Combat Mix-ups

PatWins

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May 28, 2020
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The new combat system is feeling great! I've dumped about 70 hours into it so far. However, with reduced swing speed on counters I'm noticing fights between skilled players dragging on from time to time.

My suggestion would be to add one additional mix-up option for getting around blocks. This could come in the form of a kick, shoulder bash etc.. It shouldn't be a spammable, cancerous win button but should be one more thing that players need to keep in mind while fighting. Obviously, it would need to be able to be countered.

I feel that if done right, this could raise the skill ceiling while also giving the player the feeling that their character is more than two hands and a weapon. Before everyone jumps down my throat, lets try to remember that this is MO2, a next-gen title. While I loved MO1's combat with a passion, I'm not closed minded to the idea that it could still continue to be expanded on and molded into a deeper experience. My suggestion isn't 100% what I think needs to be done. I'm looking to open up the floor to ideas.

Thanks!
 

Rhias

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I think another issues why fights can take that long is because you can instantly switch between charge and block. So basically you can have a fully charged swing, and still instantly decide to parry, without first releasing or canceling the swing.
 
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PatWins

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I think another issues why fights can take that long is because you can instantly switch between charge and block. So basically you can have a fully charged swing, and still instantly decide to parry, without first releasing or canceling the swing.
That's a good point.
 

Slammington Unchained

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I mean if a fight between two skilled players is not dragging out, I guess it's not two skilled players anymore is it? Fights should take long. Try to change my mind protip you cant
 
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Nenju

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TTK is already at good time imo and has been in mo1 ofc its all variable due to gear+skill

like slammington said if both are skilled fight takes longer.

also dueling in general prob drags on cuz ppl need regen stam? etc
 

Rhias

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In MO2 fights already take long without bandages. I'm curious how long it takes with bandages. Or won't there be any bandages?
(On the other site it's steel armor in alpha, isn't it? I'm usually used to lower tier armor... :D )
 
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ThaBadMan

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If blocking stays this easy, higher tier armor, bandages, pots and magic healing will make duels super long.
But being a MMO its all about those groups fights and we will have to wait until thats tested more to know how things will be once in combat healing arrives.

If only they could make the push into something like you propose with a counter something alike to For Honor could fit.
Although I see CC like that abusable in group fights.
 
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PatWins

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If blocking stays this easy, higher tier armor, bandages, pots and magic healing will make duels super long.
But being a MMO its all about those groups fights and we will have to wait until thats tested more to know how things will be once in combat healing arrives.

If only they could make the push into something like you propose with a counter something alike to For Honor could fit.
Although I see CC like that abusable in group fights.
Yeah, a good example is Gloria Victis. If you're holding block and somebody kicks you mid block you are staggered for a short duration. However, if you're not blocking while getting kicked nothing happens at all. Whiffing a kick is pretty punishable. Overall it felt balanced and allowed you to play deeper mind games with your opponent.
 

ThaBadMan

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Yeah, a good example is Gloria Victis. If you're holding block and somebody kicks you mid block you are staggered for a short duration. However, if you're not blocking while getting kicked nothing happens at all. Whiffing a kick is pretty punishable. Overall it felt balanced and allowed you to play deeper mind games with your opponent.
Yes which is why I feel it would be golden for duels but bad/abusable in group fights.

Say a 4v1 in the midle of the battlefield and the 1 guy parries and counters the 4 winning but the 4 simply start kicking through his blocks staggers him and easily kills him. Would be very punishing if fighting outnumbered and give zergs just another cheap feature to deal with better smaller groups.

The game is about group fights and not duels after all.
 

PatWins

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Yea
Yes which is why I feel it would be golden for duels but bad/abusable in group fights.

Say a 4v1 in the midle of the battlefield and the 1 guy parries and counters the 4 winning but the 4 simply start kicking through his blocks staggers him and easily kills him. Would be very punishing if fighting outnumbered and give zergs just another cheap feature to deal with better smaller groups.

The game is about group fights and not duels after all.
Yeah I agree. CC has no place in MO.
 

ElPerro

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Jun 9, 2020
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In MO2 fights already take long without bandages. I'm curious how long it takes with bandages. Or won't there be any bandages?
(On the other site it's steel armor in alpha, isn't it? I'm usually used to lower tier armor... :D )
This would take away some tactics from combat tho. I loved baiting your opponent into thinking your going aggro only to give away a free parry...

