Melee Questions...

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Blood_Lord
Posts: 3
Joined: Tue Dec 02, 2003 8:57 am
Location: New Zealand

Post by Blood_Lord »

When you play duel and you use the kick from cut2, there should be an animation
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

as far as I know , thats on the to do list.
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

Prime.. I'll take you on, my sword and your bow anytime.. :twisted:
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
NeoNight
Posts: 241
Joined: Mon Jul 14, 2003 7:15 pm

Post by NeoNight »

lol with the kick feature he could just kick you back and shoot you :p
A knight of the new........
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

At some point I think we were planning on allowing melee weapons to block/reflect projectiles like in CUT1.

It just wasn't implemented this time around.

That would balance the melee weapons against the guns to some degree.

Though personally I think it would be best if the weapon switch speed to melee weapons was almost instantaneous. It may not be realistic, but it would promote more gameplay variety by allowing a player to go from shooting to smashing at close range.
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

I think sometimes folks have the wrong idea about what to expect from melee weapons when facing projectiles. Of course you are at a disadvantage. You got a sword, he's got a RocketLauncher, or whatever..., well of course it's going to be tough.

We have never intended to somehow make them just as powerful or whatever as the RL and ERDW and so on. ( And don't forget, while most of them are new, we've always had a sword in the mod. ) The idea is to use them at the right time, in the right way.

Just a week or so ago, I beat on a masterful bot with the RL a few times, then dodged and flipped my way to a kill with the Double Axe I think it was. I did not pull the axe to start with, and try to take him on that way.

Over the years I've had a blast sneeking up on snipers and campers and killing them with the sword. And if you are matched against someone with lesser skills, you can use them against them for fun. There are all kinds of fun ways to use the melee weapons, but they are still just that, melee weapons.

You have to really know what you are doing if you want to bring a knife to a gun fight, and walk away the victor. Some things you are just going to have to work at. I would be dissappointed if we delivered a mod that you had been able to master after just a couple days.
jeditobe1
Inactive Chaos Team Member
Posts: 2638
Joined: Mon Mar 10, 2003 11:06 pm
Location: The Dagobah System
Contact:

Post by jeditobe1 »

Shadowstar wrote:At some point I think we were planning on allowing melee weapons to block/reflect projectiles like in CUT1.

It just wasn't implemented this time around.
Dont quote me.. but i beleive if a projectile hits the melee weapon model exactly then it will block it. Rockets and other stuff will still explode though. Note.. you must be in blocking or swinging animation for this to happen i think. This means you might actually be able to get away with a block with some of the larger weapons like axe and mace and hammer if you are lucky.
I make Darth Vader look like a teenage punk with a lightsaber.
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

Well said: You have to really know what you are doing if you want to bring a knife to a gun fight, and walk away the victor
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

I thought the plan was to modify the shieldgun code for it, so that things like shock beams and such would be deflected instead of just absorbed?
[BE]Nébû
Posts: 22
Joined: Mon Dec 01, 2003 10:53 pm
Location: Germany
Contact:

Post by [BE]Nébû »

Cool idea! :D
Image
halprin
MAC Daddy
Posts: 905
Joined: Tue Jul 15, 2003 2:18 am
Location: Austin, Texas
Contact:

Post by halprin »

That would be cool!
Image
Next PR release date: 2 weeks
RoyalCat
Posts: 11
Joined: Tue Dec 02, 2003 6:54 pm
Location: Haifa,Israel
Contact:

use meelee weapons in koth

Post by RoyalCat »

I heard that meelee weapons work in koth but i dont understand how to use them in koth.
I'm being licked to death by kittens as i write
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Re: use meelee weapons in koth

Post by jb »

RoyalCat wrote:I heard that meelee weapons work in koth but i dont understand how to use them in koth.
Well they do work but there is no KoTH map yet thats has them on it. So we have to wait for a mapper to add them.. You can summon them in an IA game of KoTH if you wanted....
Jb
NeoNight
Posts: 241
Joined: Mon Jul 14, 2003 7:15 pm

Post by NeoNight »

whats the command to summon a melee weapon in koth?
A knight of the new........
Captain_Brian
Posts: 53
Joined: Tue Dec 02, 2003 5:54 am

Post by Captain_Brian »

Shadowstar wrote:I thought the plan was to modify the shieldgun code for it, so that things like shock beams and such would be deflected instead of just absorbed?
That would be awesome!!! Even if y'all decide not to officially do that, could y'all realease an alternate version of ChaosUT2 with that in it? Please! :)



-Capt
Post Reply