Active Block/Dodge

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Active Block/Dodge

  • Yes

    Votes: 23 62.2%
  • No

    Votes: 14 37.8%

  • Total voters
    37

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
476
42
0
Some features that'd be nice for all perks, though especially for Berserker:

Blocking: Hit one hotkey to block with whatever weapon you've got out; this affords you increased damage resistance versus melee attacks from the front. 15% increased resist at least.

Dodge: Straight outta UT, doubletap a direction to perform a high-speed, short-distance dodge in that direction. Cooldown of a few seconds, with lower cooldown for berserkers. The distance dodged is slightly greater than the FP/Patriarch's reach.

Both suggestions are made in the spirit of giving you some recourse when the situation is desperate. The suggestions have general utility for all perks, but as a solution rooted firmly in player-skill, they would be a boon to all perks- and especially Berserkers, which are desperately needing increased survivability. Instead of FP/Patriarch being on your face signaling your forthcoming death and resignation to spectator mode, it opens up a doorway to increased player engagement.

This sounds considerably more exciting to me as a Berserker: FP smash coming, dodge back, counterattack, moving attack coming- don't think I'll be able to dodge that one, block instead, counterattack...

Dodge would also have offensive utility: I can definitely see myself using it for a quick burst of speed to close with a siren and lop her head off before she screams as a berserker.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
"Blocking: Hit one hotkey to block with whatever weapon you've got out; this affords you increased damage resistance versus melee attacks from the front. 15% increased resist at least.

Dodge: Straight outta UT, doubletap a direction to perform a high-speed, short-distance dodge in that direction. Cooldown of a few seconds, with lower cooldown for berserkers. The distance dodged is slightly greater than the FP/Patriarch's reach."

The engine can do all this. Dodging was already in all previous UT games.

Blocking would require new weapon animations if you wanted it to look good. May or may not be worth the work at this moment with other issues.

Dodging I would support. With the speed the player moves in this game, the dodge would not be omfg ninja moves like UT2004 but would be nice to have. May want player animations like UT but doubt it would be too hard considering all the kf models use the same base skeleton for animation.

Anyways I voted Yes
 

Shambler

FNG / Fresh Meat
Nov 4, 2009
465
11
0
Yeaaah... because most British citizens are capable of a high speed dodge...
Even in the sense of the game, the characters seem unable to run faster than idle pase, seeing then doing high speed matrix dodges would completely ruin the mood of the game, not to mention it would be useless anyway. The only times you really get hit are when you are surrounded or you didn't see it coming. Dodging will not help in either of these situations.

And blocking is a stupid idea too. If your not shooting your not being useful to the team. Blocking wont make the specimens go away and if you still take damage while doing it is COMPLETELY pointless. Also, it would be exploitable by medics or zerkers acting as tanks.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
Yeaaah... because most British citizens are capable of a high speed dodge...
Even in the sense of the game, the characters seem unable to run faster than idle pase, seeing then doing high speed matrix dodges would completely ruin the mood of the game, not to mention it would be useless anyway. The only times you really get hit are when you are surrounded or you didn't see it coming. Dodging will not help in either of these situations.

And blocking is a stupid idea too. If your not shooting your not being useful to the team. Blocking wont make the specimens go away and if you still take damage while doing it is COMPLETELY pointless. Also, it would be exploitable by medics or zerkers acting as tanks.

From my personal experience, I believe zerkers are SUPPOSED to be tanks. Otherwise they wouldn't have damage reducing bonuses.

I feel dodging could prove to be useful, but I'd limit it to 'zerkers, and have it only be able to dodge below a weight limit, that increases with time:


  • Level 0 and 1, no dodging;
  • At level 2, the 'zerker would only be able to dodge if he was carrying 1 block (nothing but 9mm and knife);
  • At level 3 he'd be able to dodge while carrying 4 blocks (Machete and Katana);
  • At level 4 with at most 6 blocks (Fireaxe);
  • And at level 6 with 9 blocks (Chainsaw).

This would add to the 'zerkers that do not use xbow (as it weights 10 blocks), giving them an upper hand.
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
After a lot of consideration I highly support this idea but only if both dodging and blocking are only available while carrying a melee weapon. Even with a cool down the dodge roll would give too much ability to ranged fighter that are being cornered and would seriously impair the gorefast's effectiveness. All other consideration stated in the opening post seem to be consistent with the game and well though out.
 

Shambler

FNG / Fresh Meat
Nov 4, 2009
465
11
0
From my personal experience, I believe zerkers are SUPPOSED to be tanks. Otherwise they wouldn't have damage reducing bonuses.

I feel dodging could prove to be useful, but I'd limit it to 'zerkers, and have it only be able to dodge below a weight limit, that increases with time:


  • Level 0 and 1, no dodging;
  • At level 2, the 'zerker would only be able to dodge if he was carrying 1 block (nothing but 9mm and knife);
  • At level 3 he'd be able to dodge while carrying 4 blocks (Machete and Katana);
  • At level 4 with at most 6 blocks (Fireaxe);
  • And at level 6 with 9 blocks (Chainsaw).

This would add to the 'zerkers that do not use xbow (as it weights 10 blocks), giving them an upper hand.

Yeah, Zerkers are tanks. but being able absorb 3x the damage by blocking would mean they could just stand in a corridor with a medic leaving the AI unable to get past. Add any other class to that and the game would just be a joke.

