Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Will this be available on 3.5"?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2012-06-14, 02:34 AM | [Ignore Me] #166 | |||
Private
|
As long as there is a weapon of last resort, I'm happy to hold judgment until I can see it for myself. I am against certification points that turns a weapon into a one hit kill against its intended target, but that's really an a side to the conversation. |
|||
|
2012-06-14, 03:11 AM | [Ignore Me] #167 | ||||||
Colonel
|
Are you serious about the bayonet? I've been imagining every animation and implementation for that and it just hits me as extremely awkward. Also I find it odd how people are saying a pistol whip to kill an enemy is a more realistic kill than a nanite sharp knife basically designed to pierce armor at close range.
The humiliation also has two sides. For the person on the other side knifing someone at close range is very rewarding. You tried to talk it down, but it is very rewarding gameplay mechanic that players usually enjoy a lot. The thing I look for with something like a quick knife is if the person that died to it felt like they earned it. If I'm getting shot and someone knifes me or if a light assault flies over me while shooting and lands next to me and does a quick knife for only 30% health I'm gonna know he earned the kill whatever way he got it. The problem with unbalanced knifing in some games is you get killed and it does feel like the system overrode the gun mechanic in the game, but a proper implementation won't have that feeling. (Which is why I want to beta test it and play around with it first).
__________________
[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-06-14 at 03:13 AM. |
||||||
|
2012-06-14, 08:30 AM | [Ignore Me] #168 | ||
Colonel
|
I absolutely just love the bayonet idea. It really harkens back to ww1 and earlier. It would be something that you add to your rifle instead of range, damage, accuracy or whatnot. This could truly be a one shot melee weapon and not be rediculous. And I just love the look of the long bayonet attached to a rifle. I think this could be pretty iconic within a sci fi setting.
|
||
|
2012-06-14, 06:19 PM | [Ignore Me] #169 | |||
Staff Sergeant
|
I was referring to it's use and animation. If anyone can post a video of themselves unsheathing a knife (from a belt I would assume), lunging forward, stabbing something, pulling the knife out, and putting it back in the sheathe, all with one hand and in no more than 1-2 seconds, I will change my mind. You have to at least take basic "realism" into account when making games, no matter whether it occurs in the future or not. |
|||
|
2012-06-14, 07:34 PM | [Ignore Me] #171 | |||
Private
|
People can react quicker under duress than in practice. For instance, I did hear of an american police officer who was forced to let go of his night stick, draw his side arm, and put two shots down range - all before the night stick hit the ground. I actually think that you could perform the action you describe in the time period - 1 to 2 seconds is a surprisingly along time when adrenaline is up, just need to chat to pretty much any professional drag car driver. I'd try it myself but I lack a knife and sheaf, so you could be right and it is impossible for all I know; but I also doubt you've tried it either *shrug*. As an aside I was thinking some more (and chatting to my flatmate) about 1 hit back stab knife kills via a certifications last night. We came to the conclusion if that was entered there would need to be some sort of certification counter to it (reinforced neck guard armor or something) which doesn't necessarily remove all damage, but prevents the 1 hit kill - at which point I'd be more happy to include the back stab. Last edited by Werefox; 2012-06-14 at 07:35 PM. |
|||
|
2012-06-14, 08:42 PM | [Ignore Me] #174 | |||
Private
|
But back to Topic, if armor evovles so do the weapons, sometimes the weapons are ahead a bit (crossbows, WW2 infantry) sometimes the armor (todays body armor, early armored Babylonian Lancers), but a knife ALWAYS wins (by bypassing the armor) IF there is no fighting back (Exept we talk about full body armor, which as the name says covers all Areas --> MAX) But this doesn t mean that if you swing your knife at somebody it should be a kill. I d prefer a time costly one-hit backstab (BF3 like which left you very vulnerable) and an equipable fast shlashing medicore dmg blade. (If you re out of ammo and nowhere is new ammo to be found) Last edited by Exidius; 2012-06-14 at 09:13 PM. |
|||
|
2012-06-14, 09:31 PM | [Ignore Me] #175 | |||
Colonel
|
|
|||
|
2012-06-14, 09:49 PM | [Ignore Me] #176 | ||
Colonel
|
In the previous knife threads this was the general opinion. No one even suggested a percentage of damage. Just no damage, which for the class I 100% agree. Actually technically for damaging MAX infantry the developers are allowing us to place C4 onto them which is the proper way to assassinate them rather than a knife.
