Forums › English Language Forums › General › Suggestions

Buscar

[OP Updated] Charge Canceling

16 respuestas [Último envío]
Sáb, 12/01/2012 - 00:51
Imagen de Laraso
Laraso

I suggest allowing players to cancel a charge attack. Here's why:

Once you've charged a weapon, you are forced to walk around without the ability to shield. This is fine and all, but if you suddenly wind up in a situation where shielding would save your life (*cough*VanadukeTheCornerRusherAndHisLoyalSkeletonLegionTrapOurHeroInACornerAndRainFiretilesDownUponHimWhilstHeIsChargingABlitzNeedle*cough*), you have absolutely no options available to you besides just sit there and get hit, or let go of the charge and get hit.

So, this is how I think it should be (if it would be) implemented:

When shielding, holding the attack button and then lowering the shield will charge an attack like normal.
While charging, pressing the shield button causes your character to move slower for a few moments while displaying a short animation, similar to the process of reloading a Callahan or beginning to charge a bomb.
After a few moments, your charge attack will be canceled, and you are free to use your shield.

I suggest this, because although such situations are fairly rare, when they do happen it's extremely annoying to know that there is absolutely nothing you can do to save yourself. I don't see any way this could be abused or exploited.

------

The point of this suggestion is not to make charges foolproof, but to allow the player to stop a charge without having to actually attack.

There would still be a small period of vulnerability while canceling it. It wouldn't be like shield-canceling a sword; there would be a short uncharge time in which you are still defenseless.

Perhaps it could be a variable that changes accordingly to CTR UV's; if you just have standard CTR, you'll have a long and drawn out uncharge time, which wouldn't be any safer than just releasing the charge. With higher CTR, uncharge time would decrease.

To prevent accidentally canceling a charge attack, perhaps it should be implemented (if it's implemented) to check whether the defend key is being held at the moment the player releases the action key; if the defend key is not being held, the charge attack will occur. If the defend key is being held, the charge cancel will occur.

Sáb, 12/01/2012 - 01:03
#1
Imagen de Oatmonster
Oatmonster
Lick Number 58425

Oh, are you upset that you can't only use charges without consequence?

The inability to shield is what balances the charge. You can't have any reward without risk.

Sáb, 12/01/2012 - 06:00
#2
Imagen de Blandaxt
Blandaxt
it sounds

it sounds like a good idea, i would like it as an option if it was in the game.

Sáb, 12/01/2012 - 06:27
#3
Imagen de Psychodestroyer
Psychodestroyer

I'm with Oat on this, your vulnerability balances the power output of the charge attack. Of course, this vulnerability extends into during the charge attack itself as well.

Sáb, 12/01/2012 - 06:34
#4
Imagen de Little-Juances
Little-Juances

What if I do want to release my charge normally but have the shield ready as fast as possible? Holding shield button while charging is the best option. Cancel a charge wth shield will annoy me.
because although such situations are fairly rare, when they do happen it's extremely annoying
See, both points of views cancel each other.

Sáb, 12/01/2012 - 07:13
#5
Imagen de Skyguarder
Skyguarder
I'm with Oat too.

Also, you should be wise in what you do with your next attacks. If you plant a bomb, plant it, then run. He will run into it, so I don't know how it's a problem.

With a voltedge charge, you can charge quickly behind and then shield when they target you and attack you.

Sáb, 12/01/2012 - 08:17
#6
Imagen de Msaad
Msaad
+1

@Everyone What if someone accidently Charge an FOV?

Sáb, 12/01/2012 - 08:30
#7
Imagen de Doctorspacebar
Doctorspacebar

Only have it with Bombs, maybe? They only have a Charge.

Sáb, 12/01/2012 - 09:42
#8
Imagen de Mtax
Mtax
Very good idea!

+1!

@Oatmonster, You must spent some time to charge weapon anyway.
@Doctorspacebar, Where is diffence of putting down bomb, and canceling? O_o

Sáb, 12/01/2012 - 11:16
#9
Imagen de Forum-Brady
Forum-Brady
Not being able to cancel

Not being able to cancel charges is what balances them. Blitzes, for example, would be far too OP if you could easily and safely cancel a charge when you realise that you're in trouble. The current system forces you to think about when and where to charge, and forces you to react accordingly should the fan be hit.

