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Posted: Tue Dec 02, 2003 9:02 am
by Blood_Lord
When you play duel and you use the kick from cut2, there should be an animation
Posted: Tue Dec 02, 2003 12:42 pm
by Zachariah
as far as I know , thats on the to do list.
Posted: Tue Dec 02, 2003 3:23 pm
by FurrySound
Prime.. I'll take you on, my sword and your bow anytime..

Posted: Tue Dec 02, 2003 7:55 pm
by NeoNight
lol with the kick feature he could just kick you back and shoot you :p
Posted: Tue Dec 02, 2003 8:57 pm
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.
Posted: Tue Dec 02, 2003 11:07 pm
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.
Posted: Tue Dec 02, 2003 11:21 pm
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.
Posted: Wed Dec 03, 2003 4:38 am
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
Posted: Wed Dec 03, 2003 5:33 pm
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?
Posted: Wed Dec 03, 2003 10:34 pm
by [BE]Nébû
Cool idea!

Posted: Wed Dec 03, 2003 10:43 pm
by halprin
That would be cool!
use meelee weapons in koth
Posted: Thu Dec 04, 2003 8:45 am
by RoyalCat
I heard that meelee weapons work in koth but i dont understand how to use them in koth.
Re: use meelee weapons in koth
Posted: Thu Dec 04, 2003 12:55 pm
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....
Posted: Thu Dec 04, 2003 3:23 pm
by NeoNight
whats the command to summon a melee weapon in koth?
Posted: Thu Dec 04, 2003 4:08 pm
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