__________________
[Thoughts and Ideas on the Direction of Planetside 2] |
||
|
2012-06-15, 02:38 PM | [Ignore Me] #177 | ||
Major
|
I just posted this in another thread, even though it should have gone here, probably...anyways, I've been thinking about this quick-knife vs equippable knife thing and here's my idea...
1) Essentially have a quick switch button specifically for your knife. Map it to an easy to reach key so that it quickly draws your knife and lets you use it as a standard equippable weapon. Press the key again and it switches back to your previous weapon. This makes it so that the knife is quickly accessible to someone who may want to finish off a wounded opponent who they've rushed or have gotten close to for some reason. 2) Adjust delays so that unsheathing is fairly quick, but resheathing takes a bit longer (if you've ever quickly pulled a knife out of a sheath and then put it back, you'll understand that this makes a lot of sense). You've whipped out your knife and finished someone off, but you've got some time before you can switch back to your previous weapon (1 or 2 seconds, which we've seen is pretty long with the current TTK) and if he's got buddies who've probably noticed you knifed their friend, you may very well be hosed. 3) Adjust damage values to reasonable levels. Allow knives to do moderate damage (30% sounds good to me, but may need tweaking) on all infantry (no MAX units/vehicles) from all sides. This means that if someone wants to run in rambo style with a knife, they will probably die. You'll have to be smart about when you use a knife, because you'll die before they will if you charge someone straight on with it. 4) (most on-topic) Allow all infantry to cert into a knife tree that will allow one-hit assassinations if attacking from behind and using the knife's secondary mode. This will most likely be for infiltrators, but can logically be used by regular infantry (no MAX units) in guerrilla fighting and ambushes. Make it so the "kill area" is relatively small so you don't run into "Facestabbing" issues. Along with the sheathing delay, this adds additional commitment to someone who wants to assassinate someone with a knife and gives any nearby enemies at least some chance to respond to whats going on. 5) Make the secondary modes subtley give position away. In PS1, using secondary knife modes meant the knife made noise or glowed. I think for PS2, all knives should give off a faint sound when turned on. This acts as an audible cue to be on your guard and gives someone a bit of a fair chance before getting one-shotted. 6) (goes without saying) Adjust all values to a balanced state: Damage (standard and secondary modes), delay (sheathing and unsheathing), swing time, secondary-mode sound level and range. Test and balance. Test and balance. - TL : DR - 1) Give knives a quick-switch button instead of a quick-knife button. 2) Make it so that putting the knife away takes longer than pulling it out. 3) Allow knives to do moderate damage with standard attacks (no 1-hit kills) 4)Allow a certification that allows assassinations from behind while using the secondary mode on knives. 5)Make secondary modes for knives give off a faint sound to give somewarning to potential assassination targets. 6)Test and balance to make sure all values produce a desired and fun knife mechanism. Lemme know what you guys think. Last edited by Ratstomper; 2012-06-15 at 02:51 PM. |
||
|
2012-06-15, 03:19 PM | [Ignore Me] #178 | |||
Colonel
|
You might like this implementation at the bottom which implements both a non-one-hit quick knife and a non-one-hit equipped knife using the concept of delays to balance their use rather than different damage.
__________________
[Thoughts and Ideas on the Direction of Planetside 2] |
|||
|
2012-06-15, 03:26 PM | [Ignore Me] #179 | |||
Major
|
What they SHOULDN'T do is make this system more convoluted or complex than it needs to be. People won't like it and people are what fuels the game. |
|||
|
|
Bookmarks |
|
|