Mellee wep upgrade

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
lord_kungai
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Mellee wep upgrade

Post by lord_kungai »

Mellee weps are tooooooo slow. They do a lot of damage when they remain in a player for some time. This must be justified.

Idea: Give the weapons some fiery, icy or electrical effect and explain that the reason weapons rack up so much damage is because of their elemental prowesses. :twisted:

Also (I dont have the latet version of CUT, so please bear with me if Im a little behind the times) can the weapon messages for melee weps, or at least in duel, be improved. If you hit a person off a ledge, you dont get the kill. It appears as if they commited suicide.
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EndobioticChaos
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Post by EndobioticChaos »

Nah the weapons do about the right amount of damage as it is, and adding elemental effects would just kinda suck.

Think of it like this... if someone would stick a sword in your chest, how much damage would it do? So in that sense the meelee weapons are "underpowered". But for fun gameplay, they're just right.
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jb
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Re: Mellee wep upgrade

Post by jb »

lord_kungai wrote:Mellee weps are tooooooo slow. They do a lot of damage when they remain in a player for some time. This must be justified.
Maybe some day we can work it out so we can play them at faster speeds. For now the have to run at a speed of 1.0. What we tried to do is make it so the animations have less frames in them so they are "quicker".

The reason why we have them hurt more when they are in you for some time was to give us a way to model a glancing hit vrs a direct hit. The idea was that you should not take much damage if they nick you and you should take a lot when the stab you in the chest.
Idea: Give the weapons some fiery, icy or electrical effect and explain that the reason weapons rack up so much damage is because of their elemental prowesses. :twisted:
Well we have a fire setting for them now. Just need to work on it. Then add others. Looks like Rythmix has more work todo now :)
Also (I dont have the latet version of CUT, so please bear with me if Im a little behind the times) can the weapon messages for melee weps, or at least in duel, be improved. If you hit a person off a ledge, you dont get the kill. It appears as if they commited suicide.
Most of the weapons used localized settings for the damage strings. Which means in one of the INTs you can find them and change them to something you like :)
Jb
lord_kungai
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Post by lord_kungai »

Ok.

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jb
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Post by jb »

lord_kungai wrote:Ok.

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Post by Kaboodles »

Perhaps we should release that neat little mutator that came with the latest IR soon...

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General_Sun
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Post by General_Sun »

NOO!

Melee weapons are TOO FAST! Why Do you think I play on slow motion at .3? It's wayy too fast. Reflexes and button mashing takes precedence over strategy and intelligent movment.
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Shadowstar
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Post by Shadowstar »

In comparison, the weapons in Rune were much faster, but the players and monsters moved more slowly. It felt better because the attacks were mainly guided by the animation and not the movement of the player (as in chaos).

However, it could be said that this promotes some variety and strategy, since in Chaos, the effectiveness of the weapon is determined largely by how you move while executing the attack. In Rune, this was less the case as it was really more a matter of timing the attack rather than moving it into someone. It looked better in Rune and was more realistic, but it could be argued that Chaos' system, while less realistic, provides more strategy from a gameplay perspective.
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Post by {JuNk}MEAT »

I haven't mastered the melee weapons and really don't have a frame of reference. The only thing I've noticed about switching to the melee weapon is that my model does some weird stuff. I use the Bender model, and when wielding a sword, etc. he somehow bends (no pun intended) at the waist to the left to form a 90 degree angle. Looks kinda funny, but a little disconcerting :P . He'll straighten up every once in awhile, but then goes back to the flying V stance. I'll try and get a screenshot and post it.
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lord_kungai
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Post by lord_kungai »

General_Sun wrote:NOO!

Melee weapons are TOO FAST! Why Do you think I play on slow motion at .3? It's wayy too fast. Reflexes and button mashing takes precedence over strategy and intelligent movment.
I think u play on slow motion at 0.3 because you jumped into a river in France. Therefore you are In Seine. :lol:
jb wrote:
lord_kungai wrote:Ok

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GB
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Post by GB »

i think the melee weapons are spot on. Too slow? what..do you play ut at like 5x speed or something?

too fast? what? if the melee weapons are too fast then surely all the others are too - its easy to kill ultra fast with a sniper rifle etc , so a if a sword is too fast then how do u play with guns?

theres a simple solution to the button bashing thing also - i dont have hassle witht this caus eits a n00b thing. my m8 mashes button in the hope of hitting me. i just dodge round and skewer him wiht a sword or lop his head off with an axe. n00b tatcis like this are easily overcome with a bit of practise, so i dont think its fair to blame the weapon system.

I am not saying that ur crap and im amazing just before anyone quotes me as being big headed.....
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lord_kungai
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Post by lord_kungai »

I play @ 1.5x speeds, not 5x. :P

Pleeeeeeeeeeeeeeeeease tell me how te 'skewer' around a player.

Even though i play at high speeds, i think that the bot movement of normal CUT is much better than the bot movement of my games. It is also FRIKKIN hard to jump. my little finger gets worn out faster than a flag a Geothermal Flak arena. :cry: So thats why i wanted faster weps...
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lord_kungai
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Post by lord_kungai »

EndobioticChaos wrote:Nah the weapons do about the right amount of damage as it is, and adding elemental effects would just kinda suck.

Think of it like this... if someone would stick a sword in your chest, how much damage would it do? So in that sense the meelee weapons are "underpowered". But for fun gameplay, they're just right.
Im not asking for an increase in the weapon damage... I like the weapons at their current 'deadliosity'. But they rack up damage when in a body, so justify the rack. make electric sparks run up and down the daggers and say that they electricute the victim when in the victims body.
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GB
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Post by GB »

to skewer:

run backwards with the sword. then when someone is close to you, run foprward. it does a lunge thing that racks up damage the further it goes into a person. Using this with a heavy stance can kill ppl with one good hit.
if u do this with other weapons they do similar attacks but the lunge is pretty usefull.

have you tried changing stance? i know this seems obvious, but heavy = slower and light = fast. i normally use heavy/med to be honest thats fast enuff....i h8 having to hit about 5 times to kill...

remeber that if u strafe u do different attacks also.

if ur hand gets worn out, then try these settings, this is what i use:

E - FORWARD (2nd finger)
R-BACKWARD (first finger)
Q - STRAFE LEFT (4th finger/pinky)
W - STRAFE RIGHT (3rd finger)
SPACE = JUMP (thumb/finger0*)
SHIFT = CROUCH (use pinky)
T=RELOAD OR USE (first as neccessary)

the idea is to use all fingers on your right hand, resting on the keyboard.with this setup, movement in all directions is easy. fingers are numbered from "finger 0" - thumb to finger 4 the pinky.

Its hard at first to use this but u get used to it. most ppl find it hard to independantly use their 3rd and 4th fingers, but im a guitarist so i find it easy cos ive had rakes of practise.

this also reduces strain on individual fingers, from the awkward stretches ive seen ppl doing.
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Rythmix
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Post by Rythmix »

lord_kungai wrote: Im not asking for an increase in the weapon damage... I like the weapons at their current 'deadliosity'. But they rack up damage when in a body, so justify the rack. make electric sparks run up and down the daggers and say that they electricute the victim when in the victims body.
Word of the Week: "Deadliosity" :) Lets all practice it.
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