Is there going to be a good melee system?

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Napoleon Blownapart

FNG / Fresh Meat
Jul 1, 2009
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Er, I guess I'm not entirely clear on what you mean. Are you suggesting that just by moving your mouse to the left you could do either a top or bottom thrust, or would you actually be able to dictate whether it was top or bottom? If you mean the second, I think that would end up being awkward. Sometimes it can be hard enough just to get the weapon to swing/stab/whatever in the direction you want, let alone having two distinct areas in the same section of motion, if that makes sense.

Ah... OK... like in Mount and Blade, u move the mouse up and the attack is an over the head attack, left is a swing from right to left, right is a swing from left to write ( i know i messed it up in the old post) and mouse moved to the bottom is a jab from the hip. Did that make more sense?

Sorry i haven't posted another image.. i have been really busy so i will try to get to it soon!!
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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Guys this sounds irritating. So you use the mouse to adjust strike direction, yeah? And how do I look and turn around while fighting?
 

hockeywarrior

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Nov 21, 2005
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Most of these melee solutions don't seem very practical overly complicated for a first person shooter.

Honestly, I can't see the devs going any farther than giving a couple of different kinds of melee attack options, bound to different commands. Otherwise you're going to have to create a completely separate "melee mode" with its own separate coding, etc. which I don't see being worth it for something you're only going to use occasionally.
 

The_Emperor

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There's no need for a different command, all that is needed is in my eyes:

side swing buttstock melee
bayonet melee strike
blocking

and maybe ... kicking


Look at this source from MoH Airborne, the buttstock smacks feel real (at least to me): http://s653.photobucket.com/albums/uu256/The_Emperor/?action=view&current=Bash.flv

About the bayonet, maybe some kind of WaW animation style is good for it. Of course the auto aiming of the bayonet melee must be removed.

Now after that add an animation for blocking and add the ability.

and it's done.
 

Floyd

FNG / Fresh Meat
Feb 19, 2006
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Waterproof
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Don't forget to include latency, server timings, server/client replication.....

Oh yeah, its really easy to make a system that works well across a dozen or more network hops and keeps the multiplayers happy.....;)
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
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Ah... OK... like in Mount and Blade, u move the mouse up and the attack is an over the head attack, left is a swing from right to left, right is a swing from left to write ( i know i messed it up in the old post) and mouse moved to the bottom is a jab from the hip. Did that make more sense?

Sorry i haven't posted another image.. i have been really busy so i will try to get to it soon!!

Yeah, that makes a lot more since.

Guys this sounds irritating. So you use the mouse to adjust strike direction, yeah? And how do I look and turn around while fighting?

Try the Mount and Blade demo. Fight for a bit. We're suggesting something like that.

Most of these melee solutions don't seem very practical overly complicated for a first person shooter.

Honestly, I can't see the devs going any farther than giving a couple of different kinds of melee attack options, bound to different commands. Otherwise you're going to have to create a completely separate "melee mode" with its own separate coding, etc. which I don't see being worth it for something you're only going to use occasionally.

Yeah, it's unlikely, but hey, we can wish.
 
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RO.Player

FNG / Fresh Meat
Jul 17, 2010
134
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sorry if its been posted already, but maybe something like CoD4's:)eek:) melee system with the dogs could be implemented.

as in, a bar appears and you have a split second to press it, if you time it right the other person gets to react, if you time it wrong you lose. and when the other person reacts the same thing happens
to prevent it from infinetly going add some variance to when you have to mouseclick

of course this might not work when the inevitable custom map comes out with no guns and only fistfights
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
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Don't forget to include latency, server timings, server/client replication.....

Oh yeah, its really easy to make a system that works well across a dozen or more network hops and keeps the multiplayers happy.....;)
Exactly ... that's what I mean by people not providing practical suggestions. Honestly, the simpler the better in case of a melee system. It needs to be flexible, as realistic as possible, and not take away control from the player, all while being practical. This means, in my opinion, a system similar to that found in RO:OST, except with a slash option for bayonets.
 

MÆST

Active member
Nov 21, 2005
373
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28
Melees from behind (or on top of a proner) should do more damage that melees from in front.
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
636
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sorry if its been posted already, but maybe something like CoD4's:)eek:) melee system with the dogs could be implemented.

as in, a bar appears and you have a split second to press it, if you time it right the other person gets to react, if you time it wrong you lose. and when the other person reacts the same thing happens
to prevent it from infinetly going add some variance to when you have to mouseclick

of course this might not work when the inevitable custom map comes out with no guns and only fistfights

I really think quicktime events are the wrong way to handle this.
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
636
84
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Exactly ... that's what I mean by people not providing practical suggestions. Honestly, the simpler the better in case of a melee system. It needs to be flexible, as realistic as possible, and not take away control from the player, all while being practical. This means, in my opinion, a system similar to that found in RO:OST, except with a slash option for bayonets.

The melee system suggested a bit back is pretty simple. You move your mouse in one of four directions, and your guy attacks/blocks in that direction, depending on what key you've pressed. I suppose getting to work with the various pings and stuff would be an absolute *****.

[QUOTE=M
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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I've been now playing some mount and blade, it really isn't bad ... but I doubt TWI will take that much focus on it. But something I really wish is this stupid Ostfront animation type and hit detection has an ending. Get at least back the sideswing bash from the mod, it felt more real and more practical too and do a different animation for weapons with unfolded folding stock. It's a constant hurting thing since 2006 to see someone melee with the MP40 and PPS 43. :rolleyes:
 

KingLol

FNG / Fresh Meat
Feb 12, 2009
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If you swung the gun in front of you (presumably with barrel facing chest otherwise you couldnt get proper momentum) then wouldn't you risk shooting yourself if your weapon was open bolt?
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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Well actually the gun side swing functions that way that the gun is more or less horizontal to your shoulders after the punch forward. So the gun's business end should actually not point towards your chest. :)
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Nargothrond
Well actually the gun side swing functions that way that the gun is more or less horizontal to your shoulders after the punch forward. So the gun's business end should actually not point towards your chest. :)

Yeah. I don't think you would swing the rifle, like a club or a baseball bat. But with both hands kept where you hold the gun.
 

Floyd

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Feb 19, 2006
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"Side swing" can mash the living crap out of your fingers, too. Not to mention break your gun stock. Thus the standard bash with the butt plate. No fingers, no broken stock at the grip.
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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A rifle stock actually looks quite strong compared to a human rip cage or skull. Don't know why it should break, I always thought it's strong enough.

Mashing fingers, well if the fingers are "missplaced" then of course. :rolleyes:
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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Right at the end of the game there's a side swing melee attack. I've been trying to get a video showing WWII melee buttstock striking, but I wasn't successful yet.