Combat

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calzilla1
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Combat

Post by calzilla1 » #211370

This thread is for discussing the tg combat system. IMO tg has probably the best combat system. This server has a LOT of feed back of when you get hit. Try this, go to goon or vg and start fighting and try your hardest to not look at the text box and try figure out when youre hit and how much damage youre doing.
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PKPenguin321
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Re: Combat

Post by PKPenguin321 » #211479

yeah shit like how we actually have attack animations and have the sprite of the weapon go transparent and float over the target on hit is actually really cool. easy to overlook but we have really good visual feedback here.
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PKPenguin321
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Re: Combat

Post by PKPenguin321 » #211480

also, runescape damage numbers when?
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calzilla1
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Re: Combat

Post by calzilla1 » #211484

PKPenguin321 wrote:also, runescape damage numbers when?
New implant?
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Cobby
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Re: Combat

Post by Cobby » #211486

PKPenguin321 wrote:also, runescape damage numbers when?
Any runescape reference is a good feature.
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Lumbermancer
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Re: Combat

Post by Lumbermancer » #211513

What do people think about the "hold up" mechanic other servers use?
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Saegrimr
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Re: Combat

Post by Saegrimr » #211518

Lumbermancer wrote:What do people think about the "hold up" mechanic other servers use?
Interesting in theory on slower movement speed servers, but all it's going to end up being is an "auto succeed" tazer shot when the guy saxing away from you inevitably keeps running and triggers the auto-fire.
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Re: Combat

Post by Cik » #211521

i really wish that actual uses for weapons beyond kill people was a thing tbh

unfortunately robust combat means that stopping to attempt communication ends in your death 99% of the time so nobody tries

that and no fear of death
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Re: Combat

Post by John_Oxford » #211535

Saegrimr wrote:
Lumbermancer wrote:What do people think about the "hold up" mechanic other servers use?
Interesting in theory on slower movement speed servers, but all it's going to end up being is an "auto succeed" tazer shot when the guy saxing away from you inevitably keeps running and triggers the auto-fire.
you could have it where alt clicking targets the mob, and initally you have a 15% percent chance to hit the target with the weapon. this goes up every second by 10%. if you miss the first shot it goes down 10%, the rest of the shots are 15%. you only fire when they move, if they stop moving after you missed you will still hold aim on them.

if you stand still and are not targeting someone, you will start with 15%
if you are standing still and then move while you are targeting something the percent goes to 10%.

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Re: Combat

Post by Lumbermancer » #211539

Saegrimr wrote:Interesting in theory on slower movement speed servers, but all it's going to end up being is an "auto succeed" tazer shot when the guy saxing away from you inevitably keeps running and triggers the auto-fire.
There's a delay between pointing your gun and locking down ready to fire. Pointing gun stops when you move as well. It's not supposed to be used in combat, but rather during searches, brigging procedures and such.
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Re: Combat

Post by Luke Cox » #211551

calzilla1 wrote:
PKPenguin321 wrote:also, runescape damage numbers when?
New implant?
Combat hud when
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Anonmare
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Re: Combat

Post by Anonmare » #211574

Lumbermancer wrote:What do people think about the "hold up" mechanic other servers use?
If it could only be done on stationary targets, and possibly require you to be within a certain distance (like 3-4 tiles) and require that there isn't anything dense between you and the person you're trying to hold up. If it was like that it'd probably gel more with our high energy playstyle
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Re: Combat

Post by callanrockslol » #212206

Holding someone up only works if they aren't armed though, anyone with a ranged stun will just blast you the moment you aim at them before most people that rely on it can react. Since anyone you'd want to search is generally armed it a bit of a problem.
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Re: Combat

Post by 420goslingboy69 » #212231

A really interesting thing was when Seclites were first introduced. They had no sound, no inhand sprite, and did 10 damage. This was before the flashing red jelly screen of death garbage when you get hit, but rather the persistent effect of it. The seclite would enable you to stand next to a person and get like 4 free hits before they even knew what was up, because there was no sound or attack animation and it only popped up as one single line of red text.
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Dagdammit
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Re: Combat

Post by Dagdammit » #212309

What about a lock-on mechanic, similar to hotline miami? If you see someone, you can right click on them and choose "take aim", which puts a crosshair icon above their head (for you). All attacks (or all thrown and ranged attacks?) where you click on a tile in their general direction (in a 90 or 180-degree arc) are automatically fired at the targeted person's current tile.

Losing sight of the target for half a second breaks the lock-on, as does any teleportation (on their part or yours). Others get little or no information about you locking on to someone; maybe just a small icon on anybody who's currently locked on to you, with no notice in text box. (That way it's only noticeable if you're looking at yout surroundings.)

Design intent: lock-on is handy, but fallible; target can evade with sick serpentine maneuvers, and the truly robust can counter by aiming manually. Ducking around corners breaks lock-on. Knowledge of the mechanic & experience with it means that an armed individual who walks in and threatens someone unprepared has greater ability to shoot them the moment target acts up, making holdups more feasible.

Not sure what input would drop your current lock-on, you should definitely be able to do it mid-combat.
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Re: Combat

Post by PKPenguin321 » #212335

Dagdammit wrote:What about a lock-on mechanic, similar to hotline miami? If you see someone, you can right click on them and choose "take aim", which puts a crosshair icon above their head (for you). All attacks (or all thrown and ranged attacks?) where you click on a tile in their general direction (in a 90 or 180-degree arc) are automatically fired at the targeted person's current tile.

Losing sight of the target for half a second breaks the lock-on, as does any teleportation (on their part or yours). Others get little or no information about you locking on to someone; maybe just a small icon on anybody who's currently locked on to you, with no notice in text box. (That way it's only noticeable if you're looking at yout surroundings.)

Design intent: lock-on is handy, but fallible; target can evade with sick serpentine maneuvers, and the truly robust can counter by aiming manually. Ducking around corners breaks lock-on. Knowledge of the mechanic & experience with it means that an armed individual who walks in and threatens someone unprepared has greater ability to shoot them the moment target acts up, making holdups more feasible.

Not sure what input would drop your current lock-on, you should definitely be able to do it mid-combat.
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i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
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