Bungie Universe
This topic has moved here: Subject: Melee Blocking / Swords
  • Subject: Melee Blocking / Swords
  • Pages:
  • 1
  • 2
  • of 2
Subject: Melee Blocking / Swords
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

I know about the melee, grenade, melee trick... Funnily enough, I'm not to keen on it.

I was asking how about's you would have the blocking feature work.

I noticed that you described a scenario where one finds himself parried and in the situation where he's left with few options to survive (due to the advantage) .
You described the problems he would be faced with. Bad position, easy target for plasma grenades and close range shotgun holes. You also talked about still being in a situation where one could parry the hit coming...
Of course, it would be an option but in my design of this system, once you've been parried, to parry the next hit yourself would be a lot harder (due to position of players, initiative advantage etc etc).
Theoretically possible, realistically very hard.

You seemed to be describing this scenario with a negative tone. Everything above is to me an argument for blocking. Giving such a huge advantage would mean that attempting to parry is worth it (difficult to do = high risk of failure = huge advantage if done well).
Contrary to belief, this would not stop people trying to melee attack as the chances of a successful hit would still be high. Higher than the chance of being parried. Good players for example could leap in the air and only do one hit out of the combo which would lead the other player to attempt a parry. Having parried too early, he would not have the time to parry the layer of combos that our hopping player is about to unleash...

  • 05.06.2004 3:24 AM PDT

  • Pages:
  • 1
  • 2
  • of 2