Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

1 Neutral

About WilliamTheTard

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Great to hear. Dismemberment is genuinely essential to immersion in both WW1 and WW2 games.
  2. Hey Blitz, Thanks for the update. I was a big fan of Rising Storm in the day, a game which had a big emphasis on bayonet/banzai charges. You may know that these granted buffs as more allies joined in the banzai radius (i.e. speed boost, damage resistance, stamina cost reduction, suppression effect on nearby enemies). I like to think you [very wisely!] took inspiration from that game. As such I'm really keen to see how these are implemented as I think these buffs are an excellent way of encouraging aggressive team play and getting players to engage in the great hand-to-hand combat mechanics we've heard so much about. Hopefully it'll lead to the kind of cinematic "going over-the-top" experience we're all after! Got a couple of questions: Will these different buffs be faction-based (e.g. Germans only get damage resistance, French only get speed boost), or will all Section Leaders have access to all these buffs (will it open up a radial menu where they can activate buffs which are off cooldown)? If the latter from the above, will these buffs stack atop one another? Can I put all my eggs in one basket and activate speed, damage resistance, stamina cost AND charge speed. Or can only one be active at any one time? Three seconds doesn't seem like long at all to have any kind of real impact. Do you know how you will you be assessing the effectiveness of these squad buffs and potentially tweaking the durations/magnitudes of the effects? Will you consider allowing the Commander to trigger similar buffs such as this? I'm sure his Signaller will be thrilled, but these may need to simply buff allies in a radius, as buffing his section would obviously be a waste. It would be good for commanders to choose their own style of leaderships: between managing assets at the back, and leading from the front with buff auras, inspiring words and smoke grenades (something they are not currently equipped with unfortunately) for the frontline troops.
  3. TL;DR: Melee weapon users are punished for closing the distance with the enemy. They will frequently die due to clunky melee attack mechanics which cause you to slow down to a walk. After running so quickly while holding your melee weapon, this sudden drop in speed is very sudden and jarring/non-fluid. Combined with the slow attack animation (leading to more time spent at walking pace while winding up the attack) this frequently leads to enemies slipping out of attack range, and the aggressing soldier dying for frustrating reasons. PROBLEM: Sprinting with a melee weapon makes you very fast, however when you release your attack - the animation slows you to a walk. This frequently leads to enemies slipping outside of the range of your attack, and their next shot killing you (as you are such a large target). In reality, once a rushing soldier has closed the distance - a form of grappling/struggle would ensue in which the rushing soldier would have the advantage (with his smaller melee weapon in hand). However, I feel like the aggressing soldier is at more of a disadvantage when closing the distance, due to these clunky mechanics, which makes melee combat unrewarding and discouraged (which is definitely not the dev's intentions). SOLUTION: Option 1: Speed up the animation time of the melee attack. This will lead to the attack coming out faster after sprinting, and less time spent at a very slow walking pace - which can often allow the enemy to escape. Option 2: Preserve the currently delay of the attack animation - but allow. soldiers to continue to move at a full sprint whilst doing so. This will also lead to more cinematic kills if a melee attack is well timed by the aggressor. Option 3: Allow rushing melee soldiers to 'charge' an attack. Allow them to hold left click and release to instantly swing their knife/club (similar to bayonet charge mechanics). This is a middle ground between the above two options. RESULT: This will encourage aggressive play and infantry charges; further enabling the aggressive, visceral hand to hand fighting experience/meta which I believe the devs were trying to create with this game. It will add to the immersion of the game where soldiers actually get in range to dispatch one another. Currently these engagements typically end in Looney Tunes-esque chases between one soldier with a rifle and another with a club, where the only thing stopping the melee soldier (who has done well to close the distance) from winning the fight are the aforementioned clunky and frustrating melee mechanics.
  • Create New...