Yeah, a good example is Gloria Victis. If you're holding block and somebody kicks you mid block you are staggered for a short duration. However, if you're not blocking while getting kicked nothing happens at all. Whiffing a kick is pretty punishable. Overall it felt balanced and allowed you to play deeper mind games with your opponent.
I hated that in Gloria Victis, actually quit the game just for that mechanic alone lol

I honestly prefer the old counter attack and feel it was more skillful to land. It felt more like an actual riposte, they should have never let you hold counter swings. You had to time it just right to land it on good players that used footwork, but if they just stand in front of you it was easy to land unless they got lucky. Now its just a turtle fest

I wont even mention the retarded 360 blocking, I really hope SV doesnt plan on keeping that. If their netcode is so improved why dont they add block arcs again?
 
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Carnage

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Jun 18, 2020
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This would take away some tactics from combat tho. I loved baiting your opponent into thinking your going aggro only to give away a free parry...


I hated that in Gloria Victis, actually quit the game just for that mechanic alone lol

I honestly prefer the old counter attack and feel it was more skillful to land. It felt more like an actual riposte, they should have never let you hold counter swings. You had to time it just right to land it on good players that used footwork, but if they just stand in front of you it was easy to land unless they got lucky. Now its just a turtle fest

I wont even mention the retarded 360 blocking, I really hope SV doesnt plan on keeping that. If their netcode is so improved why dont they add block arcs again?
Honey im home
 
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finegamingconnoisseur

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Martial artists will love this I'm sure.

We already have katanas and the Khurite armour which mimics the ancient Japanese and Chinese warrior styles, I think body combat options are a logical step forward.

SV could make it so that some basic offensive and defensive body combat skills are secondary while specialist skills are primary. This would ensure that even the most ardent users of medieval weapons and armour like knights have some way of delivering a hefty punch or kick which can be increased in damage if wearing plate armour, but doing so makes them vulnerable to a counterattack.

If a kick or punch is parried with a blade, it could cause slashing damage to the aggressor, blunt damage if parried with a hammer or mace, or piercing damage with a spear.

Specialist skills could make you strike faster, increase metabolism giving you a short few seconds where you react much faster, or special moves that basic body combat secondary skills don't offer.

It will allow players to mix and match the skills they want, opening up new character builds than was possible in MO1.
 
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PatWins

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May 28, 2020
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Martial artists will love this I'm sure.

We already have katanas and the Khurite armour which mimics the ancient Japanese and Chinese warrior styles, I think body combat options are a logical step forward.

SV could make it so that some basic offensive and defensive body combat skills are secondary while specialist skills are primary. This would ensure that even the most ardent users of medieval weapons and armour like knights have some way of delivering a hefty punch or kick which can be increased in damage if wearing plate armour, but doing so makes them vulnerable to a counterattack.

If a kick or punch is parried with a blade, it could cause slashing damage to the aggressor, blunt damage if parried with a hammer or mace, or piercing damage with a spear.

Specialist skills could make you strike faster, increase metabolism giving you a short few seconds where you react much faster, or special moves that basic body combat secondary skills don't offer.

It will allow players to mix and match the skills they want, opening up new character builds than was possible in MO1.
Love it!
 

Slammington Unchained

Active member
May 28, 2020
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The new combat system is feeling great! I've dumped about 70 hours into it so far. However, with reduced swing speed on counters I'm noticing fights between skilled players dragging on from time to time.

My suggestion would be to add one additional mix-up option for getting around blocks. This could come in the form of a kick, shoulder bash etc.. It shouldn't be a spammable, cancerous win button but should be one more thing that players need to keep in mind while fighting. Obviously, it would need to be able to be countered.

I feel that if done right, this could raise the skill ceiling while also giving the player the feeling that their character is more than two hands and a weapon. Before everyone jumps down my throat, lets try to remember that this is MO2, a next-gen title. While I loved MO1's combat with a passion, I'm not closed minded to the idea that it could still continue to be expanded on and molded into a deeper experience. My suggestion isn't 100% what I think needs to be done. I'm looking to open up the floor to ideas.

Thanks!
Here's hwo to get around blocks the old fashioned way.
Move left.
Then move right.
Then attack.
Boom prediction.