Long wind up melee attack are a lot more satisfying than spam attacks.
KnightLautrec
Join Date: 2013-03-12 Member: 183913Members
Hey guys, first post here. Today I want to talk about melee mechanics for both marines and xenos as I find very bland. I recently bought NS2 but I played NS1 back in the day. Coming from many different type games I tried many type of melee combat gameplay and I noticed that longer well timed attacks are a lot more satisfying to perform than fast and spammable attacks. Unfortunatly it is the later that we get in NS2.
Im not talking about attacks that would instantly kill players, but instead longer less spammables attack that are more effective.
For exemple, imagine someone swinging a baseball bat, he wont simply hack repeably in the air hoping to hit the ball, he will patiently wait for it to come closer then swiftly hit it with all his force. I believe it should be the same in NS2. Less about jumping all over the place hoping to bite that bunny hopping marine but instead using timing for a decisive 1-2 effective bites. Same goes for the marines. I believe the axe should be a more effective ''stop you in your tracks'' than happy slashing. Think about that baseball bat again. now imagine its an axe and the ball is the xenos jumping at your face, with good timing a skilled marine could stop that skulk from biting his face off. Of course that wouldn't instantly kill that skulk, but it could give some breathing room for the marine.
Anyway, long story short, spam is bad, well timed effective attacks are good.
Im not talking about attacks that would instantly kill players, but instead longer less spammables attack that are more effective.
For exemple, imagine someone swinging a baseball bat, he wont simply hack repeably in the air hoping to hit the ball, he will patiently wait for it to come closer then swiftly hit it with all his force. I believe it should be the same in NS2. Less about jumping all over the place hoping to bite that bunny hopping marine but instead using timing for a decisive 1-2 effective bites. Same goes for the marines. I believe the axe should be a more effective ''stop you in your tracks'' than happy slashing. Think about that baseball bat again. now imagine its an axe and the ball is the xenos jumping at your face, with good timing a skilled marine could stop that skulk from biting his face off. Of course that wouldn't instantly kill that skulk, but it could give some breathing room for the marine.
Anyway, long story short, spam is bad, well timed effective attacks are good.
Comments
Still relevant, though.
All the same, it would be interesting to see something like the new Railgun's charge up for Aliens. It could be useful for a lead attack, after which the spamming of mouse buttons could begin. Being OP isn't good, but something like this could raise the skill ceiling a little bit and give skulks a new trick to master. Shoot, it could even apply to fade, lerk, and onos.
I found it a bit too easy to use, tapping stab and then shadowstep for guaranteed kills. Quite OP. ><
This game needs less of that not more.
That's quite wrong, like most general statements about game design. Long wind-up feels and work great in some games (e.g. dark souls). I'm not sure about first person games though, as seeing what your character is doing is quite important for this kind of mechanics.
I think there is the possibility for a slower, less spammy and chaotic and more tactical gameplay in NS2, including slower melee attacks, but that would be for a mod more than the vanilla game and would require a lot of work.
We also had a slower version of swipe on the fade during the beta, some kind of secondary heavy swipe attack. It wasn't working so great most of the time, but some players we're pretty good with it in some versions and it was kind of fun.