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Melee combo suggestion.


neKroMancer
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Melee plays a big part in Warframe since we have lots of melee weapons and it's more satisfying cleave helpless Grineer in half than shooting his head from afar. However, the current melee combo feels more like spamming 'F' to kill something which lacks elegance and fluidity. We also lacks control over these animations. There were many threads, including my own, comlaining about downed enemy and how to kill them which reflect the fact that despite lacking control over melee movement is tacking away the supposedly fast pace of the game.

In the current system - We have to press melee button for 4-5 times to complete one melee animation cycle which is led to repetitiveness. A good game which we can use as an example is DMC series - it has a simple solution to this problem. Creating interesting combo with simple button pressings and pause between them. Before caomplainig 'THIS IS NOT DMC' please understand that this idea is pretty rough but I honestly want it to be modified in a way that is unique to Warframe.

Improving the existing combo with other action/inaction between melee button pressing opens a great opportunity for melee combat. Charge melee could be improved with 'half charge' attack which result in different animation. This method could be implemented in a way which doesn't take away the pace of the game and creating a more skill-based, fun gameplay

Example : Fragor - we have 1 horizontal swing, 2 vertical swings, and two horizontal swings for one cycle. That's pressing melee button for five times. One giant horizontal swing with juicy damage from charge melee.

First combination - Melee, pause, melee, melee, melee - Normal horizontal melee followed with three 360 degree horizontal swings

Second combination - Melee, jump, melee, pause, melee, melee - Normal horizontal swing with one slam and two vertical swing.

Third combination - Dodge, melee, pause melee, melee - Trip the enemy into a downed animation followed with two vertical swing.

Half charge - Upward vertical swing.

Fourth combination - Half charge, timed melee - Upward swing that launch enemy into the air followed with one timed horizontal strike which "HOMERUN" the enemy.

Heavy melee with running could be changed into a 'stab/slash' move when using sword/dagger which increase movement speed during last second of the animation similar to slash dash's animation but affect only one enemy.

As you can see this method open up large combination of dodging/crouching/jumping/melee/charge could increase player's control over these animation and squeeze even more fun out of the game.

All of these moves might be a good way to burn credit/platinum in cash shop. Make them unlockable through the cash shop and let the player decided which combo they want to use with a brief animation in the shop. Same thing could be done with gun acrobatic moves.

Thought? Suggestion? disagreement? Post below, fellow Tenno.

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