Instead of berserk

Started by neth, December 03, 2007, 06:49:14 PM

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Succubus Dryad Of The Undying Comet

Quote from: frvge on December 05, 2007, 02:36:46 PM


The Fart Attack disabled any Spy activity within a 2 meter radius causing immediate KO.
Other Mercs are also affected, unless they wear gasmask.
Doesn't apply, since spies can run in their own smoke freely, so i don't see anyu reason for them to be affected by merc-gas.

Cyntrox


frvge

Quote from: Cyntrox on December 05, 2007, 04:42:47 PM
Spy-gass doesn't smell >.>
True

If a fart is too childish, we can make it a release of neurotoxins. The only problem is that the KO-ed body of a Spy might still KO the Merc. Unless we make the body bounce back.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cyntrox

Wait, you weren't SERIOUS, right? :o

As for neurotoxins... That could work. Except that it wouldn't make any sense that you have an unlimited amount.

Farley4Fan

Quote from: B1nArY_001 on December 05, 2007, 10:02:18 AM
And if some sort of complex synchronization between the two characters can be avoided that is one less performance hit at a point in time when responsiveness and reliability in character reaction may be crucial to the game outcome. That's why I was saying it's not just about looking cool, there's some technical limitations that should be observed for the sake of performance when it is needed most.

Edit: An example of an efficient way to do it performance wise and semi realisticly would be a sonic pulse field or a force field if you will, but a little more within our technological grasp currently. Sonic pulses push air outward in rapid pulses compressing it and repelling incoming objects. This of course creates a vacuum which could explain the merc's recovery time after the act. His stance could indicate he has activated the device, perhaps pushing a button on his wrist gear and bracing himself for the vacuum. It makes enough sense and it could be displayed efficiently via heavy distortion around the merc for the duration of the device usage. Not to intense performance wise and easy to identify, those are a few of the criteria to consider. The last thing we want is to spend a bunch of time on things that will cumulatively add up to a major performance hit.

Wrong.  You'll get the same result as a berserk does now with my animation.  Regardless of synchronization.  Takes the same time to complete as it does now.  The ONLY difference between my animation and berserk is that there is a quick gun butt thrust into the air after a sped up berserk.  The whole process will take the same time because the berserk part of it will be faster than before, and then comes the quick jab into the air.  Especially if the animation goes faster then there will be MINOR if any synchronization problems at all.

The force field was what I was going to suggest next, somewhat like my pulse grenade idea, but on a lower scale.  The merc crouches down and a little pack on his pack emits a pulse with the same range and effectiveness as our current berserk.  Takes the same time and everything.


I like the farting idea combined with a merc with cyclops laser eye wearing a helicopter hat, all at the same time, being a super saiyan. 

B1nArY_001

#65
First the complaint is the Devs aren't responding to the ideas the way you want. Then when we offer a technical breakdown on what has to be considered before something can be implemented we get a response like this...  ::)

Jumping, necking, melee hits and berserk are going to be game-breakers if done wrong. They need to be thought through very carefully with more concern for reliability and performance than looks.

Farley4Fan

Reliability? What?  It does the SAME EXACT thing as a berserk does now.  What exactly makes you think that a different animation for the same effect will make performance suffer?  Doesn't go together man.  You could make the animation for killing mercs where spies stick a metal rod up the merc's nose into his brain as long as it gets the same effect in the same amount of time.  It won't hurt performance.

Tell me how a different animation that gets the same result within the same amount of time would hurt the peformance, please, enlighten me.

What I'm suggesting is no different than our current berserk other than the looks of it. 

I'm not a dev but I sure as hell know what affects something else.

