But what's the TTK in those games? I can already say that with Dynasty Warriors, 99% of the enemies you face die in a few hits, whereas the bigger enemies CAN be locked onto. I have to agree with a lot of people, that this really is a case of "different game, different mechanics". It's an Apples to Oranges comparison. Still, given that some of you are insistent that you can fight well without autolock, I'm gonna give it a try and see what happens.
you're other thread about melee contradicts this statement .... as does the server/player discrepency bug related to meleeing without actually switching to your melee weapons .... I havent meleed without autolock much, and ill tell you why .... hit detection was horrendous absolutely horrendous for a while ..... i could try and test it some and see if hit detection works again .... but used to be you had to autolock in a lot of cases because where your opponent is on screen isnt actually where they are ... and auto lock pretty much guaranteed you swung at the person you couldn't swing at due to server side latency ... If all those issues are gone i'de imagine it would be fine to remove but i bet if you ask around particularly in the present high latency areas the problem still persists (europe). people complain about autolock enough now even though the smart pistol does very low damage ..... i cant imagine them not throwing an absolute snitchfit if you could put it on the mercury pattern bolt pistol for LP ....... and i have to disagree ..... autolock doesnt necessarily remove skill from a game one of the most technically difficult games out there Dark souls has autotarget for its melee system and ranged system but it works well .... maybe EC's just needs some tweaking .... TBH autolock is one of THE MOST effective tools for stopping a rampaging JPA or SH since it can wingclip them automatically for you .... I think this would hurt non melees more than you think it would.
If you are a tac fighting a superior melee weapon besides the power sword, autotarget is your friend .... it helps even that encounter out .... it allows you to be more mobile than the attacker since thier swing speed is slower and thier tracking/turn speed is worse. if you roll past and use auto target to snap to and then release and use your mercury pattern or 3rice blessed you will see yourself winning more "vs jetpack" melees ..... you wont have problems with "power fist users" like your other thread ..... because if they quick and you roll past them they wont track and their recovery and turn speed is slower than yours, it wont win you every fight but you WILL win more of them by using autolock on your tac. autolock doesnt really help JPA or GA type classes as much as you make it out to be first off it can pick up the wrong opponent making you throw attacks places you didn't intend to, secondly the intent is to engage the RPS system as quickly and commonly as possible in their melee system, and thirdly as you said you can just aim melee attacks they have a large hitbox as long as the server latency issues the europeans were experiencing with melee is cleaned up ...
How does my other thread contradict that "Meleeing without autolock is fine"? Also, you can autolock without the smart pistol, you do realize that yes? Go into game and try it, you can autolock with ALL pistols.
Well they are all different games with different directives, some are more coop oriented and other massive multiplayer. In my opinion with how EC is currently designed, dynasty warriors might be a good go to for inspiration. The reason for that is they both use 3 buttons for 3 different attacks and hit detection/damage is binary, be cool if they'd do a similar simple combo system like in Dynasty Warriors 2. Dynasty Warriors 2 Combos; L, H (Heavy attack does and upward swing tossing opponent into the air) L, L, H (Heavy attack does a unique stun) L, L, L, H (Heavy attack does a large arc and/or crowd clears) Suggested EC combos; L, H (Forward Dash/Lunge) L, L, H (Focused attack with short stunning, like the axe) L, L, L, H (Large arc swing) Estimated TTK per game for the player (AI don't count) Dynasty Warriors Series (5-20 seconds) Jedi Knight Series (10 seconds) Kingdom under fire (60 seconds) Mount and Blade Series (ms to 4 seconds) War of the Roses (ms to 4 seconds) War of the Vikings (ms to 4 seconds) Lord of the Rings: Conquest (10 seconds) Savage (1-4 seconds) Gears of War (10 seconds) Warframe (5-20 seconds) Minimum (2-5 seconds) Happy Wars! (3 seconds) Mortal Online (ms -> no clue how long) Bladestorm 2 (40 seconds) Vindictus (ms to 10 seconds) Tiger Knight: Empires (2 seconds) Orcs Must Die! Unchained (3 seconds) Of Kings and Men (1-3 seconds) DS3 has 2 more combos, but the first four are similar to DS2.
Yup. It's also really slow and clunky because it's such an old game. Still fun though. When I started playing this game, I was surprised by how often your actions lock you up in animations. Was very hard to get used to.
Always reminded me of playing a high-Equip Dark Souls character. For a while when the Evades and Stamina were much, much better the combats felt more 2 dimensional and fluid. Of course that meant playing RPS was less important.
@Fiesty_Won While I would agree that a combo system would be a more interesting system, there are a few problems I see with it. Firstly, what's to stop people from simply spamming combos till the other guys fell down? I would suggest that d-bash would have some use there, but sadly, that would just result in everyone mashing d-bash the minute a melee fight starts, and I think it's already been said that the devs won't replace it with a parry. Secondly, it really depends on whether with the way the game currently functions if it'll be suitable (in terms of lag and network coding). I would love to see something like this work, I'm just not sure IF would work.