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Close Combat Mechanism!

Discussion in 'Ask the Team' started by DrSlump-B, Oct 20, 2013.

  1. Slump Slump DrSlump-B Active Member

    I love melee classes and being a swordsman myself (sort of :) ), I'm worry about melee system in EC, having no idea how it will be? There are some of my concerns:

    1. Stay in close combat: normally when you approach ranged units, they will try to gain distance and shoot you. For games like EC, ranged units are very effective shooting while running, so there will be only matter of surprise!? like Relic's Space Marine. So how do melee fighters keep those units at close range? are we gonna have Lash of Torment to trap them or Hive Armor like Typhus to make them suffer even when they run? Charge ability like Dawn of War? Knock down? Any war gear beside jump pack? teleport homer would be nice.

    2. Control: there are only few games on market I feel like I can truly control my weapon, example like an old game...Rune (if anyone ever played Rune you know what I mean). Please no random combo swings like Space Marine, I couldn't stop at will.

    3. Friendly fire availability: most important, if there is no friendly fire, the enemies rangers just rain bullets with their friends in the line without hesitation, especially if they use powerful close range guns like shotgun or flamer. Good to see they burn their friends along with melee fighters. Otherwise no point getting close.

    Would nice to see the answers from dev team, but anyone has good ideas please follow up.
  2. Jericho Jericho Forum Beta Tester

    Good points, I may have imagined it but am thinking I read that there will be friendly fire but possibly more damaging the higher rank you get to stop noobs being noobs or griefers making a char to attack team mates but the more experienced you get the more damage FF does from yourself.
  3. Pauleh Pauleh Subordinate

    Would love to see Mount & Blade style melee combat but I'm pretty sure it's not possible in an MMO.
  4. Gideon S3dition Preacher


    I see where you're coming from. It can be frustrating when someone can just take a storm bolter and kite you, making close combat a frustrating endeavor.

    Maybe getting hit slows you down by a certain amount? In the table top, units aren't supposed to be able to disengage at will without the hit and run rule. Maybe units with hit and run would be immune to the slowing effect of close combat.

    Note that this would work both ways - attacking someone in close combat should lock you in with them as well.
  5. well not exactly a technical question, but I will have Brent also look at this.

    so first of all, we have the combat already running and working fine, the surviveability of the characters is tweaked so, that if you run at a ranged class you have time enough to swing your chainsword and win the fight.
    we are orientating a lot at Space Marine combat, but are changing it where it makes sense in favor of PvP where Space Marine combat worked much better at PvE.
    So basically we take the fun aspects and make them work better with more dynamic opponents (in this case other players).
    but it is also way to early to give more info on this, because we have not stopped working on combat, and it's very unlikely that we will ever stop working on it :)
    larrence83, Fridwell, Kakuzo and 5 others like this.
  6. Slump Slump DrSlump-B Active Member

    OK thanks Patrick.

    Sorry for posting in wrong thread. Would you please move this topic into appropriate one? (or someone who can :) ) I like to see everyone comes up with the ideas that can be used as supplements for your team. At least now we know you will be using Space Marine as based close combat system. Someone may have really good ideas how to improve it.

    S3dition- good one bro, I almost forgot the combat lock.
  7. Grigdusher Grigdusher Arch-Cardinal

    this is pleasure for my ears.
  8. moved the thread :)
  9. Brent Ellison BrentEllison Former Lead Game Designer

    As Patrick said, combat is our #1 priority and it's got many years of development left. ;) That said, while we're not planning a Mount & Blade-style swing system at this time, we want to take the melee combat farther than it was in Space Marine and give you more options on both offense and defense. Of course the RPG system and breadth of weapon selection will add even more depth in this area.

    Friendly fire is pretty much required to make an actual tactical wargame. You can imagine what our battlefields would look like if you could just fire a missile launcher into a crowd and only hurt the enemy. It won't be completely unrestricted or without penalty, of course, and this is something we'll be able to refine as we get more and more players in and mucking about.

    Even if you can move & shoot, you can't necessarily move backwards as quickly as a charging assault unit can close in on you. And yes, once he hits you it's going to be even harder to get away. Your best chance is to kill him before he closes the distance, something that comes down to how smart he was about exposing himself, how tough his armour is, how fast he's moving, how good you are at shooting, how powerful your gun is, etc!
    Russ, larrence83, Road and 7 others like this.
  10. Heart Brighteyes Well-Known Member

    I think running from a melee attacker should lower hip fire accuracy since you are panicked. It would create synergy between your squad making it harder for melee squads to sneak up on you.
    larrence83 likes this.

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