And how often do you see a Zerker using anything other than a kattana? The rolling is stupid unless your getting shot at anyway and I thought we where playing as normal people here! Not ninjas!
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
Yeah, Zerkers are tanks. but being able absorb 3x the damage by blocking would mean they could just stand in a corridor with a medic leaving the AI unable to get past. Add any other class to that and the game would just be a joke.

True, I haven't thought of that. Then again, while I may have not said it clearly, I did not say anything about blocking. I'm not particularly fond of the idea, too. If a huge Zed rushes at you (enraged FP, for example) you won't even be able to block.

And how often do you see a Zerker using anything other than a kattana? The rolling is stupid unless your getting shot at anyway and I thought we where playing as normal people here! Not ninjas!

Hey, what's the matter with pretending we're ninjas? Some people believe it to be fun :D

No, really. No need to add rolling stuff, but simply having a short, horizontally-propelled jump is enough. It's even easier to code :D

And it's true, katana is by far the best weapon for 'zerker. Maybe adding dodge only at level 4 (1 block), level 5 lets you dodge with 4 blocks, and level 6 with 9 blocks (chainsaw, katana + 5-block weapon...)
 
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Shambler

FNG / Fresh Meat
Nov 4, 2009
465
11
0
No, really. No need to add rolling stuff, but simply having a short, horizontally-propelled jump is enough. It's even easier to code :D

A strafing jump could work. Though I still can't think of many situations it would be useful other than dodging a husks shot.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
A strafing jump could work. Though I still can't think of many situations it would be useful other than dodging a husks shot.

Hm... I was about to say "be ungrabbed by clots", but then I remembered 'zerkers aren't grabbed by them in the first place.

Could be useful to, if well timed, dodge some attacks.
 

Shambler

FNG / Fresh Meat
Nov 4, 2009
465
11
0
Hm... I was about to say "be ungrabbed by clots", but then I remembered 'zerkers aren't grabbed by them in the first place.

Could be useful to, if well timed, dodge some attacks.
Or you could shoot them ? Or run backwards?
 

Shambler

FNG / Fresh Meat
Nov 4, 2009
465
11
0
Sometimes you have to reload. Sometimes running backwards isn't fast enough. Sometimes both of these happen at the same time. You'd love to be able to have a dash-like backwards jump when it happens :D

Yeah, but if it was faster than running it would be exploited to get around the map faster. Of course you would have to run around backwards or sideways...
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
Yeah, but if it was faster than running it would be exploited to get around the map faster. Of course you would have to run around backwards or sideways...

There'd be frontal dashes too, I guess, for offensive purposes (the siren-killing strategy :D)
And what if you wouldn't be able to move for a short time? Like, exactly the same time you'd take to move that distance? Since it'd be quite a short dash, you wouldn't wait too long, and would avoid those types of exploits :D
 

Shambler

FNG / Fresh Meat
Nov 4, 2009
465
11
0
There'd be frontal dashes too, I guess, for offensive purposes (the siren-killing strategy :D)
And what if you wouldn't be able to move for a short time? Like, exactly the same time you'd take to move that distance? Since it'd be quite a short dash, you wouldn't wait too long, and would avoid those types of exploits :D
I was thinking the same thing actually... It could work that way I guess but I still don't think it would be very useful. At-least it couldn't couldn't hurt if it was put in.
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
476
42
0
The reason for blocking is because right now as a berserker- FP gets on you, you're boned. There's no way in hell you're going to melee enough damage onto it before it kills you, and there's almost no room for player skill/timing to help you avoid damage: in short, you're boned.

All berserkers can do is pray the almighty Sharpshooter will trivialize the FP before it gets to us. If we were able to block/dodge a significant amount of the FP damage, at least we'd have a shot at surviving an encounter with the FP.

Patriarch is pretty much impossible as berserker: being able to block/dodge and not be wtf-pwned in two seconds is not going to overpower the lowly berserker.

Such changes do not invalidate gorefasts- they either stick to you and slash you while moving or they don't- in which case backing up normally already puts you out of their reach.

I don't see how being able to dodge ~1 meter every few seconds adds too much power to ranged perks. If nothing else, the power of ranged perks is already so great that such a minor difference is like adding another grain of sand to the beach.

Furthermore, I'm not talking about some huge +70% resistance increase while blocking- maybe +25% tops, which would bring berserker up to 50% resist (and again, it would only be 50% against melee attacks, and only from the front) and give the perk some chance to block/trade blows with Fleshpounds without being instantly mashed into hamburger.

...and before it even comes out, flat resistance does not increase the effectiveness of body armor. There's a reason the medic benefit says "% better body armor" and not "% resist all damage" like it does for berserker. So no, a medic with the ability to block is still not going to be some lead-wall tank.
 
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[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
BEEEEES said:
Such changes do not invalidate gorefasts- they either stick to you and slash you while moving or they don't- in which case backing up normally already puts you out of their reach.
If you unload a clip from your (insert gun here) and start reloading and a gorefast ninjas you then you could dodge roll away to avoid damage, so that's why you restrict the dodge to melee weapons only.

I say give dodging and blocking ablility for berserker, other classes not.
Why not extend it to melee weapons, and only them. That way there is no potential abusing with gun-wielding berserkers. Berserkers have issues because melee is not spectacular and risky, so boost melee not berserker.
 

Nin

Active member
Dec 29, 2009
474
81
28
Yes yes yes.

I love this idea. I have a feeling this would help the Firebug as well, when dealing with, say, a Stalker in his face. Dodge backward and fire. Get what I mean?

Support Specialist could get something out of it too.

Every perk could!