Melee Weapon Idea

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Sun May 10, 2009 2:45 am

  • I have noticed that Nexuiz, a fantastic first person shooter game, lacks melee weapons, which are the things that makes a fantastic first person shooter, into an awesome first person shooter.

    So, I think that there should be melee weapons added to the game, like ninjatos, chainsaws or lightsabres.

    Thanks,

    Moshi
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Sun May 10, 2009 3:57 am

  • I think that the last time this was brought up, it was said that Nexuiz is too fast for melee weapons. It would be too hard to get close enough consistently, and there were probably some other reasons in there.

    Maybe a mod with melee weapons where you have to finish someone off with only melee or they will not die? Other than a mod though, I don't think that melee weapons will be put in the game. You can always try though, I don't see how it would hurt. :D
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    Komier
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Sun May 10, 2009 5:05 am

  • Komier wrote:I think that the last time this was brought up, it was said that Nexuiz is too fast for melee weapons. It would be too hard to get close enough consistently, and there were probably some other reasons in there.


    Good point.
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Sun May 10, 2009 6:05 am

  • Yeah, I guess you're right... but I don't know how to mod :(
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Sun May 10, 2009 7:26 am

  • This "too fast" thing is load of shit.

    There are plenty of confined quake-style maps where melee weapon would fit just fine.
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Sun May 10, 2009 7:44 am

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    Welcome btw :D
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    C.Brutail
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Sun May 10, 2009 8:20 am

  • IF (that's a big if) a melee was implemented it would have to be done in similar fashion to CoD 4's knife and be ready to go without switching to it. It would also have to be a lot faster (fully run through it's animation in .6 seconds or less) or the player executing it would be committing a tactical suicide by unleashing it. Also because it would execute so fast it wouldn't be able to be particularily powerful without throwing the balance off. Nexuiz isn't exactly well suited for an impact hammer.
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Sun May 10, 2009 6:32 pm

  • The speed thing wasn't my idea though, I really don't care one way or another if it's implemented. I'd live without it, or I'd use it. I am just saying that the last time this was brought up, speed was the big issue that people argued about. (that I remember anyway)

    I agree with Lee though. If it were included, then it would have to be really quick. It should also be decently powerful. The speed and average damage would be the reward for pulling out the melee weapon, and getting close enough to use it, since actually doing both of those things would be pretty rare. It would really help in those matches were you get stuck going in circles around each other though.
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Sun May 10, 2009 7:23 pm

  • I really extremely love, I think it was DivVerent's, idea of giving the laser a very close ranged (no more than 10 meters) 'melee' style attack for its secondary fire, as powerful as a direct hit from a rocket or nex, that might also detonate all incoming fire within its limited attack range and within maybe a 45º arc from where the player is aiming. Refire for this attack would probably be balanced somewhere between 0.5 and 2 seconds. And of course, being a feature of the laser, it would have no ammo limitation.

    Essentially, wielding the laser using this attack would add something a little like a jedi academy minigame to Nexuiz, where you have force push, force jump/speed then combined with a kind of lightsaber attack/block. And if you combined it with the jetpack, you'd have a Tribes minigame in Nexuiz. :D

    But it wouldn't make waves in the game's balancing, because it'd take real skill to use effectively and still be countered by fast firing, hitscan or splash damaging weapons, which happen to make up the rest of the game's arsenal.

    As was brought up in the past though, the issue is that long time players don't want to give up the 'switch to last weapon' command that is the laser's current secondary "fire". So to get around this issue, you simply make this attack a Mutator (call it Melaser or such), much like the Minstagib Nex, that adds a real secondary attack to the Nex. Problem solved. :)

    If there is any developer or popular interest in this proposal, I could make a new model/texture/animation for the Laser that visually incorporates this would-be new secondary attack, like one with an underslung plasma bayonet or such. I would not be able to implement it on the code side though and would need help getting it from a .blend file (that I'd release of course as part of the GPL) into the a working format Nexuiz can use.

    (I can't recall if I was ever able to get a static MD3 mesh exported out of blender, definitely not an animated one though; hopefully a better export script is available since a year or two ago when I last attempted it.)
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Sun May 10, 2009 7:25 pm

Thu May 14, 2009 3:43 am

  • Flying Steel wrote:I really extremely love, I think it was DivVerent's, idea of giving the laser a very close ranged (no more than 10 meters) 'melee' style attack for its secondary fire, as powerful as a direct hit from a rocket or nex, that might also detonate all incoming fire within its limited attack range and within maybe a 45º arc from where the player is aiming. Refire for this attack would probably be balanced somewhere between 0.5 and 2 seconds. And of course, being a feature of the laser, it would have no ammo limitation.


    If there were a melee implimented you would have to be able to execute it while holding any ranged weapon, just like you were able to do with CoD4's knife. You mentioning a secondary for the laser though gave me a cool idea for an alt fire. I say the laser should get a defensive type alt fire that would work just like UT99's secondary on the impact hammer (NOT the shieldgun), except it would move slower and it wouldn't do anything to anyone and just be used for blocking shots. Sort of like a shield that fires for 0.2 seconds and can be triggered once every half second. It could also be implimented to allow a player boost themselves without taking damage. I'm not sure how a melee animiation would look, but a simple muzzle flash would work for that alt fire I was talking about on the laser.
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    Lee_Stricklin
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Thu May 14, 2009 1:26 pm

  • Perhaps have it deflect projectiles rather than just destroying them. Something similar to what the jumpads do.
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    Sepelio
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Thu May 14, 2009 1:32 pm

  • alpha wrote:This "too fast" thing is load of shit.

    There are plenty of confined quake-style maps where melee weapon would fit just fine.


    I agree with alpha in this instance.
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Thu May 14, 2009 1:49 pm

  • I like the idea of a melee weapon, I always did.
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Thu May 14, 2009 3:09 pm

  • I agree with alpha as well, I run into players quite a bit, but combining a melee weapon with the laser as well? That would be extremely bad, shotgun and laser as starting weapons and then using secondary as a melee as powerful as a rocket/nex shot..I'd say remove one or the other to fit it in, in that case!
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Thu May 14, 2009 3:15 pm

  • k0jak wrote:and then using secondary as a melee as powerful as a rocket/nex shot..


    Normally, 1 hit with melee weapon = kill
    but that's different from game to game I think.. (in CS, it takes only some dmg, I think about 50)
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Thu May 14, 2009 4:51 pm

  • Yes, fisume I know what you mean, but combining it with the current laser would make the current shotgun + laser combo very very lethal, thats why i'd like to see shotgun starting ammo like 10 or 15
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Thu May 14, 2009 5:42 pm

  • Sepelio wrote:Perhaps have it deflect projectiles rather than just destroying them. Something similar to what the jumpads do.


    That'd be fine too. (The primary use is still as a melee weapon though.)

    k0jak wrote:Yes, fisume I know what you mean, but combining it with the current laser would make the current shotgun + laser combo very very lethal, thats why i'd like to see shotgun starting ammo like 10 or 15


    Not really, the shotgun wears the enemy down at short to medium range, the melee would more often just kill them at once at very close range. You'd only maybe use the shotgun to finish someone off if they were so armored but unlucky to have taken but survived a melee hit; though by the same token you could use the laser primary fire to finish them.

    Anyway, reducing the starting ammo for the shotgun or not spawning with a shotgun in the first place would be fine too, imo.
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