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Melee Concerns

Discussion in 'General Discussion' started by Konrax, Oct 3, 2014.

  1. Unahim Unahim Curator

    Anyone here ever played Age of Chivalry? Now there's a fantastic melee system that could actually fit a game like this.
  2. I've been looking up mount and blade combat, but have yet to find a good video.
    How exactly does it work? It looks like a poorer version of chivalry.
    Anywho, the combat for EC has to be something that could work server wise, so it cant be clunky or mouse movement based, it has to be more straightforward, this doesnt mean spam one button, but nothing technical.
  3. Sleepylion Sleepylion Well-Known Member

    Anything that makes you float around to kill a guy doesn't fit in a game like this at all. Unless, you give the melee combatants the ability to deflect bullets like Jedi (Jedi Academy). If you prefer that, MAY HERESY BE WITH YOU!

    It looks like Jedi Academy, fitting for a game where Range Combatants are minimal ( M&B) or useless (Jedi Academy)
  4. Unahim Unahim Curator

    Float around? What?

    Also, while I don't think ranged should be deflectable in a game like this (why would it be?) I'm not sure if we played the same Jedi Academy. I was a menace with ranged weaponry in that game, easily killing scores of saber wielders. I was also a masterful "saber only" duelist. Single saber, naturally! Yes, did spend quite some time on that awesome game, and prefer its melee system over all. But there's a good reason I would never suggest it here: would never work.

    But Chivalry tweaked to be over more quickly would work excellently, I believe.
  5. JudgeDeath JudgeDeath Well-Known Member

    Dudes in kilts and dudes in power armor are quite a different beast.

    You are going to be dead in seconds if you think you can have some isolated duels within a big battle. The way it works is that what is easiest to kill dies first, thus the guy fighting another guy is a prime target for another guy.

    Melee needs to be fast and brutal as it is described in the books.
  6. Bifron Bifron Recruit

    You're assuming too much. We don't know how armor will work, 40k lore has little to no implications on the armor mechanic of EC. It's up to the devs to decide how it should work, taking into account what's most fun and lore friendly. Fun coming first.

    Dark Souls combat is simple if you boil it down. But holding right-click will get you killed 100% of the time. Have you played PvP in Dark Souls? It's entirely about dodging, parrying, and using the right attacks to find a balance and get through or around an enemy's defense. A heavy weapon leaves you open to attacks for longer, but can break through a shield and stun enemies. Though this is a generalization; hammers, axes, and great swords are all different. Lighter weapons are a different play-style within themselves.
  7. gettozachoppa choppa92 Subordinate

    itll be hack and slash and block stun etc nothing too complicated therefore itll be easy to pick up for nubs makes marketing sense.
  8. Genaric_Name Recruit

    I don't really see it as a "for nubs" deal as just an impracticality to the idea of hundreds of people in combat all at once.
  9. Unahim Unahim Curator

    One doesn't have to exclude the other. It's a good idea to make it fast so you don't give ranged too much time, and for that authentic 40k feel. It's also easier to learn for players who aren't that good. I'm sure there'll be some melee masters in time, though.
  10. wraith wraith Active Member

    Preferably, dedicated close combat classes can get more complex melee, simple enough. I don't care if a devastator can only kick people, he's a devastator, what'd you expect? Now, my Assault Marines, given they're melee oriented, might deserve a richer system.
    Skanvak likes this.

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