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Ground Fighting (Knocked Down State)


Lactamid
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So me and my friend got into a game of infested survival a while back. After some time we got rather flooded and the knockdown-loop started. While we could usually just shoot our way out and save each other there were those times when we were at different locations and on of those sneaky long armed basterds would smack us from behind.

 

An idea is to implement some sort of attack while on the ground/getting up. I've said this before but this is a bit more fleshed out. What if some of the new stances in melee 2.0 had various ways of dealing with knockdowns? And different weapons could work well in one situation, and poorly in another.

 

Rising strike:

Dagger/s (+ thrown and fist weapons): Targetting enemy weakspots you briefly stun enemies in order to create space and pounce away. (Vault).

 

1 handed weapon/s: Spinning around you do "spinning attack" amount of damage to enemies around you with a following 1-2 second knockdown imunity.

 

Heavy weapon: Holding the "charge" key you gather strength and preform a radial knockdown.

 

Currently there is no use for this as we always try to get back up, but if we were given the choice this could be something. Either by canceling the automatic get up in options or by hitting a button we could use ground attacks.

Ie: knocked down

Normal: try to get back up at once. (possibly knocked down again).

Active: Do nothing - tries to get back up. Hit (spam/time) "jump" to get back up or Jump + "melee" (E) to preform rising strike. "Melee button" or "Mouse" if equiped to preform ground attacks.

Passive: Hit (spam/time) "jump" to get back up or Jump + "melee" (E) to preform rising strike. "Melee button" or "Mouse" if equiped to preform ground attacks.

 

Ground attacks:

Dagger/s: Daggers suffer no damage penalty on ground. They will however only target one enemy at a time. Attacks won't require targetting but can be targetted using reticule.

 

1 handed weapon/s: As their lenght makes them ill suited for such close range a 25% damage reduction penalty is applied. Attacks will be done in a normal amount of speed, and despite having 25% damage reduction hitting enemies from below can be devestating (+25% flat critical hit).

 

Heavy weapons: Heavy weapons are poor for fighting in a knocked down state. With 50% damage reduction you do best by getting back up. You could how ever preform multi-hit swings from the ground.

 

Trown: The worst of the ground figthers. with 35% damage reduction and single target you better try to get out of there.

 

Fist weapons: Fist weapons are different. Lacking range and pin point lethality of daggers a defensive style is adapted. Using melee attacks on ground deflects incomming damage and possibly stuns/knocks down an attacker.

* While Blocking will possibly reduce and (with mods) reflect/knock down as well, attacking will be more direct. Each attack will block more than one hit and possibly knock down/stun multiple attackers.

 

This is just an idea, but it could be cool.

The rising strike could also be a mod that would auto-apply when knocked down.

 

*Shock absorbers could work with this.

Edited by Lactamid
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