Hello Folks,
I registered here to post some thoughts on the melee system for RO:HoS as I think this is very important for Tripwire to get right. Melee combat (from now just CC for close combat) was a big and bloody part of the eastern front. Note that I have been an avid fan of RO for some time, so please don’t let my lacking post count put you off
I think it’s obvious that the melee system should primarily be to things: Realistic and simple. “Realistic” because that’s what RO is all about, and because it leads to interesting combat situations. “Simple” because we want melee combat to be a fluid part of the metagame, and not its own minigame. The realistic part, to me, means that the combat should be bloody, messy and slightly confusing (not in a “run in circles” way however). But how can we make CC gameplay like this while still keeping it simple? Here`s my proposal:
Keep the single button “mouse 2 = melee attack” as it was in RO. But give the player the option to do slash attacks from the sides, as well as a frontal stab. This is controlled the way it was in the Thief series: “Mouse 2” + Tap a directional key (left or right) = Slash from that direction, while just “Mouse 2” = frontal stab. Now the interesting thing here is that a slash from the side would be a very hard attack to dodge, as it covers the entire horizontal plane in front of you. The only way do dodge it is to get out of range by moving backwards. If you get hit by this slash you won`t take much damage, but your head (player camera) will be knocked to the side thereby ruining your aim. It is also a chance, if the slash is strong enough, that your weapon will be knocked out of your arms. Should this happen you can still fight melee with your fists; It’s faster but much weaker than using a rifle or SMG for melee. A direct hit frontal stab using weapons should do more damage than a slash, and give the receiving player a big knockback; sometimes it could also knock a player off his feet (force prone). However: A stab, without bayonet, should still not be extremly damaging. If no bayonet or firepower is present, melee should take a long time and be very bloody and messy.
Also,
Melee attacks of any kind should get a massive damage or knockback bonus if the receiving player is:
1: HIT IN THE BACK. To make surprise attacks more effective. Still, only bayonets should be able do one-hit kills, even if you attack from behind (though a powerful SMG stab should make you very wounded)
2: PRONE OR CROUCHED. This is realistic and will also make sure that players try to stand on their feet when engaged in a melee. This will also make the “knocked off your feet when hit hard” feature more lethal.
3: RUNNING OR JUMPING. This is realistic and will also make sure people don’t run around in a melee. This and horizontal slash attacks is the last nail in the coffin for “run and strafe” bayoneteers.
The idea is that, when engaged in CC, opponents will try to fight for control over the melee by knocking the other player out of his aim, or ground. Then maybe try to reach for a weapon or just attempt to beat him to death. Dodging is best done by moving backwards (away) from your enemy as he slash, as opposed to just run in circles around him. It is therefore important to time your attacks correctly. Tight rooms and corridor further complicates this “dance”. Melee without firepower or bayonets can take some time before a kill, so sometimes the best thing to do is give your enemy a big knock to the head, then run away before he comes to his senses.
Of course, everything changes when a bayonet is in the picture; CC just became a lot more deadly. Using a rifle with bayonet is done in the same way as any other weapon: Slash or stab. However bayonets deal much more damage, to the point where one stab kills are possible. Players not wielding bayonets still have the chance of knocking the bayonet-rifle out of their opponents hands, so bayonets shouldn’t be all powerful (just very).
And that’s it. Sorry for all the text, just had to get it off my mind. Hope I got the idea across and diddn`t confuse anybody.