PlanetSide Universe - View Single Post - Quick Knife - Is it really the best option?
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Old 2012-06-12, 04:50 PM   [Ignore Me] #110
Sirisian
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Re: Quick Knife - Is it really the best option?


Originally Posted by Zekeen View Post
Throwing knives wouldn't make too much sense for PS2, seeing as we have silencers to fill that role. Though I know WHY you want that (cause throwins knives are awwwweeesome). Nevertheless, Planetside is LESS about 1 shot kills, so a quick-knife backstab is less balanced than an equip knife, then backstab.

Unless we want it so HA are immune to backstabs because of their higher life? But that would be too weird, wouldn't it? So we should stick with more balanced one shots.
Woah who is talking about one-shot kills? I don't really like class advantages for back-stab. Also it's not really necessary with sane damage numbers. A heavy has a shield it can turn on and become nearly invulnerable already. When I say throwing knives I'm talking about the implementation from this thread:
Originally Posted by Sirisian View Post
Version 4: Balanced Knife Design:
  • Quick-button knife with post use delay equal to the unholstering delay of pulling out the weapon again. (Missing with a quick knife leaves you at a huge disadvantage time wise essentially).
    • Tapping the quick knife key swipes for 30% damage
    • Holding the quick knife key transitions to throwing knife after 1 second. 10 m range medium COF. 30% damage
    • Holding over 1.5 seconds has 25 m with small COF. 35% damage
  • 3-mode equipped knife:
    • swipe, 30% damage. It's faster for continuous swipes than quick knifing since it lacks the transition back to a weapon)
    • stab, 35% damage, Audible noise like in PS1.
    • throw, single use 30% damage (better for multiple knives since there's no holstering delay)
      • Has pre (1 second to 1.5s when holding down the fire button) and post throw delay (longer animation).
      • If you don't hold the fire button for 1 second the throw is cancelled.
  • Throwing knifes has Slow spinning projectile. So if you get hit the person that threw it might be behind cover.
  • When equipped secondary stab mode does 75% damage when backstabbing stationary targets.
  • Maxes takes 0% damage from knife attacks.
  • Damage is uniform across all classes with no class (other than max) having advantages or disadvantages.
  • If two people knife at the same general time the attacks are parried doing no damage allowing friendlies to kill the attacker. Rare, but this was brought up and is really necessary to help those at low health to protect themselves from a finishing strike. This increases tactics and fulfills the concept of a quick time event for protecting oneself from knife attacks that a few people want.
The full justification is in that thread though. We had a very long conversation about the pros and cons of such mechanics and tweaked the fake percentages for a while since people kept bringing up hard numbers. (It essentially forced me to define strict numbers). I feel odd linking it here since it's out of context with the original discussion which included some other points, but I think it can stand by itself now.

Last edited by Sirisian; 2012-06-12 at 04:52 PM.
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