noveltyhero Posted July 24, 2014 Share Posted July 24, 2014 (edited) Check out my other How Tos: How to fix U14:https://forums.warframe.com/index.php?/topic/265419-how-to-fix-u14/ How to improve Kubrows:https://forums.warframe.com/index.php?/topic/269989-how-to-improve-kubrows/ How to "leak" more lore:https://forums.warframe.com/index.php?/topic/262718-how-to-leak-more-lore/ Hey guys, Today I want to crack down on melee. I am having a blast pulling off combos and dismembering enemies like its a creepy pasta Christmas ^^ However there are several issues with it and I feel like these can be fixed. My plan is to limit melee more therefore making it more effective, so let's get started: Movement I feel like really restricted when meleeing because I have to stand still, ever tried to run after a guy but he is always 50cm ahead? Well that is highly annoying, my suggestion is to make all swords and light weapons free to do on the fly when heavy weapons (Hammers, Axes, 2H Swords etc) would limit your movement speed by 50%-60% depending. This would make melee more mobile therefore actually improving it, because when there are 50 level 60+ enemies in front of me I cannot stand still. Another thing is that combos are locked to stand still as well, how about we allow the player to pull certain combos off whilst moving? Again, making melee combat more mobile the less you stand still the better as far as I am concerned in a ninja game. All of this will make melee easier to use in harder situations therefore making melee less useless when compared to guns and what not Accessibility A huge issue I have is that there seems to be a delay when not wanting to melee. The game seems to register how many times you press the button and then execute, for us button spammers this is bad, as soon as you let go of the button meleeing should stop. We let go of the button for a reason and that reason can be the difference between loss and victory. Not noticeable with fast weapons as their animations end quickly but I noticed this happened heavily when using the Scoliac (whips are so much better now that we have stances) So you can try it out yourself Another issue is that you cannot do combos with quick melee and I completely understand why that is so. What I am proposing for this is that upon mastering a weapon (rank 30) you can then do the first combo using quick melee. This allows for some minimal comboing without equipping the weapon itself, the option should remain regardless if you Forma a weapon or not afterwards. The Combo Counter The combo counter is the simplest one to fix. I love the whole additional damage per hits and such however building up combos seems incredibly difficult, made more difficult by how the enemy spawns. So to fix that I suggest that we should have 8 seconds or so (should be tested of course) before the counter resets so that you have more incentive to use melee. Genuinely the most I managed to acquire was around 2X damage and let's face it everybody loves combo counters and when the COMBO BREAKER!!! comes in you are more likely to try harder next time and improve upon your skills ^^ Combos Like I said combos are a great addition to the game and the fact that they are mods is an entirely different discussion. Combos did however feel limiting and here is how we make them better: No more pausing as part of the combos please. You cannot stop at high levels, that just cannot happen, your shields can go down in a second if you pause and the bigger problem is because of this constant pressure it is hard to co-ordinate yourself so you know when to attack again. These can be replaced with forward, block but not backwards as another OP has stated, you want to move towards your enemies with speed and ferocity when meleeing them. Knockbacks need to be added in, if you block and also attack you should knockback your enemies, or just make that part of the Shield and Sword stance. Every weapon should have an innate basic combo, this means that if you don't have a stance you can still enjoy your weapon. As I said before you should be able to perform every combo whilst moving, except the ones which launch into places and such for that particular animation. Directional Attacks For the obvious reasons this should be an optional feature for controller users and such. However we should have a 40-50 degree arc (0 being the direction we have right now) in front of us towards which we can perform our attacks, if you want to aim up or down you can do as you want to and this allows us to attack flying enemies as well as lower enemies with ease with of course attacking weaker points of the enemy. Combos can be left as they currently are with no problem just as long as the first (basic) combos are free in direction of attacks. Blocking Projectiles I think that blocking certain projectiles should reflect them to a certain degree as well as affect the enemies. I was fighting an Anti-MOA and it launched that thing at me, I blocked it then it went into a group of Corpus but it had no effect on them and that was quite annoying. The bigger annoyance is that you can't do anything against rockets as they explode and damage you anyway (not sure if it is reduced) however it should be that you reflect it back to where you aim it and it will damage the enemies. By this you can potentially reflect rockets into groups if you are quick enough. *I will edit this as necessary What do you guys think? Suggestions are always welcome Thanks! :D Edited July 25, 2014 by noveltyhero Link to comment Share on other sites More sharing options...
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