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tootights (DayZ)

In a survival game with severely limited resources, WTF...

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S + melee attack = upper cut (up swing or stabbing motion with piercing weapons)

W + melee attack = overhand right (down slash/overhead swing with weapon)

A + melee attack = Left hook (swing from left to right)

D + melee attack = Right hook (swing from right to left)

no modifier + melee attack = short jab (fast slash, or short poke)

 

 

S W A D + Right mouse with melee weapon = block in given direction. Some weapons block better than others.. (fireaxe = good block.. Knife = bad block)

 

Combine this with the ability to charge your attacks for more powerful swings, by holding mouse button and releasing.

 

Provides for a versatile and skill based system that can by applied to all the melee weapons in the game for a variety of different kinds of attacks and pros/cons to carrying different weapons... For example, a Firemans axe would function like a pole-axe (that's essentially what it is).. Very heavy, slow, but devastating blows that can 1 shot people.. A knife however very fast attacks and deadly if it hits vital spots on a target. 

 

Like this, just having the different punch and block types would diversify melee so much. Most of the time people use a pretty default "boxing" style in street fights anyway....I think martial arts moves are a bit too much. Maybe a basic set of kicks learnt from a book or something but that's it. Most of the street fights iv seen the ones that start throwing kicks and stuff loose out to the "brawler" that just takes hits and waits for a good opportunity. With the block system we can do that, like rolling your hands round your head to block waiting for the uppercut chance when they try a haymaker :)

 

Making me want to play some old x-box boxing games like rocky and fight night now lol

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S + melee attack = upper cut (up swing or stabbing motion with piercing weapons)

W + melee attack = overhand right (down slash/overhead swing with weapon)

A + melee attack = Left hook (swing from left to right)

D + melee attack = Right hook (swing from right to left)

no modifier + melee attack = short jab (fast slash, or short poke)

 

 

S W A D + Right mouse with melee weapon = block in given direction. Some weapons block better than others.. (fireaxe = good block.. Knife = bad block)

 

Combine this with the ability to charge your attacks for more powerful swings, by holding mouse button and releasing.

 

Provides for a versatile and skill based system that can by applied to all the melee weapons in the game for a variety of different kinds of attacks and pros/cons to carrying different weapons... For example, a Firemans axe would function like a pole-axe (that's essentially what it is).. Very heavy, slow, but devastating blows that can 1 shot people.. A knife however very fast attacks and deadly if it hits vital spots on a target. 

 

 

That's not bad at all!

 

I think that it'd be good to hear from the devs in regard to what system they have to replace the 'placeholder' current melee system, but I really like where this conversation is going!

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It's funny how people still forget to realize this game was born off of a clunky military strategy simulator. Advanced melee was never possible in the series at all. In OFP and ArmA years back I saw a few melee combat mods but it was all just scripted animations where you never did anything. Just click the action and watch it go. If you want some real melee combat go play something else because it'll be a very, very long time before any of that is possible.

 

Exactly! FFS the melee combat in the mod consisted of a frikkin puff of smoke and what he have now is a thousand times better.

 

We actually did melee combat using puffs of smoke? Now that I look back at that it seems so dumb lol

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 the melee combat in the mod consisted of a frikkin puff of smoke and what he have now is a thousand times better.

 

 

It may be better than the mod, but that doesn't mean it's good enough. This is not a mod, it's a fully funded standalone game. If it's worth including melee combat at all, then it's worth making it look and play properly. It does need to be improved.

 

I'm not worried that it won't be improved, given time, and I'm in no particular hurry for it, but people should stop comparing SA so closely with the mod, I think.

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It may be better than the mod, but that doesn't mean it's good enough. This is not a mod, it's a fully funded standalone game. If it's worth including melee combat at all, then it's worth making it look and play properly. It does need to be improved.

 

I'm not worried that it won't be improved, given time, and I'm in no particular hurry for it, but people should stop comparing SA so closely with the mod, I think.

 

 

I don't think I made an analogy to the Mod. Don't you think the melee ability should be of a high priority, based on the fact that all players use it?

 

In terms of importance, here's how I see things: 

 

1. Brain power - user your brain, stay out of sight, run like hell, survive

2. Self Defense - Stand your ground and survive  using hand to hand or nearby tools/objects

3. Gun fights

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It may be better than the mod, but that doesn't mean it's good enough. This is not a mod, it's a fully funded standalone game. If it's worth including melee combat at all, then it's worth making it look and play properly. It does need to be improved.

 

I'm not worried that it won't be improved, given time, and I'm in no particular hurry for it, but people should stop comparing SA so closely with the mod, I think.

 

Yes and the game is in alpha so I'm sure it will be worked on :)

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you could always try for contextual attacks such as seen in dead-island (knock down zombie, then press 1 button to kerb-stomp) or run+attack = barge attack.

but i'd rather it just be dukes/fistycuffs because real men stand and fight!

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I often respond with a tai sabaki.

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I often respond with a tai sabaki.

Googled it. Some pictures showed up.

 

tai_sabaki1.jpg

osensei_small.jpg

... I can sort of see how that would work.

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