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Blocks, grabs, gunning - An overhaul

Give us your input on how we may improve the game in future versions.
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Blocks, grabs, gunning - An overhaul

Post by Lunatic » Fri Apr 08, 2016 3:24 am

Image - quoted from Del Poncho.
This is a serious problem. Nothing too harsh, I suppose, but it lacks depth as well, which is the real issue at hand today. The interaction between melee and gunning is pretty dull and almost nonexistent. Melee has also been toned down over the updates while gunning has been left the same if not improved in some ways as new weapons have been added. Today I'll be proposing changes across the board that, if applied to the game as it is now, would make it overall better and more dynamic, with rewards to smarter and more skillful gameplay.

The first changes I propose are changes to melee weapons. Currently, all melee weapons are mostly the same, with their differences being in range and damage per hit. This means that there's next to no melee diversity, and there's a very linear path of "this weapon is better than this weapon" and there's no reason not to grab each weapon above yours. Guns are more abstract than that, as an uzi or pistol is better than a sniper rifle when it comes to finishing someone off.

The changes for melee that I propose are as follows:
  • Give each melee weapon different health values
  • Change each weapon's damage so it can deal more damage to melee weapons or less, with differing damage values to players as well
  • Change blocking so that the initial block is still as-is, but allow us to hold the block button to keep up a weaker, less sturdy blocking stance
  • Add a grab function that allows us to throw foes
I'll have to elaborate on all of that quite a lot. Here goes!

Weapon Health
As melee weapons go up on the damage scale, they also go up on the range scale. The pipe wrench is arguably the worst weapon in the game, dealing the least damage with the least range. The katana beats it in both range and damage, being the obvious go-to weapon if I wanted to be doing the most damage I could. In turn, I propose we give the katana the least weapon health, while giving the pipe wrench the most health. Weapons will have to change when it comes to how much health they lose when they hit players and objects. Some weapons might not taken any damage, while sharper weapons like the katana will lose more durability. This means that while the katana can deal more damage and can outrange all other weapons, it will break sooner than the weaker, short range weapons. The wrench will be better for defensive play, shrugging off more bullets and landing more attacks than the katana will, but not doing as much damage or having as much range as a result. Power weapons, like a chainsaw, can be exempt from this rule, due to their nature as gamechangers.

Guns can deal varying amounts of weapon health damage as well, allowing some weapons to be knocked away more easily with guns than others. Wooden weapons can not take as many bullets as metal ones can, while the katana alone simply can not take many bullets. Magnums and sniper rifles deal crazy weapon damage, while the uzi and silenced pistol deal very little. This can be balanced out further by tweaking weapon health values and bullet damage values until it all works together well.

Weapon Damage
When striking a constant block (more on that later) you should deal damage to your opponent's weapon, making it so that you can break their weapon sooner and start dealing damage to them sooner (later too). Currently, blocking an attack deals no damage to your weapon while dealing a slight amount of damage to the attacker's weapon. I propose we keep this function on blocks that happen quickly, while scrapping it when striking the less sturdy block-stance. To reiterate: Blocking an attack with a quick-reflex block deals slight damage to the attacker's weapon, while using the block-stance makes your weapon take varying amount of weapon damage/health damage while the attacker's weapon takes no damage/slight damage. While you can totally hide behind your weapon and let it take the damage for you, you're mostly delaying the inevitable, but I'll explain it's better use next.

Blocking
We all know what blocking is. It's out for about a full second, and then you're back to running around. It deflects/absorbs bullets if timed well, but leaves your head, feet, back, and the above/below you areas exposed. Only really useful when it comes to horizontal shooting. It also completely negates melee damage when performed successfully, and is easier in this regard since the difficult above/below/head/feet parts aren't an issue any more.

