Deus Ex When I learned the next Eidos game isn't Deus Ex |
- When I learned the next Eidos game isn't Deus Ex
- Give me Deus ex or give me death!
- Beyond the Killswitch. Marchenko never asked for this fight.
- Melee attacks or execution animations?
- is this true?
- Can someone explain what the bartender in the Red Arrow club is talking about?
- Walton Simmons: i'll be back. Me: lolnope
When I learned the next Eidos game isn't Deus Ex Posted: 05 Jun 2021 05:23 AM PDT
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Give me Deus ex or give me death! Posted: 05 Jun 2021 12:45 PM PDT
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Beyond the Killswitch. Marchenko never asked for this fight. Posted: 05 Jun 2021 07:51 PM PDT | ||
Melee attacks or execution animations? Posted: 05 Jun 2021 02:52 PM PDT Do you all prefer the melee systems from earlier titles (melee weapons used in-gameplay) or the more modern melee system with animations that play out with the press of a button? Personally, I prefer melee weapons with different functions and damages, like a knife not doing as much damage as a lightsaber, or a baton rendering people unconscious while a hatchet works as a lethal takedown. However, I think its time for this system to evolve. Sorry for the long read, TL;DR at the end. While playing through Invisible War, I was a bit frustrated that I couldn't maintain stealth by hitting people in the head with a nightstick. I would imagine Alex D. would have a mean swing, and possibly crack skulls open with blunt weapon like that, so why did it take several hits to KO someone? Even after applying arm strength biomods. I understand the game would be too easy if you could just waltz around knocking everyone out in one shot, which is a gripe I have about the Jensen games. I end up just choking everyone out and nobody stands a chance against my stealth capabilities. So here is the system I propose. A mix between context-based animations and free aim melee attack. If there's a poor goon with his guard down, taking a piss or something, he can be choked out hitman or batman arkham trilogy style. If he's patrolling an area where and he all he needs is a visual on an enemy to alert his mates and/or attack you, then maybe resort using a melee weapon. For non-lethal, a quick Jensen-strength blow to the back of the head should do. Then have a small area around him where his mates can hear the hit and go check out the suspicious noise. So far, this isn't anything we haven't seen a million times in other games. Where I think there's potential for more, is using a more dynamic aim system, kind of like what DOOM uses for glory kills. For example, if you have a knife, you don't just aim the crosshair at the enemy's hit-box and press attack, but you aim at a specific body part and get proper feedback for the body part you just attacked. If you sliced the enemy's arms or legs, he takes the damage, maybe gets knocked over or drops his gun, and he screams bloody murder. If you slice his neck, its an instant, quite incapacitation that leads to a lethal takedown within a couple seconds. If you're in the middle of combat and all you have is a crowbar, well placed blows to the head with sufficient force will get you out alive as opposed to body shots. All this done without engaging in game-interrupting animations. As you level up your melee skills you could possibly become a quiet assassin that cuts throats without making a sound, or a brawler that bodies everyone and leaves a bunch of toothless, knocked out goons in his wake. What I'm still deciding on is whether it would be more appropriate for Jensen to use his nano blades and augmented knocked to dish out punishment, or if even he could use the aid of a spiked baseball bat every once in a while. And and whether or not executions or other animations have a place in a system like this. Perhaps make it optional? or have it play like in Cyberpunk 2077, but over there every encounter where you use a katana ends in everyone missing the same arm and head. I'd be happy to hear some opinions on the matter! TL;DR - I like the old style of melee combat, but it feels to archaic for modern games. So making combat/takedowns more dynamic and interactive could fix this issue. [link] [comments] | ||
Posted: 05 Jun 2021 06:02 AM PDT
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Can someone explain what the bartender in the Red Arrow club is talking about? Posted: 05 Jun 2021 07:16 AM PDT I understand he is discussing socio-political aspects of life in the game, but I would like a simplified explanation of the general theme or message he is trying to convey. Thanks [link] [comments] | ||
Walton Simmons: i'll be back. Me: lolnope Posted: 05 Jun 2021 05:38 AM PDT Walton Simmons is supposed to run away from the first confrontation once his HP gets low, but guess what, i have a GEP with his name on it, every single boss in my playtrough, from Anna to Gunther to Walton, they all met their end at the point of a GEP grenade. It's like, they psyche themselves out and all, prepare a menancing speech and everything, but nope, soon as i see them out comes the GEP, not even let them speak before i turn them into little meat chunks. [link] [comments] |
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