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| The Graveyard General POTCO Game Talk Archive Forum |
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#1
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Weapon and Combat suggestions
Ok, I've noticed that leveling up weapons(especially grenades) can be a big hassel. I've noticed that in some games there will be things that "spice up" the combat and weapon experience.
Here are my ideas. Locks: When using the cutlass/dagger in certain situations we should get in "locks". In these locks our weapons will be "tied" with the enemies. To get out of the lock we can click the left mouse button as fast as possible. A bar will appear and a line will be in the middle. The faster you click, the farther to the right the line will get. If the enemy is "clicking" faster than you then it will go to the left. If you get it all the way to the right then the lock will be broken and your cutlass/dagger will swipe the enemies leg,arm, face, etc..., doing extra damage. Locks will happen depending on how close your dagger/cutlass is to the enemys' dagger/cutlass. Locks will, of course, only happen when your one on one with an enemy. If you're hit by another enemy the lock will be broken and you'll be delt extra damage. Counter Curses: If two enemies(both using voodoo dolls) uses a curse/hex at the same time, then a counter curse will occur. Now, this means they have to be EXACTLY at the same time. Even a split second later will mean a counter curse won't happen. When both enemies use a hex/curse at the same time then counter curses will do damage to both enemies. The normal damage a hex/curse would do will be doubled to both enemies. Ex.) One enemy uses swarm and one uses poke. What will happen is... the enemy using poke will get double damage from poke, and the enemy using swarm will get double damage from swarm. Grenade counters: If two enemies use grenades and throw them at the same time then there can be situations where the grenades both hit in mid-air, bouncing both enemies back. They'll get double damage as usual and will be dazzed. Others: At this point I bet you're thinking, "Hey! Why do we have to use the same weapons for these extra things to happen?" Well, here's one that involves different weapons countering each other. Cutlass+Voodoo Doll: If you are using a cutlass and encounter an enemy using a doll then you have a chance to do extra damamge or to stall the enemy. If you aim your cutlass towards the enemies "voodoo hand" you will have a 20% chance to break the attunement. If you are using a doll and encounter an enemy using a cutlass then you have a 20% chance for them to "drop" their cutlass. Ex.)Using swarm, the bugs can "bite" the enemies arm and they can drop the cutlass. That's about all I have for right now but I do have more ideas. I'd personally love to see some more "counter combats". I know they're not the best ideas but I think we should be able to have some more excitement in our combat. How is hacking at an enemy fun if that's all you do? I know it can be fun but it gets boring after a while. Shouldn't we have some more fun? |
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#2
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Not big on either counter idea really. If working weapons forever is a hassle, weapon rep quests would be a good solution. The lock idea is great, though it shouldn't be something like that... maybe a system where it's like rock, paper, scissors, and, when they press rock, you must press paper, which they must follow up with scissors, and so on and so on--when you fail to counter, you get hit by a large thrust.
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#3
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yes exactly wat ive been saying. like parrying cutlasses and using blocks by pressing alt and breaking the blocks by hitting it, and voodoo staff shield and voodoo staff ray energy and levitation. i said this and a lot more in my latest thread over here in the suggestions blog. check it and plz comment mate
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