Melee Combat Animations

Started by Kubanator, January 20, 2008, 01:54:58 AM

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Westfall

Quote from: Papa Skull on January 28, 2008, 08:07:04 PM
Westfall, what if there is no spy above him?  He'll have nothing to grab and swing around.  Again, an animation that would affect both the spies around him and above him at the same time, or individually, would be the only logical counter.

Not if he were a properly trained merc. There would be another counter move. Some sort of a grabbing of the spies arm and flipping him over your back so he lands back to ground facing you.

Kubanator

What the merc could do is spin around and attempt to grab anyone nearby. If they jump on hyim, he should throw them to the ground. If they try grabbing him, he should either turn and throw them to the ground, or do this

http://www.judoinfo.com/images/animations/blue/taiotoshi.htm


QuoteA knee to someone's side would double them over not to mention the only way to ensure a good deal of damage from a knee would be to hold your target while you attack  otherwise it lacks the speed the truly do any significant damage.

If you run into someone, you have about your weight in force. Now if you apply all of that force into one point, I don't think that there would be a need to grab them.Plus, mercanaries are wearing body armor, and are likely trained to withstand pain, so I doubt they would double over.

QuoteAnd a headbutt to the side of the head is extremely awkward if you are trying to reach your head over the opponent's shoulder to hit his head. Both are really mainly used when an opponent's movement is restricted (When they are either on the ground or in a grapple).

Elbows and knees are both moves for real fights. In a martial arts studio, you will not use elbows, for the simple fact that they are too damaging. In a real fight, it is very advantegeous to move in with your elbow, as an elbow will always break the nose, which ends the fight.

QuoteOtherwise the moves look foolish and diminish in effectiveness. It is best to stay with strikes from the arms when standing. Animation wise they would be easiest since they don't need any special stances on the targets part for them to not look foolish.

Wouldn't it look rather awkward if a spy suddenly stopped moving to preform a punch?

QuoteAnd the moves need atleast some amount of range. Neither a headbutt or a knee have much range at all. You need to be flush against a target for them to practically work without holding the person.

Why do they need range? All the spy needs is powerful, fast, and efficient moves to preform. Knees actually have more range than an elbow, and an elbow works fine in CT, so what's the problem?

QuoteI say stick with arm and leg strikes from a standing position they give speedy animation and a good range.

The spy purpose is speed and efficiency. While a punch is an effective way of striking, it is weaker than an elbow, slower than an elbow, and is easy to block or avoid. Same with kicks compared to knees. This spy is not intending to fight for more than 2 seconds, the only reason to use a punch over a elbow is range, but since a spy is able to close a punching distance in less than 0.2 seconds, there is no point.

Farley4Fan

Quote from: Westfall-US on January 29, 2008, 01:55:09 AM
Quote from: Papa Skull on January 28, 2008, 08:07:04 PM
Westfall, what if there is no spy above him?  He'll have nothing to grab and swing around.  Again, an animation that would affect both the spies around him and above him at the same time, or individually, would be the only logical counter.

Not if he were a properly trained merc. There would be another counter move. Some sort of a grabbing of the spies arm and flipping him over your back so he lands back to ground facing you.

In CT you don't always know where you hit the spy down.  If he always landed in front of you then spies would have NO chance of getting up and away.  Even if you partner gassed and flashed him.

Westfall

Quote from: Papa Skull on January 29, 2008, 02:58:31 AM
Quote from: Westfall-US on January 29, 2008, 01:55:09 AM
Quote from: Papa Skull on January 28, 2008, 08:07:04 PM
Westfall, what if there is no spy above him?  He'll have nothing to grab and swing around.  Again, an animation that would affect both the spies around him and above him at the same time, or individually, would be the only logical counter.

Not if he were a properly trained merc. There would be another counter move. Some sort of a grabbing of the spies arm and flipping him over your back so he lands back to ground facing you.

In CT you don't always know where you hit the spy down.  If he always landed in front of you then spies would have NO chance of getting up and away.  Even if you partner gassed and flashed him.

Good point. Then again, there have been times where, when you get slapped, you lag onto another side of the wall (aka around the corner). If you are going to act stealthy, then you should be able to play the role properly. Otherwise, good luck fucking with a highly trained merc.

Farley4Fan

If the merc can't find the spy, then he shouldn't be able to kill him.  Purposely falling behind the merc when you are berserked is totally stealthy lol.  Seriously though, you will never get away again if this was in the game.  I must admit though that it would be totally badass.