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Whoa, never noticed this before
Posted: Mon Dec 15, 2003 4:50 pm
by Kyllian
Never knew that if you held Duck then mashed Jump you'd essentially do a forward dodge. Also never knew you could do it as fast as you could mash the button
Found out when I was speccing a melee duel server earlier, and these 2 guys were zipping across the map by doing that
Actually, I thought they were using a keyboard with pre-programmed macros

Re: Whoa, never noticed this before
Posted: Mon Dec 15, 2003 6:37 pm
by jb
Kyllian wrote:Never knew that if you held Duck then mashed Jump you'd essentially do a forward dodge. Also never knew you could do it as fast as you could mash the button
Found out when I was speccing a melee duel server earlier, and these 2 guys were zipping across the map by doing that
Actually, I thought they were using a keyboard with pre-programmed macros

Hmmmmmm maybe we should put a limit on that so they can do it only once a sec?
Posted: Mon Dec 15, 2003 6:45 pm
by Tomash
Nah, in my opinion it is weird and should be get rid of. It is
almost the same as the dodge forward, except, that it is on lover trajectory, player goes a bit further. It is much easier to do than a dodge(certainly too easy) and can be done about 3 times a second.Moreover, it doesn't make any sense in physical terms.

Posted: Mon Dec 15, 2003 7:05 pm
by Sigma
I'm guessing its supposed to be an exaggerated foreward lunge, which makes sense in a swordfighting mod. Dodges go in the air and thus can easily cause you to swing right over your opponent's head. Also the foreward dodge isn't very fast and can be easily dodged. The lunge definately has a place in this mod if it is properly balanced.
Posted: Mon Dec 15, 2003 8:29 pm
by jb
It was suppose to be a roll forward. We have an animation to play the roll. Just that native code takes over and stops that animation from playing. So we kind of left it as a lunge for now until we can figure out why native code is taking over...
Posted: Mon Dec 15, 2003 8:41 pm
by Tomash
Now it is not. From what I see players use this rather to hop around the maps like bunnies than in combat. In addition it's too fast, and in resault too dificullt to protect against/dodge and too lethal.
On a second tought, if those lunges or somethin' will be balanced in future and won't be a 99%time-killing way, thats fine addition to duel sport.
Posted: Mon Dec 15, 2003 10:09 pm
by Sigma
You have already made that point, and I agreed with you. Though I hardly think it is too lethal, lunge attacks are difficult to time and judging the distance isn't easy either.
Posted: Mon Dec 15, 2003 11:51 pm
by NeoNight
yeah not to mention u run the risk of leaping into someone elses blade. that mod muralis has rollling in it though maybe jb you could ask them how they did it?
Posted: Tue Dec 16, 2003 12:22 am
by R.Flagg
This is something I've been watching too, and was going to bring it up in dev, but was waiting till after this patch. We have enough going atm.
I agree that it's neat, but is being way overdone. My vote is to go as Jb has suggested, and leave it in the game, but place a spam-limit on it.
I also enjoy the unintended lunge-spin with the daggers and katana that you can do online. Might not make sense, but I enjoy it.
However, if/when a roll animation comes into play as originally planned, then IMO everything is subject to change. Maybe we can't do the roll and this at same time.
But I think the lunging needs to be brought under control.
Posted: Tue Dec 16, 2003 6:43 am
by Melekai
use the adrenaline asa stamina meter?. make dogers and lungers take x amount of adrenaline. ??
Posted: Tue Dec 16, 2003 7:47 am
by Kyllian
Well, one way it could kinda be abused is if someone were to change their duck key to "toggle bDuck" instead of "button bDuck" then all they'd have to do is toggle it on and hop around like mad by mashing jump
Despite its speed and being a little harder to control, I saw this one player getting flawless kills pretty easily by using it
The spam limit jb suggested sounds good to me...
Idea for that too, could take the charging bar for the ar grenades and place it above each players' health, when the bar is full, you'd be able to lunge again. More of a timer than actual limiter
StarGazer79 wrote:use the adrenaline asa stamina meter?. make dogers and lungers take x amount of adrenaline. ??
Not a bad idea at all
Posted: Tue Dec 16, 2003 2:13 pm
by Melekai
its kinda funny you know.. these guys are sorta making beatemup FPS hybrid. cool. but its not easy.

that bar up the top is good. there so muhc you could do... i poseted about it in another thread (melee suggestions sticky.
im not sure if you should totally use adrenaline as stamina, as stamina should slowly run out, while adrenaline should be able to keep building up, at least until stamina is drained. when you get too tired you just dont have hte energy to be mad and on fire

.
i dont know.
Posted: Thu Dec 18, 2003 4:36 am
by jb
Ok for now I went with a more simple method and limited the jump-duck to repeate only every 1.5 seconds.
Posted: Mon Dec 22, 2003 9:14 am
by Hedge-o-Matic
Ah, so that's the spinning attack with katana and daggers. Nice. I like the limiting idea, though. Also, I dislike the stamina and adrenaline adeas, as I've said elsewhere. Chaos Duel isn't a Capcom game, it's a skill-fest that should remain purely reflex- and weapon-dependant.
Posted: Mon Dec 22, 2003 6:04 pm
by Melekai
my point of view is just thats its realisitic to have acertain amount of stamina, and migth even up the field a lil fo newbies and pros?. so a por cant constantly totally always just swing his sword around. just so you understand the reasoining

. plus i figured it oculd be used as a way for you to know the strength of your moves? hmmm .. goes to think more