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Saber part:
1. Combo limiting. Get rid of that please. ACM gains only once per combo. Combo spam leads to zero ACM gaining. Also, slow-down the red style comboing speed if so.
2. Implement staggering while interruption. Interruption causes stagger (like old manual block saber-staff ability effect animation OR uppercut hit effect on blocking enemy, FX sound 'ouch' included). Then, saber passes through interrupted enemy's saber (like he doesn't have enough BP to block). Saber left marks on enemies body with bodyhit sound allowing to continue comboing if bodyhit (if staggered but saber miss enemie's body hitbox right after stagger then not dealing HP damage). Techically, while saber-swing makes interruption effect, the swing starts to deal lesser damage. For example: Sith and Stormy standing their own, sith is protecting stormy by holding block. Sith starts his attack but incoming jedi's attack lands faster causes interruption. Jedi's swing will NOT stop on interrupted sith's saber but passes through farther causes 2 scenarios. In scenario #1: if jedi's saber hits only sith saber somehow (missing body) then swing goes farther to nearby stormy and dealing lesser HP damage than orinary swing (according to damage formula). The jedi's swing will bounce as usual right on next bodyhit or saberblock allowing continuing comboing in both cases. Comboing stops if miss (as usual). In scenario #2: if jedi's saber lands right on sith body then swing hits sith body and bounce to continue comboing. Damage formula: saber_style_basic_HP_damage x 0.2. You can imagine how staggering while interruption works. Just watch in slow-mo what happens when you are blocking at 0 BP and incoming hit lands on you.
Exception: YOUR SWINGBLOCKING ATTACKS DOESN'T ALLOW YOU TO STAGGER THE ENEMY to cause this mechanic works. Interruption and BP damage works as usual.
3. Saber block arc slightly decreased
4. Saber edge hitbox fixed for all hilts
5. Saber interruption clash FX sounds should be more raspy
Acrobatics part:
6. Lets allow duelers jump above saber-swings sometimes but not jump3 to the Orbit. Swings hit legs most times while trying to jump over swings with jump2 but jump3 is too much strong and even current jump2 height is too much. Changes: Jump 2. Increased acceleration, decreased the duration you can hold 'space' button, decreased the multiplier height of jump, increased force draining. Due to prevent abusing, the FP cost of jump will be increased. You will jump the same heigh as oldstyle jump2 because FP consuming increased also to negatitate increased acceleration on start of the jump. Reasoning: the current duel system is more for tanky duels. Increased acceleration on jump2 start will allow players to jump above swings more safely and NOT pushing them to the Moon height. To NOT make jumps as high as jump3, FP consuming increased and jump height multiplier decreased.
7. Jump sideflip (only a/d + jump) amimation speed increased.
8. Lets allow duelers to roll from standing still. Just a liitle like troopers do. Keys: reload key+direction key+crouch. Turns off the saber.
9. Acrobatics any wallrun, any bounce from wall: FP cost reduced to 10. Jump3 hold on wall and then jump consumes FP. Holding on wall consumes FP.
Other:
10. Force sense (3) activation cost increased
11. Force sense (3) when activated more than 20 seconds, revealing all sith/jedi position ignoring their fartherness from the caster
12. Force sense (any) turns off saber while active. Force sense turns off automatically after 2 second from the moment the saber has been activated again.
13. Force sense (1) FP drain increased to 50 per activation and 10 per every 200ms when still activated. Revealing depth and type changed to current force sense (2) level. FP consuming while meditating is lowered by 50%
14. Give us back the nade Hero jump
15. Force push 3 now pushes away weapons from hands of enemy troopers. Works only on the targed you succesfully force-focus and if only target is running or jumping. Doesn't push away melee weapons such as saber. Doesn't work on SBD, Deka, Wookie classes.
16. Force Lightning now can be blocked by saber. Consumes FP for blocking. Saber blocking arc should be in area of effect. You can Force Lightning HP of the blocking jedi from behind. If jedi doesn't hold block then the jedi recieving HP damage even if he has FP. Lightning affects all players in area (include teammates). The more level Force Lightning you have the more HP or FP damage you dealt. The more Force Block level victim has then lesser HP/BP damage victim will recieve. If jedi (victim) FP = 0 then blocking animation contuinue working still but Jedi starts take HP damage. If jedi is blocking and force-focused (or force-focus appears while action) on Sith and the Sith is still using Force Lightinng on the jedi then Sith will get the lightning damage back to him (but not shock effect). If Jedi force-focus on Sith previoulsy and blocking and Sith starts to Lightning, then Sith immediately starts taking damage from his own lightning.