B1nArY_001

When the idea started shifting towards a move that requires syncing up the characters so the animation doesn't look like shit, that's when it becomes a performance concern. Read through your previous posts. Not to even mention that with the animation you suggest, if the spy lands on the merc as the merc is spinning and has not yet thrust his gun into the air, the merc is going to look like a fucking retard jabbing his gun into the air as the spy is already hitting the ground. You might as well just have the spin. That combined with you saying the current berserk is NOT even synced leads one to believe you are thinking this move should sync. Watch what you say and how you say it, people go off of what you say, you can't go acting like some butt-hurt ass when you lead people astray. Anyhow, this is my final response on the subject, I'm not going to do this retarded circles bullshit. Spekkio and I already did that and it's pointless.

Farley4Fan

Again.  I'll say it again.  It is only to show something logical for getting hit while dropping on someone.  NOT for syncing.  This animation will go fast because it squeezes the air jab and a spin into the same time period that a current berserk has.  So, even though it isn't totally for synching, it will still match up because of the quickness of the phases of the animation.  Think of how long the current berserk takes: Like 1.5 seconds right?  Imagine that current berserk and an air jab in one and a half seconds.  It will look reasonable.

Our current berserk isn't synched because you can get knocked to the ground when the merc's arms are on the other side of him and not touching you yet.

Still, wouldn't hurt performance of the game.

I want you to go outside and have someone drop on you from 2 stories up.  Try to stop him from knocking you down by spinning your arms around in circles like an idiot.  Sure, he'll probably fall down.  But is he a trained agile spy who can regain his balance easily?  No.  Even if the guy who dropped on you couldn't regain his balance you would STILL be knocked down by the impact of him landing on you.  Spinning your arms around in a circle isn't going to do shit to keep him off of you.

New animation suggestion:

Sorry for crappy drawing  :-X

Desription!!!:  Basically the merc holds the gun in the air above his head but he sticks his elbows out.  The butt of the gun hits anything above him and his elbows hit anything around him.  Before this animation happens he quickly goes into a stance like he is about to swing a bat.  While in this stance he is a little bit higher than in a crouched position, while he does the animation he would be crouched a bit as well.  Then, he quickly spins around while his elbows and gun knock down those pesky spies.  Not sure how this would look ingame exactly, looked good on paper and in my head though....



I'll get a drawing of my hunter move later.


Desolator2k

I will attempt to fix

So basiaclly you side step the spy hits the concrete and breaks his neck from miscalculation and then you do the good old meat grinding animation on his corpse to finish him off.

Sidestep would have to be a real fast animation if it would be used in a sidestep>berserk automatic animation sequence.

There's no real way of stopping a body/person landing on you short of hitting it with a grenade unless you dodge.

Although this might look silly in practice if you were using it as a ground to ground berserk but i dont care cos it's 3 am. I'll think about it later

Westfall

Thats not an alternative at all. How many times has a spy jumped and missed you as merc. You obviously saw this and charged him as soon as he hit the ground. Side-step poses practically the same "instance" if you will.

I say, the substitute of a berserk would be the merc grabbing the spy when he (the spy) jumped and body-slamming him to the ground. Followed of course by a "pick-up and head-butt" motion; a foot to the neck of the spy (just under the chin) with room to taunt followed by a bullet to the head; or any motion of the merc going to the spy and snapping his neck. I personally like the foot choke with a bullet to the head. Talk about bad ass.

I don't really feel like drawing it out, but a merc catching a spy mid air and slamming his ass would be pretty sweet.

VaNilla

I seem to remember a move from one of the trailers which wasn't included in final game, some kind of move a merc could throw a spy over and grapple him, that could work.

Personally though, I see no need to replace the beserk.

Desolator2k

I'm not suggesting we get rid of the current berserk animation - i just though adding the sidestep before the spin would be an efficient way to make the animation look clean (not knocking a spy out above your head with a level spin.)

psyichic

Leave the damn berserk animation. It looks fine the way it is and trying to make it more complex just gives it more room to look stupid and be glitchy.

Farley4Fan

Making it different doesn't automatically make it complex.  I just want animation that looks right and makes sense when someone jumps on a merc.  Spinning your arms in circles around you like an idiot isn't going to knock someone down ABOVE you.  And it just looks retarded in game.