Melee Combat Animations

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

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Farley4Fan

You are right Kubanator.  But the problem is even if the spy couldn't target a specific body part, he would still land on the merc and knock him over.  Regardless of if he is spinning or not.

Kubanator

True enough. The only difference would be that the spies feet would get caught up in the mercs arms and he would land on his back. If you wanted a proper counter, you could have the merc swing his gun above him.

Farley4Fan

I've suggested many alternatives in the "instead of berserk" thread awhile back.  I think the best solution is just to make his arms go up a little higher.

Xris

#18
he could duck in cover, with his arms above his head, and sort of using his gun as a block

Farley4Fan

This wouldn't knock down spies around him.  Lol imagine the merc doing that and then the spy is just like "wtf is this guy doing?"  then he grabs him.

Kubanator

Well, it's very hard to actually stop someone from landing on you. You would either have to avoid it, or redirect it.

You could spin around, and have the merc grab the spies leg if he tries jumping on him.

psyichic

The only real problem I have with some of those are the knee and headbutt(The standing ones). From my own martial arts experience to make those effective to any great degree you need to have a hold on your target in some way or be EXTREMELY close. One other thing is that a couple of these seem to require specific targets like the elbow to the abdomen. These animations can't honestly require a target like that since they could be done from a variety of angles. I say keep the moves aim at the head in general since that would look like it would keep a persistent knock-back. Otherwise your gonna have animations where knees are thrown to the ribcage and that would look like a blow that would double someone over sintead of push them back.

But the list is great those are just my personal qualms with it. But of course animation wise the team may not feel like adding in that many animations due to the sheer amount of work I am sure it will take.

Kubanator

Well, a knee to the side would stun the muscles below your ribs, and an attack on the back would be a grab by default. And with a headbutt, a hit to the side of the jaw would probably break it.

psyichic

A 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. And a headbutt to the side of the head is extremely awkward if you are trying to reach your head over the opponent's should 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). Otherwise 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. And 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. I say stick with arm and leg strikes from a standing position they give speedy animation and a good range.

Westfall

I still stand by my idea of defense for a spy jumping a merc. The merc should grab him mid-air and slam his as to the ground. As opposed to the berserk. If PS keeps the berserk, then when the merc does actually berserk, he should get knocked out too. Come on now....the spy is jumping him. So he just swings his arms and body around....KOs the spy....but is fine. At least have his health go down.

psyichic

People noted though that the problem with those animations is that it is difficult to properly sync both characters.

Cyntrox

Quote from: Westfall-US on January 28, 2008, 06:32:10 AM
I still stand by my idea of defense for a spy jumping a merc. The merc should grab him mid-air and slam his as to the ground. As opposed to the berserk. If PS keeps the berserk, then when the merc does actually berserk, he should get knocked out too. Come on now....the spy is jumping him. So he just swings his arms and body around....KOs the spy....but is fine. At least have his health go down.
But what if one spy is trying to jump him and one is trying to grab him?

Farley4Fan

Exactly Cyntrox.  We have to think of things that will knock down spies that are BOTH around him and on top of him.


Westfall

Quote from: Cyntrox on January 28, 2008, 03:47:02 PM
Quote from: Westfall-US on January 28, 2008, 06:32:10 AM
I still stand by my idea of defense for a spy jumping a merc. The merc should grab him mid-air and slam his as to the ground. As opposed to the berserk. If PS keeps the berserk, then when the merc does actually berserk, he should get knocked out too. Come on now....the spy is jumping him. So he just swings his arms and body around....KOs the spy....but is fine. At least have his health go down.
But what if one spy is trying to jump him and one is trying to grab him?

The merc should be able to grab the jumping spy and toss him into the spy trying to grab him.

@Psychic: I know the animations would be very complicated. I'm simply saying that its the most logical approach. If it doesn't happen I won't cry....maybe

Farley4Fan

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.