FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: Poker-Jack on September 17, 2014, 03:00:24 PM

Title: Melee Weapons Take Damage
Post by: Poker-Jack on September 17, 2014, 03:00:24 PM
Depending on the type of armor the opponent has, and ALSO depending on the TYPE of move used with the melee weapon, the weapon will take some damage. Requiring repairs if the damage warrants it.


Example:
A Machete "Swung" at an opponent in Combat Armor will suffer X% damage

A Machete "Thrusted" at an opponent in Combat Armor will suffer (X%-5).

This will breed the need for quick thinking as a melee character, and add a level of thought process not seen in the melee field of combat. Now HtH users will have to be quick in their assesment of the threat to determine the best course of action.

More thought process = deeper levels of combat. Which seems like it's always a good thing.

Thoughts?
Title: Re: Melee Weapons Take Damage
Post by: Niamak on September 17, 2014, 03:33:19 PM
rip hth users





ps: did you get killed by machete ?
Title: Re: Melee Weapons Take Damage
Post by: Poker-Jack on September 17, 2014, 03:39:14 PM
rip hth users





ps: did you get killed by machete ?

Not rest in peace... but rather make them think a bit. Weapon users have to consider armor types, weapon in hand, and where they're aiming. Why not make melee users have some of the same considerations before they run into combat?
Title: Re: Melee Weapons Take Damage
Post by: TheTylerLee on September 17, 2014, 03:44:29 PM
So essentially "You cannot aim attack this target, It would be useless since he is using X armor"

Why should ranged users be aloud to aim or torospam at their will, But melee users (The most broken of all weapon classes) would have certain people they Cant aim attack against, because it would be less effective than it already is in its current state(its already crappy in its current state).



Title: Re: Melee Weapons Take Damage
Post by: mAdman on September 17, 2014, 06:39:59 PM
I quite like it, the harder an armor the more damage it deals to the melee weapon. Then of course there would be some melee weapons much sturdier than others.

For example a machete would blunt of break quicker than a sledgehammer, which would break quicker than a supersledge etc.
Title: Re: Melee Weapons Take Damage
Post by: Artificial Emotion on September 17, 2014, 07:04:58 PM
NO hth does not need any more nerfs.
Title: Re: Melee Weapons Take Damage
Post by: PorkchopExpress on September 17, 2014, 07:09:57 PM
How about no?Firstly your weapons are already losing condition as you use them,and secondly with lot melee weapon you cannot make aimed attack in certain modes,while snipers get all the benefits.Not to mention,try to do ZC with melee weapons and actually manage to get some points other then for healing friendlies.....
Title: Re: Melee Weapons Take Damage
Post by: Poker-Jack on September 17, 2014, 07:20:48 PM
How about no?Firstly your weapons are already losing condition as you use them,and secondly with lot melee weapon you cannot make aimed attack in certain modes,while snipers get all the benefits.

When I made the suggestion I had thought that melee weapons were indestructible.

Quote
Not to mention,try to do ZC with melee weapons and actually manage to get some points other then for healing friendlies.....

How is that relevant? I'm not talking about making ZC easier or hearder for anyone, just talking about a layer of thought process for melee combat.

The Yakuza Blade thing has affects that make it do crazy damage from behind, so the blade itself has a gameplay changing elemenet, an element that adds a layer of thought behind the weapon itself. My suggestion is in line for the same.
Title: Re: Melee Weapons Take Damage
Post by: PorkchopExpress on September 17, 2014, 07:29:56 PM
"Yakuza blade" i guess you mean Wakizashi is a sneak weapon not hth,you cannot compare those two.....
Title: Re: Melee Weapons Take Damage
Post by: Poker-Jack on September 17, 2014, 07:39:20 PM
"Yakuza blade" i guess you mean Wakizashi is a sneak weapon not hth,you cannot compare those two.....

It's damage is based upon sneak level? Not HtH skill?
Title: Re: Melee Weapons Take Damage
Post by: Myakot on September 19, 2014, 12:47:02 AM
"Yakuza blade" i guess you mean Wakizashi is a sneak weapon not hth,you cannot compare those two.....

It's damage is based upon sneak level? Not HtH skill?
Ofc not, where have you been? It's item perks do also scale from sneaking.
You want to add a deeper meaning of combat? For who? For those 10-15 out of 200 players who play melee and not for the others who play snipers?
Title: Re: Melee Weapons Take Damage
Post by: Poker-Jack on September 19, 2014, 02:18:08 AM
"Yakuza blade" i guess you mean Wakizashi is a sneak weapon not hth,you cannot compare those two.....

It's damage is based upon sneak level? Not HtH skill?
Ofc not, where have you been?


Kind of hard to discuss things with you... I think I'll stop. Sorry for being ignorant to game mechanics of a 2 week year old game. Terribly sorry.
Title: Re: Melee Weapons Take Damage
Post by: Niamak on September 19, 2014, 05:17:27 AM
Right now everybody is playing sniper because it's easier. Nobody is playing melee because it's harder especially in ZC.

Your idea is weird because melee weapons (except cattle prod and punch gun) already have disadvantage against  heavy armored target like combat armor. Unlike guns with proper ammo, melee weapons have poor normal damage DR/DT reduction and combat armor have high normal damage DR/DT.

Obviously, you are supposed to use cattle prod to counter combat armor and metal armor. Here you go for deeper combat mechanic.  8)
Title: Re: Melee Weapons Take Damage
Post by: Myakot on September 19, 2014, 05:21:29 AM
"2 week year old game"
What is that supposed to mean even.

You should be terribly sorry to post a suggestion w\o properly investigating game mechanics.
Title: Re: Melee Weapons Take Damage
Post by: GroeneAppel on September 19, 2014, 06:57:56 AM
Horrible idea. Melee already has enough factors to take in when playing.