Gameplay: MAX Melee Arm (Sacrifice a gun for better melee) - PlanetSide Universe
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Old 2012-07-05, 01:30 PM   [Ignore Me] #1
Zekeen
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MAX Melee Arm (Sacrifice a gun for better melee)


Now, before anyone starts getting their imaginations running wild, this isn't about some uber melee ability. It's the sacrificing of one of your arm guns for an ENHANCED melee attack. No insta kill (usually). Flamethrowers are still better DPS, but this will be hard instant hitting.

This idea is rather basic: As MAX units can melee bash with an arm as is, add in EMPIRE SPECIFIC melee arm types to allow that melee attack to do more damage or create an effect (such as knockback), at the expense of one of the guns..

There's a variety of weapon styles that could be done, and if a knockback effect was plausible, a variety of weapons for different outcomes as well.

Think of it like this - an Armored Fist weapon lets you knock the opponent back, but some sort of blade weapon lets you do more damage. Maybe even one weapon does better damage against infantry, other MAX units, or even vehicles.

If this was included, we would have an entire new weapon set to customize and enjoy.


A few notes to think on about this though-

-Can dual wield, but not use both at one time (to use an AI or AV types, ect)
-Is an instant heavy damage dealer, but Flamethrower does more DPS in the end.
-Is short ranged (some weapons with slightly longer range)
-If MAX shields were added, would go great with them http://www.planetside-universe.com/s...ad.php?t=42170
-More fun than useful, but helps fit into more player gameplay styles
-Variations include +damage, knockback, range, visual distortion, ect
-Does different damage to different enemy types depending on the variant used.


Now, to give you a bit of a thought on what you could expect for this.


NC
Armored Fist
Rock Crusher Drill (less circular, more gruesome)
Pike Buster (gunpowder driven metal spike)

TR
Chainsaws across forearm
Metal Blades on arm
MAX form of brass knuckles

VS
Energy blades
Electric Fist
Claws
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Refined Notes-
Seeing as this thread has almost no negative thoughts toward anything more than simple OP fears, I'm fleshing out the idea some more to present some facts it should have and "possibly" could have, since no one wants it too overpowered. I'll update as great suggestions are made, even if they have only a sparkle of hope to them.


Variation of attack types -

Knockback - This is an effect that can stagger and enemy a moment, and push them back a little. This is not a long duration, and these weapons knock back a shorter time than it takes to recharge it. They can attack with their other weapon (if it's not melee) before they finish the stagger. Ex- Stagger lasts 1 second, can fire second gun in .5 seconds, but can only attack with melee every 2-4 seconds. This prevents continuous staggering, ie, griefing.

Vehicle Knockback - Rather than staggering infantry and MAXes, this effect would have a bit of fun with physics and push vehicles a little, depending on their size. When striking a tank, it generally spin a little, maybe tilts a bit on the initial impact, but also prevents the turret from moving when hit as well as stop movement. This effect only lasts a moment, and the recharge takes longer. The tank can still fire when hit. This is a 1-2 second "stagger" for a vehicle, but rather than being used to hurt the vehicle, this is used to stop it from hurting you or your allies. To disrupt its aim and movement for a brief moment to force it to reposition and aim at its target again. One use of it, is to spin the tank into enemy infantry with it.

Swinging Weapons - These are weapons that have a swing arc rather than a direct impact. They can hit much easier, and some can damage multiple opponents (which is rare to see multiple allow a MAX to get so close). Generally bladed AI weaponry, don't expect to find a line of ATVs or MAXes to hit multiple with, but AV swinging types is to allow ease of hitting the target.

Direct Impact - These are much more powerful melee weapons, but can only hit a single enemy and are much harder to aim, as it's like a single shot gun, aim on them and hit them. These do more damage than swinging weapons, take more skill, and generally are the ones with knockback and such. There are more anti vehicle/MAX weapons in the direct class than anti infantry.

Range of Melee Weapons - Some weapons, like an armored fist, are heavy hitting close ranged weapons. Others, like a long bladed arm, have more range and less power. Range is a tradeoff based on the weapon types. Maybe instead of a basic Pike Buster, the arm has more of a lance type, long direct impact with the same mechanics but lessened power. These adds more variety to how melee would work.

Visual Distortion - Ever been punched by a hundred pounds of metal? You might suffer a concussion. When someone is struck with some of the heavier class of weapons, they get a moment of fizzle in their vision. This lasts farless than a second, but anything that messes up even a nano second of your vision can offset your aim, train of thought, ect. It also would make you feel like you just got whacked by a MAX. It gives a moment of static to vehicles that get hit.

Anti MAX Weapons - MAX units are slow, they are brutal, and when two MAX units meet face to face, sometimes you need something "special". Including weapons of the above categories that help bust up another MAX would surely add variety.

DoT Weapons - Just like flamethrowers, weapons that do a continuous attack. In case you hate swinging and missing. These weapons would be drills NC, chainsaws TR, energy cutters VS. What's not to like? Don't you wanna drill, saw, cut a tank that isn't moving?!

Alternative Stagger - Now, staggering is very very negative thing in many games. Drives some people insane, even if it lasts a nano second. It takes away control, many hate that. If basic stagger is too much, here is an alternative idea. Instead of making them stagger back ala L4D, have them take a few steps back and get turned to the side from the hit. It's like you're getting pushed and reaction can make you regain your position quicker. Skill over stats.


Set Enemies on FIRE!- Just kidding, this would be retarded. Just seeing if you're paying attention.





Possible Inclusions - These are ideas that could make or break the entire concept. Additions of abilities that might be overpowered, or give an addition of fun that might just make it even more worthwhile.

Running Charge - We've seen it in strategy games for years, getting to top speed and getting a charge bonus to a melee weapon on the first attack. PS1 had MAX run ability, if PS2 allowed MAX units to run, why not add a melee bonus at top speed, so a MAX charging a hundred+ feet gets a bonus to anyone dumb enough not to sidestep. Can it REALLY be that overpowered at that point?

Melee Enhancer - Maybe some weapons can have a secondary to charge up their attack, with penalties for the user. Maybe make the MAX 10-20% slower when charged? Make the charge up take a moment (such as spinning up a drill to the desired RPM). And give one HELL of a loud, TERRIFYING SOUND! (NC would sound like a dentists office from Hell). This lasts for one solid, heavy hitting knock out punch! I don't think I would complain if a MAX killed me with full health heavy armor if they used some sort of super bladed uppercut I should have heard, seen, and watched a mile away.

Shoulder Slam - A little iffy, but a fun thought. As with running charge, maybe a special weapon to let a MAX push people out of the way, doing far less damage, obvious, but could let a MAX get somewhere when it's blocked.

Tripping MAXes - If MAXes can run, they should also be able to FALL!

Last edited by Zekeen; 2012-07-06 at 12:42 PM.
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