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Kicks, Saber locks and Ground stabs


GonkH8er

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check out staff saber, it's all about kicking, and i'm afraid it will be used for that

 

forward stab: reminds me of 1.03 stab, dont ask me why..at least the majority of players wont walk backwards (that was awful).

 

Well if there wouldn't be a good balance in the game I think raven is watchign out for that and as in JO's 1.03 will release patches of course, cause this is kinda of a new experiment for them i think ,don't expect everything to be balanced in the beginning...

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That's the thing, we have no idea if (I highly doubt) all of the kicks for the Saberstaff are identical in power to the "flip kicks" from JK2.

 

Remember, in JK2, in addition to the 20 damage, kicks would knock the person either flat on their back, or at least "away."

 

For all we know, it may be more like a punch (see the "fists cheat" in JK2 single player, or punches in previous DF games)... although I'd expect the flip kick from knockdown and air kicks to be similar in power... that's just my speculation.

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Rockstar and Big have the right idea. Kicks should be a tactical choice, something

that you do occasionally to buy time, or get some space to collect yourself, or

steady up your defenses, or disrupt an enemy for a bit, etc.; kicks should *not* be

a source of significant damage. This is what is consistent with kicks we have seen

in Star Wars.

 

And kicking should always involve risk, both by leaving the kicker open for

counter attack and also the kicker risking hurting himself if he kicks his leg

into an opponents lightsaber which is at the ready and prepared to block his kick

from ever landing. A kick should never land automatically, only if the

opponent is open to be hit by the kick.

 

Thoughts?

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Originally posted by Dunedain

Rockstar and Big have the right idea. Kicks should be a tactical choice, something

that you do occasionally to buy time, or get some space to collect yourself, or

steady up your defenses, or disrupt an enemy for a bit, etc.; kicks should *not* be

a source of significant damage. This is what is consistent with kicks we have seen

in Star Wars.

 

And kicking should always involve risk, both by leaving the kicker open for

counter attack and also the kicker risking hurting himself if he kicks his leg

into an opponents lightsaber which is at the ready and prepared to block his kick

from ever landing. A kick should never land automatically, only if the

opponent is open to be hit by the kick.

 

Thoughts?

 

Please, oh please don't start the movie comparisons. They only go so far. First of all, the first three movies did not have the stunt/duel coordinators that are seen in this day and age. I think the implication of the guy who played Darth Maul, who happens to be an expert martial artist, was a nice touch in the "combat is not all in the saber" department.

 

But I digress.

 

Just because a person's lightsaber is in a "ready" position, does not mean he is readily able to block a kick. Not only once again does it bring up the thrust vs slash arguement as to which I hope the horse has been buried.

 

The way kick has been implemented in JO is similar to the lunge, it's a "thrust" move. Sure, we will be seeing roundhouses and potential ax kicks , but all it really is doing is just adding another element into gameplay. Will you always be able to point that saber in an upside-down vertical position to defend against that snap kick he just threw at your left nut? No.

 

Right now its the saber that needs help, not nerfing the living hell out of kick. You trying playing 1.04 SO/FF CTF and then tell me that you can't take a 1v1 without kicking when playing against professionals. Bring the damage of the saber up to 1.02 tables and lower the variance on blocking of the saber, and maybe JUST maybe you might start seeing the saber actually used.

 

Or you can be like me and DFA into pyro's PTK for the win.

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Rad: Since every kick in a duel in Star Wars was not something that was

very damaging, I think it's more than fair and logical to argue that kicks

should have a similar affect in duels modeled in JA. Certainly it shouldn't

be 5 kicks and you're dead! 5-10% for a solid kick looks far more accurate.

And, of course, the part about the kicker taking a risk when he kicks and

opening himself to counter attack is critical, no free damage without risk.

 

And if you don't think that an opponent that is standing there ready and

waiting with his lightsaber in position and prepared for incoming strikes

can block a kick, then when would you expect a kick to be blocked? I mean,

the opponent is as ready as he can be. Kicks in that sense are just like

lightsaber strikes, you have to look for openings if you expect a hit.

If somebody is sloppy enough to walk up to an opponent and just try to

kick him when the enemy is ready and waiting, then he deserves to take damage

from kicking right into the guys lightsaber. Once again, the kicker has to take

a *risk* when he kicks, just like when you swing at a Jedi with a lightsaber,

you open yourself to risk. Only in this case since your leg is sticking out

there and trying to hit the guy, and not your lightsaber blade, then the risk

is more than just the chance for counter attack.

 

As for the lightsabers, I certainly agree that damage needs to be made heavy,

like it was when JKII came out. 1 or two hits with a lightsaber and you're

dead. That would make a big improvement in duel authenticity. :)

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Ofcourse if a kick is blocked the opponent should be legless ^.^

Hm, but if we're going to compare to the movies kicks would only be used by dark jedi and those close to the dark. (For example Luke gave Vader a kick in RotJ in an angry rage , but outside of that all the light jedi have only ever used attacks with their saber.)

But ofcourse that might spoil the fun for some players.

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As for the lightsabers, I certainly agree that damage needs to be made heavy, like it was when JKII came out. 1 or two hits with a lightsaber and you're dead. That would make a big improvement in duel authenticity.

 

I agree on this. Even in duels one or two hits should kill. I think a long, drawn out duel should result from skillful blocking, instead of this reduced saber damage. Having to slice someone five times with a saber seems stupid to me.

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Originally posted by Kurgan

People seriously play CTF with sabers only?

 

I'm not trying to sound mean, but I mean... for real...?

 

That's gotta be frustrating... even with saberdamagescale turned up and blocking turned down!

It's true! Check the servers!

 

I was looking around, decided to play my first CTF ever (any game) a couple of weeks ago ... I saw that - saber only?!?! Needless to say I went to a 'normal' server and proceeded to get sniped almost immediately ;) isn't that what it's all about :D

 

Mike

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This discussion may all be for naught, since (correct me if I am wrong) it hasn't been confirmed that the "flip kick" is even in JA. I think all we know for sure is that the lightstaff kick is available, correct?

 

do you know the cheat so you can kick & punch in SP?
I don't think you can actually kick like you can in MP, but to punch you first give youself fists (give weaponnum 14 I believe). Then the fire and alt-fire buttons do right and left punches. This works in first persona and third person.

 

Originally posted by txa1265

Needless to say I went to a 'normal' server and proceeded to get sniped almost immediately isn't that what it's all about

Those pesky sniping Jedi! They have no honour! :D
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i'd say successful kicks do 5% damage, knock the player back and leave tehm open for a 1/2 second. More powerful kicks might also knock down.

 

However, any hit whilst in a kicking animation should do 50% more damage.

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Originally posted by toms

i'd say successful kicks do 5% damage, knock the player back and leave tehm open for a 1/2 second. More powerful kicks might also knock down.

 

However, any hit whilst in a kicking animation should do 50% more damage.

I completely agree - kicks should not be a primary offense, but a strategic move to open defences.

 

Mike

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