dadaddadada Posted November 11, 2014 Share Posted November 11, 2014 IMHO, directional aerial melee is bad in so many aspects it hurts my feelings.They trash any short range mobility power such as superjump, like if it wasn't underused already.They bury parkour, coptering killed it but its corpse hasn't been disposed of yet.In extreme cases, such as with most heavy melee weapons, the momentum you get from aerial attacks is so ludicrous that they rape even long range mobility powers like rip-line, wormhole and Tail wind.Why would you waste energy when with a handful of fast-regen stamina points you get almost as good results?I will now present here my solution to unlock this situation.1) remove the current aerial attacks.2) slide melee attacks should only be triggered while on ground.3) make all wallrunning faster by 30% minimum for all warframes. seriously. It's that simple.4) implement the melee augment system exposed below.Re-formaing melee- Up-down animation bendingOk then, we don't have anymore aerial attacks. How do we kill ospreys?Ospreys usually float slightly above you, but definitely never realistically unreachable given the height of the warframes.But because the melee animations can't bend up nor down, it gets awkward to not being able to hit an enemy two stairsteps below you.So this is straightforward. Make melee attack animations bend slightly up or down along the spine depending on the vertical position of the reticle.The animations don't even need to be reworked, even a freedom angle of 20° up and 20° down coded directly on the skeletal animations may be enough.This was simple and fool-proof. How about we get significantly more serious?- Long range flying units and... let's "close the gap" alreadyThis solution answers the question "how would I implement a ranged melee attack which cannot be exploited for mere movement?".Listen here. If an enemy is from 5 meters to 15 meters ahead of you and you press melee while having him in the reticle, you perform an auto-jump-dive onto said enemy.Lets elaborate better, with a FAQ.What is a "auto-jump-dive"?Its a generic term that indicates any animation that makes your warframe jump/move quickly in direction of the enemy on lock-on and performs automatically a first guaranteed quick attack on him.Similar to Ash's Teleport, but not completely instantaneous, with limited range and cannot target non-enemies.Also applies to flying enemies. Booyah.Why from 5m minimum?Because closer than 5 meters is already "in melee range" and it would be silly to perform such an elaborate move on an enemy hugging your face.For flying units closer than 5 meter please refer to the "Up-down animation bending" section above.What is the shape of the range?It is cylindrical, not spherical. Similar to bastille. This helps for locking flying enemies being in a ~45° angle above you.It may be tricky to have an enemy on reticle in a heavy-battling situation. Targeting should be forgiving but has to be calibrated to prevent ambiguity.Jump-diving attacks can be activated in mid-air, selecting slam attacks accordingly following the current aim down -> slam attack logic.- And... Brace for it...Would give wall attacks a sense to exist. Link to comment Share on other sites More sharing options...
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