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Posted: Sun Oct 10, 2004 4:24 pm
by Cigs
I liked the combat techniques/system better in the ut2003 version. If you are to do a running cut, you would perform a clean vertical slice rather than starting at top and finishing to the side when using the sword, it looked better when performing jump slashes and the land-to-attack-finish timing was better. The robot models like thorax and corrosion seem to hold their sword close to the back and leaving the torso defenseless when performing backward or forward blocks as well which I found in the 2004 version almost as if it looked like a fake charge-up strike.
Posted: Sun Oct 10, 2004 4:32 pm
by neolith
Cigs wrote:The robot models like thorax and corrosion seem to hold their sword close to the back and leaving the torso defenseless when performing backward or forward blocks [...]
All models use the same set of animations, therefore they all should move the same and hold their weapons the same way...
Posted: Sun Oct 10, 2004 10:16 pm
by Cigs
Then it probably is a bug since there is another bug with the robot models that is not related to chaos (when the model crouches and fires a weapon, the upper body turns to the right).
Posted: Tue Oct 12, 2004 2:55 am
by GlassLady
TKATK wrote:I vote against the change
I never really asked for a vote.. but... it does allow more versatility with close combat. It allows you to time your attacks more precisely.
Meh...

honestly the melee could still stay the same for you guys who want to keep it the same, just don't hold down the button, press it normally. the time it takes to click primary fire is less than the amount you'd need to hold it down for it to be an effective "cocked & loaded" attack.
Honestly, I don't see a problem with it. Besides, It actually feels more like you're swinging the weapon if you hold and release. Holding and releasing is more interactive than simple clicking. simple clicking encourages spamming, holding and releasing encourages aiming. Can you picture that?
I doubt that most people want to learn how to time the weapon attacks so that they're effective. Most people probably just want to hold and release, to swing away.
Posted: Tue Oct 12, 2004 4:25 am
by Cigs
lets put it this way....
Current Setup:
A click based function which needs a basis of the perfect aim and timing to land clean hits and blocks, making this setup alittle more challenging. Since a player is usually defenseless before and after a fully executed strike, spamming is usually not recommended. This setup is usually recommended for those who are comfortable with the challenge.
Suggested Setup:
This allows the player to charge up and execute a faster strike when needed. This setup is good for assasination techniques and easier tactical-close-combat. This setup is also more interactive.
There are good and bad points of each setup, I suggest a mutator of some sort that allows charge up strikes or classic melee combat. In this way, Clashing swords can finally rest on this subject. Or even give players the option to activate charge ups or not via. chaos configuration window.
THE END!!!!!!
Posted: Tue Oct 12, 2004 12:00 pm
by GlassLady
sounds good, but is it possible to do when dealing with player animations? are there points where the player can pause in his swing of his weapon?
Posted: Wed Oct 13, 2004 12:30 am
by Cigs
The easiest way to do this is to duplicate the current animations as another animation file and then modify that duped file for the mutator. In essence, one animation file will not have the charge up strike, the other one will.
Posted: Wed Oct 13, 2004 8:55 pm
by jb
GlassLady,
thanks for the input and I do see your side of it. However lots of players have used and learn the current method. To change it now will be a lot of work on our part.
At some point we will probably twaek the melee stuff a bit and may even add more weapons. We just wanted to get a few other ideas out of the way first and then come back to look at simple melee improvements if/when they make sense....
Posted: Wed Oct 13, 2004 10:11 pm
by Cigs
how about a lock on system? basically you press the [lock on], then the closest enemy to your crosshair is kept in visual range and all attacks will be executed in that target's direction. This system would be similar to games such as zelda - OoT, metroid prime, the rocket launcher from arkon weapons, and of course any ut fan could not forget the lock on system that is being implemented in unreal championship 2.
Posted: Thu Oct 14, 2004 1:39 am
by General_Sun
NOOOOOO
This is an FPS, not a dumb RPG where you click and the game plays it for you. You actually have to look and think and observe and time the attacks.
Your suggestion is equivalent to:
Hey, Let's add aimbots into the game!
Posted: Thu Oct 14, 2004 2:27 am
by Cigs
I meant for offline and melee only gameplays. Also keep in mind that whether a game genre is dumb or not is based on personal perspective, what you think is dumb, others will not and vise versa.
I am suggesting that for melee only/offline only/duel only that when an enemy is near your crosshair, you can duel him like you would fight in one of those console fighting games.. Besides, since they are implementing this kind of style into UC2 for the melee weapons, It wouldn't hurt to see something like this in ut2k4.
Posted: Thu Oct 14, 2004 9:11 pm
by Phantasma
I for one would like the melee weapons to be worth a damn in a none duel arena. The only time I ever found a use for a melee weapon outside of duel was when a sniper was aiming after someone else, otherwise I'm dead in the water, blocking is just too bugged out to be worth the effort.
Anyone here played Guity Gear? They had a block system called "instant block" I believe and it placed a sheild around your body while draining your super meter. While the sheild was up you were immune to everything. So I was wondering why not add something like this to chaos for the melee fanatics like myself. It could be kinda simple, for example when we block we are not allowed to attacked and when we stop blocking we get a delay of attack penality for such and such seconds. When the sheild is up it can drain energy from either our shield meter or adrenline(forgive me for spelling wrong). think it would be great it thought out more but that is just a idea I have based on past experinces with other games. It can work, I mean this is the world of chaos and crazy things can and aways do happen right?
Well what do you think of my opinion guys?
Posted: Thu Oct 14, 2004 11:03 pm
by Kaboodles
I had something similar to that in mind.
Basically, all melee weapons are replaced by a shape-changing energy blade thing in non melee-only games. This weapon can take the shape of any of the other melee weapons. Change Ammo changes stance, while the AWO key changes the weapon's shape. Primary fire makes you swing your weapon, while secondary fire generates the Shield Gun's shield in front of you, so you have to aim the shield at whatever is about to hit you in order to avoid injury. The shield drains a recharging energy-pool of about 100. Swinging the weapon drains energy in 10 unit chunks, to avoid melee spammage.
Posted: Fri Oct 15, 2004 12:00 am
by Phantasma
Well the whole sheid thing would make sense if the weapons faded away the same way bodies do when they teleport out of play. Instead of just drop on the floor for no reason, we can't even pick them up for crying out loud. The weapons in the game fade away like the avatars do so it would make sense to take that into account. But...that was done as a death animation and is likely to be laughed at like most ideas on the board in a good way of course =)
Posted: Fri Oct 15, 2004 12:32 am
by Kaboodles
The weapons fade away and are un-pick-up-able (!) because they are actually gibs shaped like the weapons.