[Suggestion]Alternatives For Kick

Would you like to see this implemented in some form?

  • Yes

    选票: 36 69.2%
  • No

    选票: 7 13.5%
  • Only when blocking

    选票: 9 17.3%

  • 全部投票
    52

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Stabbing Hobo

Master Knight
I'd like to see different types of anti-hugger attacks for different weapons. The mechanics would be exactly the same, just with different animations, perhaps speed, damage and knockback as well. Here's a few alternatives that got in to my mind:

Sword: Pommel strike
Polearm: Push with the handle
Shield: Shield bash
Unarmed: Good ol' kick
Onehander without shield: Off-hand punch.

If you have better ideas, feel free to suggest them and I'll try to write them down here.

EDIT: Third poll option added.
 
Maybe normal kick when not blocking and your variations when blocking.

EDIT: Adding that as a vote option would be nice, be it in the sense of 'I have another suggestion' or 'Only when holding block'
 
I don't think they should be much different from kick in function, but as new animations, things like that would be awesome.
 
New animations are always (usually) cool, and I agree, but there are certainly more pressing matters to be dealt with first.
 
Arch3r 说:
Maybe normal kick when not blocking and your variations when blocking.
This. Actually I have considered suggesting something like this for a while; although my idea was a little bit different.
When holding block and tapping the LMB (non-chambered attack) you would preform a "counter-move", i.e. a shield bash, pommel strike or whatever.

Also,
Onehander w/o shield (maybe with small shield): attempt to slam the left hand into the opponents face :razz:
 
Low priority and high awsomeness factor. I like all the secondary attack ideas. Also you can just make the 1 handed weapon attack have a 50/50 chance for kick/punch since both animations are cool and nobody is ever unarmed.
 
The only problem with this is that the kick is different in a critical way from the bash or push options. With the kick you have to stand still to do it, theres no reason you would have to do that with the other suggestions. As such someone could come at you with a shield and block then constantly force you backwards with the shield bash. Sad as it is to say I actually think these options would simply lead to an attack that could be abused too easily.

However if they merely forced the other player back without stunning them it might be ok.
 
Lord Rich 说:
The only problem with this is that the kick is different in a critical way from the bash or push options. With the kick you have to stand still to do it, theres no reason you would have to do that with the other suggestions.
Stabbing Hobo 说:
The mechanics would be exactly the same.
I never said you wouldn't have to stop. Besides, you can kick while moving. You're taking a step in and kicking with the foot that used to be in the front. Since that's not in the game, moving with these shouldn't be either.
 
The kick function should automatically be substituted for shield bash when executed while blocking with a shield. Right now it's dumb that when you're running backwards with your shield raised, you have to lower your shield and open yourself to attack in order to kick.
 
Stabbing Hobo 说:
You can kick while holding shield up in .660.

I've been hit a bunch of times when I kick while holding a shield, you lower the shield for the kick itself. Not that I'm complaining, as it would be unbalanced otherwise, but kicking does lower your shield.
 
sirwho 说:
Low priority and high awsomeness factor. I like all the secondary attack ideas. Also you can just make the 1 handed weapon attack have a 50/50 chance for kick/punch since both animations are cool and nobody is ever unarmed.
The problem is that making new animations is quite time consuming. And after the animations are made, the devs would have to program this feature too. This is why I don't think it's worth it at this stage, with all the new features introduced, bug fixing and balance are now so important that aesthetics can still be considered, but this specific idea would add very little to gameplay and require quite a lot of work.
 
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