I recommend leaving the current block in the game in terms of it's function, but adding a new block that can be initiated by holding the block button instead of releasing it. While blocking in this fashion, you defend yourself with your melee weapon/fists. A constant blocker can not move during a block. Your weapon will take more damage from melee and guns alike, giving you a temporary shield from damage. When unarmed, however, you're merely decreasing the damage you take from melee. If someone is attacking your fists with a bat and you're in block-stance, you'll be taking light damage (perhaps 3-5) while their weapon isn't injured per swing. Constant blocking won't slow the attacker down enough for the blocker to retaliate, though it may leave an opening to try and run.

In fact, being struck locks you in block for an amount of time dependent on what hit you! If you get hit by a magnum shot while blocking, you will be locked in place for another second and a half. If you get shot by a pistol, it may only be a quarter of a second. Automatics like the SMG, Tommy, and M60 will deal enough stun to forcibly lock the blocker into stance while they tear apart it's weapon, allowing you to disarm your foe and score some free hits as they stagger back after their weapon crumbles in their hands. Blocking with your fists doesn't lock you into fists when shot at, because otherwise you'd block a bullet and get killed for free.

Blocking is not the say-all end-all to defense, though. With changed weapon properties, we could see weapons like the fire axe go around blocks if they get close enough to the blocker, allowing them to knock them out of block stance and get a free hit, perhaps allowing a combo. Grabs can also beat a blocker.

But just to be clear: Tapping the block button works as it does today. You'll take slight weapon damage on blocking a bullet, no weapon damage on blocking a melee hit, no stun on blocking either, and you can't be damaged by the method just said above. It's still the best way to defend yourself.

Grabs and Throws
A grab comes out as fast as a melee attack. It does not disarm players, and can not connect while an opponent is attacking with a weapon or their fists/feet. A grab does beat any form of blocking and any inaction, giving us a good counter to blocking or blockspam and creating a proper rock paper scissors melee experience. A grab will not grab a player if they are in the middle of launching an attack, no matter how far away the attack is from coming out. A player beefed up on steroids might not have this problem, and instead grab someone despite them punching him. Grab range is the same as a standing kick, so that a player with a gun can still stop someone from grabbing them with a simple kick.

Once you grab an opponent, they will quickly start to struggle free, so your best bet is to figure out what you want to do with them. Fighters are strong, but they're still heavy, and will have a hard time really throwing foes (without steroids). You can choose to press left or right to put them in that direction. If you press in the direction you were already facing, you could deliver a headbutt and knock them to the ground, and if you press away from the direction you were facing, you suplex the enemy instead. Afterwards, the attacker gets to react a little bit faster than the victim, so it is up to the victim to act accordingly to escape the situation and gain the upper hand. For lack of a better term, a "throw" should deal at least 7 damage, though 8 - 8.5 sounds appropriate.



Gunning can pretty much be left untouched. No matter how I feel about the game I still always look at the gunning system in place and love it/respect it, every time. Everything about it feels tight and responsive, it's solidly rewarding and requires skill for quick precision kills. It works well.
Changes to gunning would only be inderectly tied to the changes up above: Some weapons have more hitstun on blocking opponents, some weapons deal more damage to weapons than they do to players, some deal less, etc. Silenced uzi might make a dent in a weapon healthbar, but probably won't destroy it super quickly. An SMG could probably lay most weapons to waste in approximately 12-14 shots, while an AR could do it in about 10. Perhaps if a weapon like a Magnum or Sniper hits a block and breaks the weapon (which should be likely due to their high damage) it would go through and hit the player anyways.

While there might be worries that the constant blocking would cause gunning to be rendered obsolete, I'd like to say that this thing really does balance itself. Melee weapons today can soak exactly 25 bullets each. This would be busted if it was easier to block bullets. Instead, melee weapons should have different health values (as previously stated), but then guns would do different damages to weapons. Let's play it simple and say that the pipe wrench has a whopping 80 health. A pistol deals 8 damage to players and weapons alike. 10 shots later, the weapon is destroyed! The opponent staggers back after the weapon breaks, and you can land a free hit or two as they stumble. Meanwhile, the Assault Rifle deals 7 damage to players, yet only 5 damage to weapons. However, it still has a large ammo pool and high fire rate capable of locking an opponent in block. The Pipe Wrench is the tankiest weapon, and might have different health, so let's say we're hitting a weapon with only 60 health. That's still breaking the weapon in 12 shots!

