April 27, 2010, 03:15:29 pm »
if this topic is not done and you guys are worrying about noobs just meleeing you with their rifle finish reloading and start shooting make it so the melee would start the reloading process over again.

Meisseli

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Re: Human Melee Moves
« Reply #36 on: June 22, 2010, 10:29:43 am »
Bump.

To Nickolas' question, it's not done, but I find this a great idea, a weapon bash dealing no to 1-2 damage, but knockback for example to use against the basilisk grab. Basilisks would have to learn to get behind humans. The bash would naturally have a repeat long enough so lisks do still have all the chances to kill people, but skilled users of the feature would gain a small benefit. Large aliens onwards from marauder, perhaps even advanced basilisk would be immune to the knockback.

This seems to have got a lot of support too, and you can count me in that group.