Eviction Notice
Radio Bob Approved
- Joined
- Jul 9, 2021
- Messages
- 261
- Thread Author
- #1
Greetings reader, today I will first pose a stance that may or may not be controversial at all: melee PVP now completely blows since turn-based was removed. During its time on the server, you could comfortably take on someone with a firearm who decided to get too close as you weren't reliant on the laggy hitboxes of the schema and how fast your opponent could left-click. Now, if you're in the melee phase of your rebel arc, you're doomed to /meing your actions and rolling with hope that you get lucky- that or contacting someone to GM your encounter which, let's be honest, still lasts way too long.
So, I am suggesting the following:
- a touch-up of the hitboxes for melee so they're more reliant visually (not obviously hitting with a blood effect but missing anyways)
- the ability to block against another using a melee weapon (at a cost of stamina)
- the ability to disarm those using a firearm who get too close if you hit them with a melee weapon
I believe with the above changes, melee usage will see a resurgence past using them on NPCs or those who're lacking a weapon completely- also we may see them more prominently used in S2K, adding another layer to combat where an aggressor may decide not to approach an area that's close-quarters due to the risk of getting disarmed and promptly beatdown. Tyty.
So, I am suggesting the following:
- a touch-up of the hitboxes for melee so they're more reliant visually (not obviously hitting with a blood effect but missing anyways)
- the ability to block against another using a melee weapon (at a cost of stamina)
- the ability to disarm those using a firearm who get too close if you hit them with a melee weapon
I believe with the above changes, melee usage will see a resurgence past using them on NPCs or those who're lacking a weapon completely- also we may see them more prominently used in S2K, adding another layer to combat where an aggressor may decide not to approach an area that's close-quarters due to the risk of getting disarmed and promptly beatdown. Tyty.