Weapon health will probably need to be higher to accommodate the higher damage weapons so that they can do proper block damage. Shotguns should tear apart a weapon, as should an M60, magnum, sniper, and probably the automatics due to the way they can block-lock opponents. If I got the chance to break an enemy's melee weapon, I don't see why I wouldn't take it since I can then engage them with my stronger melee weapon without fear of them trying to block all my hits further, since I can hit them through it. I can also approach with a gun and hipfire them as I draw near, keeping them stuck in block while I approach. Once I do, I can shoot them one last time before sheathing my weapon instantly and grabbing the block, since they're still locked into it. This gives gunning great CQC ability, allowing for the heavier weapons to lock longer while the faster weapons still force a player to be defensive once they lock in place. This still gives gunning an advantage as well since they can disarm opponents or move in for free grabs to keep a player on his toes. They can also deal good damage to the player after the weapon breaks and they're forced to stumble. Finally, this further shows the reward for a quick block since these players won't be locked into blocking all these bullets and get grabbed for free as a result.
Last edited by Lunatic on Fri Apr 08, 2016 12:51 pm, edited 1 time in total.
Reason: Fixed some errors, added in some points made in other posts on the thread.
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Post by Splinter » Fri Apr 08, 2016 4:23 am

Good post, Lunatic... I have a few opinions about your ideas:
-The weapon health part is my favourite in this topic. But I don't think katana should have less durability. In my opinion, katana should remain as the best melee weapon, always, in every aspect. The only bad thing about it, is being rare. I think metal weapons should be more durable (except axe and hammer, they have wooden parts too, so somewhere between metal and wooden weapons) and wooden weapons, less durable. The good thing about pipe wrench and hammer, is that they are easy to come across, almost like makeshift weapons. Also they deflect bullets.
-I think block stance should only block 10-20% of bullets, so it's more of a melee vs. melee move. It makes sense to me, as holding a katana in front of you won't block much bullets in real life.
-Block stance sounds a little OP at first, but it's OK, as long as you can't counter attack someone. In other words, there should be a short cooldown before you can attack again after "block-stancing".
-I don't really like the grab-throw idea, for me it would change melee fighting too much.
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Post by Duck » Fri Apr 08, 2016 6:00 am

I've always liked the idea of grabs and throws. Perhaps they could be nerfed somewhat though compared to you original idea (Lunatic;) with the way the grab/throw looks now it seems like something that could be spammed similarly to dive tackles. Maybe you could only grab opponents when they're stunned and your punished if you try to hold someone to long?
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Post by TheOriginalCj » Fri Apr 08, 2016 6:13 am

Well written as usual, Lunie. I think all of these fixes as you've described them are appropriate, I do agree with Splinter on how you'll be defining weapons durability. It should be defined by material, not damage potential.

I think there should also be a block weapon damaging value. So for example the Katana against another metal weapon would lose more durability than it would against a wooden weapon (which it would cut through easily), but since we don't live with that kind of luxury, a basic durability change will have to do.

I think the holding Block Stance should work similarly to how it does in traditional SSB where it depletes your stamina then causes you to stagger and fall, it not only makes sense, but will pervent players from prolonging the inevitable (because that's what it'll probably be used for). Block Holding should also be limited to standing still, not moving, I don't think you were clear enough on that.

As for grabbing, it seems like a good idea. Throwing players would help get some extra distance between you and an attacker and it could also provide for an opportunity for additional damage.
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Post by Lunatic » Fri Apr 08, 2016 6:19 am

Blocking, nor grabbing, is not the say-all end-all means of winning. I've put careful thought into every aspect of this post and it works out well. I suppose I could work towards stopping the grab from being too much, but it's mostly meant to be a means of getting through blocks. With the way guns work now and how block-locking would be, I could be close to someone and shoot them with a magnum or revolver and they'd be locked for too long to stop me from grabbing them, since weapon sheathing is a frame one action.