1. Combo limiting. Get rid of that please. ACM gains only once per combo. Combo spam leads to zero ACM gaining. Also, slow-down the red style comboing speed if so.
2. Implement staggering while interruption. Interruption causes stagger (like old manual block saber-staff ability effect animation OR uppercut hit effect on blocking enemy, FX sound 'ouch' included). Then, saber passes through interrupted enemy's saber (like he doesn't have enough BP to block). Saber left marks on enemies body with bodyhit sound allowing to continue comboing if bodyhit (if staggered but saber miss enemie's body hitbox right after stagger then not dealing HP damage). Techically, while saber-swing makes interruption effect, the swing starts to deal lesser damage. For example: Sith and Stormy standing their own, sith is protecting stormy by holding block. Sith starts his attack but incoming jedi's attack lands faster causes interruption. Jedi's swing will NOT stop on interrupted sith's saber but passes through farther causes 2 scenarios. In scenario #1: if jedi's saber hits only sith saber somehow (missing body) then swing goes farther to nearby stormy and dealing lesser HP damage than orinary swing (according to damage formula). The jedi's swing will bounce as usual right on next bodyhit or saberblock allowing continuing comboing in both cases. Comboing stops if miss (as usual). In scenario #2: if jedi's saber lands right on sith body then swing hits sith body and bounce to continue comboing. Damage formula: saber_style_basic_HP_damage x 0.2. You can imagine how staggering while interruption works. Just watch in slow-mo what happens when you are blocking at 0 BP and incoming hit lands on you.
Exception: YOUR SWINGBLOCKING ATTACKS DOESN'T ALLOW YOU TO STAGGER THE ENEMY to cause this mechanic works. Interruption and BP damage works as usual.
3. Saber block arc slightly decreased
4. Saber edge hitbox fixed for all hilts
5. Saber interruption clash FX sounds should be more raspy
Acrobatics part:
6. Lets allow duelers jump above saber-swings sometimes but not jump3 to the Orbit. Swings hit legs most times while trying to jump over swings with jump2 but jump3 is too much strong and even current jump2 height is too much. Changes: Jump 2. Increased acceleration, decreased the duration you can hold 'space' button, decreased the multiplier height of jump, increased force draining. Due to prevent abusing, the FP cost of jump will be increased. You will jump the same heigh as oldstyle jump2 because FP consuming increased also to negatitate increased acceleration on start of the jump. Reasoning: the current duel system is more for tanky duels. Increased acceleration on jump2 start will allow players to jump above swings more safely and NOT pushing them to the Moon height. To NOT make jumps as high as jump3, FP consuming increased and jump height multiplier decreased.
7. Jump sideflip (only a/d + jump) amimation speed increased.
8. Lets allow duelers to roll from standing still. Just a liitle like troopers do. Keys: reload key+direction key+crouch. Turns off the saber.
9. Acrobatics any wallrun, any bounce from wall: FP cost reduced to 10. Jump3 hold on wall and then jump consumes FP. Holding on wall consumes FP.
Other:
10. Force sense (3) activation cost increased
11. Force sense (3) when activated more than 20 seconds, revealing all sith/jedi position ignoring their fartherness from the caster
12. Force sense (any) turns off saber while active. Force sense turns off automatically after 2 second from the moment the saber has been activated again.
13. Force sense (1) FP drain increased to 50 per activation and 10 per every 200ms when still activated. Revealing depth and type changed to current force sense (2) level. FP consuming while meditating is lowered by 50%
14. Give us back the nade Hero jump
15. Force push 3 now pushes away weapons from hands of enemy troopers. Works only on the targed you succesfully force-focus and if only target is running or jumping. Doesn't push away melee weapons such as saber. Doesn't work on SBD, Deka, Wookie classes.
16. Force Lightning now can be blocked by saber. Consumes FP for blocking. Saber blocking arc should be in area of effect. You can Force Lightning HP of the blocking jedi from behind. If jedi doesn't hold block then the jedi recieving HP damage even if he has FP. Lightning affects all players in area (include teammates). The more level Force Lightning you have the more HP or FP damage you dealt. The more Force Block level victim has then lesser HP/BP damage victim will recieve. If jedi (victim) FP = 0 then blocking animation contuinue working still but Jedi starts take HP damage. If jedi is blocking and force-focused (or force-focus appears while action) on Sith and the Sith is still using Force Lightinng on the jedi then Sith will get the lightning damage back to him (but not shock effect). If Jedi force-focus on Sith previoulsy and blocking and Sith starts to Lightning, then Sith immediately starts taking damage from his own lightning.