@Doc: would be pointless with bombs bombs I recon, since cancellling before they're finished charging just brings you back to nrmal anywyas (no regular attack to be animated) and if it is fully charged you'd rather just quickly drop the bomb and shield, rather than just shielding half a second earlier. It's about other weapons (mainly slow ones like blitz) that have long charge animations; bombs are quite fine. The only problem with bomb charges is that letting it go even slightly cancels the whole charge build-up.

Sáb, 12/01/2012 - 14:07
#10
Imagen de Laraso
Laraso
@Everyone who disagreed

The point of this suggestion is not to make charges foolproof, but to allow the player to stop a charge without having to actually attack.

There would still be a small period of vulnerability while canceling it. It wouldn't be like shield-canceling a sword; there would be a short uncharge time in which you are still defenseless.

Perhaps it could be a variable that changes accordingly to CTR UV's; if you just have standard CTR, you'll have a long and drawn out uncharge time, which wouldn't be any safer than just releasing the charge. With higher CTR, uncharge time would decrease.

To prevent accidentally canceling a charge attack, perhaps it should be implemented (if it's implemented) to check whether the defend key is being held at the moment the player releases the action key; if the defend key is not being held, the charge attack will occur. If the defend key is being held, the charge cancel will occur.

Sáb, 12/01/2012 - 15:13
#11
Imagen de Skyguarder
Skyguarder
I'm very shocked

"What if someone accidently Charge an FOV?"

It's their problem for charging the FOV since we don't own their FOV.

Sáb, 12/01/2012 - 15:36
#12
Imagen de Psychodestroyer
Psychodestroyer

"It's their problem for charging the FOV since we don't own their FOV."

Could you less of a cynical bucket when you post please? Not everything needs to be hated on.

"@Everyone What if someone accidently Charge an FOV?"

The FoV's raw damage output is balanced by the fact that it has a chance to set you on fire. Being able to cancel a misplaced charge reduces the drawbacks of said power.

@Laraso:
I see your point, but I'm still against this, sorry. Charge attacks usually have a high-damage output, the ones doing more damage likely to have a longer animation than others. For short attacks, this feature would become just about useless, considering it'd take the same time to fire it off and be done with it than if you just cancelled it.

I'm more leaning to the point that players should learn when to charge what instead of charge-spamming everywhere pointlessly. There are only a few (as you mentioned before) situations where having a charge right then and there is very troublesome, but I suppose that's part of the way the game is played; The charge will leave you vulnerable for a time, depending on the weapon of choice. Either you can try and deal with that, or get a more user-friendly weapon.

Sáb, 12/01/2012 - 15:43
#13
Imagen de Severage
Severage
...

#Forum-Brady's post.

~Sev

Sáb, 12/01/2012 - 16:31
#14
Imagen de Psychodestroyer
Psychodestroyer

"would be pointless with bombs bombs I recon"

...Seerusly?

Sáb, 12/01/2012 - 16:46
#15
Imagen de Forum-Brady
Forum-Brady
FoV charging, I'm with

FoV charging, I'm with Benightz (I think?). Same issue; it's their fault for charging it in the first place. They know full well the risks involved with FoV charging, so if they allow themselves to be caught off guard charging it; their fault, their problem. Same concept with even normal attacks (@Lars). Most weapons charge-cancel just results in a quick normal attack; not a problem. For slower weapons like blitz, that's just a risk (especially since they tend to be charge-orientated) so it comes with the territory.

I don't like the mechanic from a player perspective, as it puts me in danger too, but from an objective perspective, I like that it's there. We don't need more safe-modes and cancels and precautions; the nerfpocalypse made the game several levels easier without us losing some fundamental gaming "risks" like charge attacks.

@Psycho:
I accidentally the post.
"Would be pointless with bombs, I reckon."

Better?!

Sáb, 12/01/2012 - 17:01
#16
Imagen de Psychodestroyer
Psychodestroyer

Very much so :P

Sitio elaborado con Drupal, un sistema de gestión de contenido de código abierto