Grabs are beaten by attacks, no matter how far into an attack you are. I suppose I could remove the "grabbing beats kicks" part as well so it could also be used to get people off of you, but if they don't beat blocks and don't ever connect if someone isn't doing anything other than blocking, then they're near useless. A good method of balancing grabs is that they can be escaped if you press the grab button right after someone grabs you, provided you weren't blocking prior to being grabbed. This means someone can't just hold a block and then spam the grab button while blocking so that they push you away once grabbed.
(Grabs are meant to add to the game so that it's more dynamic and more complex. It would definitely change melee, that's the point and it's a good thing.)

Katana is still a power weapon, you could always balance it so that it's still rare and the best weapon in every aspect. I don't agree with your point in having a 10-20% block chance on bullets, though. The blocker isn't just holding the weapon in front of them, they should change their pose every time a bullet impacts their weapon so that it looks like they're moving it around to deflect projectiles.

Blocking still loses to explosives, fire, and sustained firepower, as well as other melee if done incorrectly. Explosive bullets, fire in general, and rapid bullets will break your weapon quickly and damage you a lot.

*Cj Posts* Ok, let's see here...

Having materials being the defining factor would limit the system too much and cause it to be a linear "well this is metal so it's better". With proper balance, each weapon is different in it's health so that some weapons are better at defending and some are better at attacking, with some weapons inbetween (hi machete).

Holding block stance would be more similar to Mortal Kombat. Holding block stance stops stamina regen and can even drain it slightly on blocking a hit, but the main point is that taking any hits would deal damage to your held weapon, and if you're only using your fists, you'd take damage instead so that it's not a perfect wall. This makes it unsafe to just sit and block all day because you'll eventually die from the small damage.

You're right, I didn't say that you can't move while blocking (you totally can't).
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Post by KliPeH » Fri Apr 08, 2016 9:13 am

I really like your suggestions; they're very well thought out and put into words. I'd love to see them in game, especially the continuous block-stance. I'm still a bit uncertain about your grab suggestion, though.
Lunatic wrote:A grab does beat a standing kick, any form of blocking, and any gunning players, giving us a good counter to blocking or blockspam and creating a proper rock paper scissors melee experience.
[...]

Once you grab an opponent, they will quickly start to struggle free, so your best bet is to figure out what you want to do with them. Fighters are strong, but they're still heavy, and will have a hard time really throwing foes that far (without steroids). You can choose to press down to place them at your feet, by either suplexing them or just throwing them downwards. You can also choose right or left, tossing the players a very short distance.
Help me understand this here; say I approach an opponent standing with their back to a drop or a long fall. Their natural response would be to punch me or hit me with a melee weapon, but I manage to block their hits. The usual response after this is them blocking, as the only response they'd expect from me is a counter-attack. Instead of counter-attacking, I grab them through their block and push them off of the ledge, killing them instantly.

I can see the strategic value in the ability to reposition your opponent, but is this the intended "melee rock-paper-scissors" scenario you're imagining? Isn't this as cheesy as jumpkicking people off of ledges is, the thing so many players (including you?) opposed to in the first place?
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Post by Lunatic » Fri Apr 08, 2016 11:11 am

I've grown to learn that positioning is key and I've often done something stupid if I get tossed off an edge. If someone dives you now, you can either roll away from the ledge or just get up and walk a moment before blocking to stop yourself from stumbling off. Getting kicked off of edges is really hard now and honestly I'm ashamed I called for changes when we had a pretty solid system - now so more than ever.

That said, a throw should not go very far at all. In fact, maybe a grab just lets you pick a direction to put them - I can put them to my left or right so that I have positional advantage, allowing me to keep them against a wall or push them away from an object I desire. They'll still be put at your feet at the end of the grapple. A forward "throw" would result in a headbutt, while a backwards "throw" would be a suplex. With steroids, your throws would actually be throws and have some distance, making them a scary force to be reckoned with.

I've also rethought the way grabs work since I made some huge balancing mistakes: Make grabs have the exact same range as kicks, and then make kicks beat grabs as well. I hadn't thought of gunning at all when I made the idea as it was solely a melee thought I had, but if that's the case then there's nothing a gunner can do to keep someone from grabbing.

When you start a kick/punch, perhaps some sort of value or state is triggered on the player that removes a secondary hurtbox of sorts that only responds to a grab hitbox. Basically, during attacks, you can no longer be grabbed, making it a solid counter to someone that keeps trying to grab you. Seriously, we need a form of grappling to beat blocks as it is. The patience game is wonky and often feels wrong.
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Post by The Reptile » Fri Apr 08, 2016 11:19 am

Kinda agree with this melee durability thing, but i think it is already balanced due to it's spawning rate.
About grabs. I think this can be realised in full version or in very far updates, just like grabbing things and throwing them, but i'm curious to see what will happen to SFD.
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Post by Splinter » Fri Apr 08, 2016 9:08 pm

Blocking the way it is today already has a "counter", which is standing still for a brief moment and punching right when the block ends. It's tricky sometimes but standing still is one of the 3 elements of the "rock paper scissors". That's why I think grabs and throws are not very necessary, although they would be fun.
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Post by Lunatic » Fri Apr 08, 2016 10:47 pm

I hit someone. Either they're going to block, or they're going to mash attack. So I need to choose between not attacking and attacking. That is more than just dull. Adding a grab finally gives a proper counter to blocking: I don't have to wait any more! If I suspect someone is going to block after my first hit I can just jab - grab. If my opponent realizes what I'm up to, they can mash attack and hit me out of my grab instead.

Blocking's current "counter" of waiting is just wonky. If I press attack too early I'll hit the end of their block, and if I press it too late they're already hitting me. It's a bad way to have a counter of sorts. Waiting can still be a soft counter but grabs will add a direct counter. Then we'd have attack, block, and grab - exactly three options, just like rock paper scissors (!!!). Attack beats grab, grab beats block, block beats attack.We do have dives/tackles now, but the issue with them is that they don't do damage and after you dive someone you're at a disadvantage because your opponent gets up before you can do anything to truly press the advantage.
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Post by Bash Kraken » Sat Apr 09, 2016 12:38 am

What I would actually love to see with melee weapons is different speeds and patterns of attack. For instance: a katana, instead of just chopping from above, below, and then one final strike from above, could attack in a sort of arc in front of the player at a decently fast speed. The attack pattern differentiation may be a bit much, on second thought, but different attack speeds would still be nice.
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Post by Wozenbelt » Sat Apr 09, 2016 12:45 am

Bash Kraken wrote:What I would actually love to see with melee weapons is different speeds and patterns of attack. For instance: a katana, instead of just chopping from above, below, and then one final strike from above, could attack in a sort of arc in front of the player at a decently fast speed. The attack pattern differentiation may be a bit much, on second thought, but different attack speeds would still be nice.
I love the idea of more variation among melee weapons in terms of the way you use them. However, I feel like changing the attack speeds of certain weapons might make them either unusuable or too strong with the current melee system. If someone hits you, and your attack speed is too slow to retaliate, what's the point? Y'know?
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Post by Bash Kraken » Sat Apr 09, 2016 2:31 am

Wozenbelt wrote:I love the idea of more variation among melee weapons in terms of the way you use them. However, I feel like changing the attack speeds of certain weapons might make them either unusuable or too strong with the current melee system. If someone hits you, and your attack speed is too slow to retaliate, what's the point? Y'know?
I didn't think about that. However, if Lunatic's revamp ideas for melee were ever put into place, different attack speeds may be more viable. The way I see it, Lunatic is leaning towards a more traditional fighter (as in Street Fighter or Tekken) with his ideas, and in those games, characters do indeed have different attack speeds that correspond with their different attacks. Those games, though, are also very different than SFD overall (obviously). So, I guess I'm just not too sure about attack speeds myself.
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