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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Thu Oct 06, 2011 10:35 am 
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FortheEmperor wrote:
Yeah..try doing that and circle strafing! Doesn't work out too comfy ;).

Like I said before. Tera's control mechanism is how it should be like. They manage to do both melee combat and aimed combat very well.

Mouse Aim
Left Click - Attack (Normal Firing mode...DoT)
Right Click - Evade/Special Skill (Perhaps Dodge? Or Change Firing Mode?)
KB Buttons - Skills (Insert whatever skills here, maybe something like Righteous Zeal, Hammer of Destruction, Battle Charge, To Victory, Shield of Oath)
WASD - Move

Could incorporate elements from Vindictus as well for melee goodness... E.g. Left + Left + Right Click is one move, Left+Right + Left is another

Space Marine's command system is similar all you need are more hotkey abilities. Tbh, just give Space Marine + MMO elements! :lol:


I can almost guarantee that they'll use the right mouse button for "click to aim where your character is moving" like WoW has. If they are World of Warcraft players, they'll be too used to the system there to change it.

  • Mouse (no clicks): Cursor for clicking items, equipping gear, etc.
  • Mouse (right click): Holding right click will aim your character, and therefore your guns/attacks. They'll likely have a "lock" option in the settings for those who aren't used to holding the key, and there will no doubt be a hotkey to change it.
  • Mouse (left click): Attack with guns/melee, probably based on your range from your target.
  • Keyboard: Various skills
  • QWEASD or WASD: Movement. Hopefully they do away with "turn in place" movement and force people to use strafing and mouse turning only. They couldn't get away with it in WoW, and they'll pretty much just die without putting up a fight in a game where you have to aim. :P

Dodging in Guild Wars 2 is done by tapping the movement key in the direction you want to dodge. Sounds good to me.

Oh, and I vote no on any and all combo systems. They never feel right, and break immersion. I just can't imagine doing a left swing, then another left swing, and only then being allowed to do some special extra swing if it were real life.

Combo systems tend to make a game harder to learn without adding anything to combat depth. Games should always aim for "easy to learn, hard to master."


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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 07, 2011 5:52 am 
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I think we can agree that there are many ways to do combat. Question really is, what approach they will take.

WTB more DMO40k Info!!! >.<

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 07, 2011 10:01 am 
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Indeedy. I dont think we can even count the info released at E3 and the screenshots as concrete evidence of what the combat will be like only what it was like at the time. Still its fun to speculate with the current derth of info and the stuff they have released is all we have to go on. :)

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 07, 2011 1:09 pm 
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FortheEmperor wrote:
Malefactour wrote:
Since we're theorycrafting, I'd like to see a system than keeps the actions on the hotkeys and frees up the mouse buttons for crosshair control and camera control. For example, firing a single shot from a ranged weapon would be a hotkey press and firing an auto burst would be a press and hold on that same key. Single press of the left mouse would center the crosshairs on the forward fire arc, but press and hold and you can sweep the reticule across the screen. Right click could center the camera behind but press and hold the right button and you can pan the camera around. Melee abilities could default to the forward 90 degree arc for simple strikes and possible 180+ for sweeping strikes. Do away with the tab targeting lock and just have the melee abilities potentially hit any targets withing the arc of that ability and its range.


Yeah..try doing that and circle strafing! Doesn't work out too comfy ;).

Like I said before. Tera's control mechanism is how it should be like. They manage to do both melee combat and aimed combat very well.

Mouse Aim
Left Click - Attack (Normal Firing mode...DoT)
Right Click - Evade/Special Skill (Perhaps Dodge? Or Change Firing Mode?)
KB Buttons - Skills (Insert whatever skills here, maybe something like Righteous Zeal, Hammer of Destruction, Battle Charge, To Victory, Shield of Oath)
WASD - Move

Could incorporate elements from Vindictus as well for melee goodness... E.g. Left + Left + Right Click is one move, Left+Right + Left is another

Space Marine's command system is similar all you need are more hotkey abilities. Tbh, just give Space Marine + MMO elements! :lol:
I don't really see a problem with circle strafing, the crosshairs would determine the forward 90 degree fire arc and movement keys would relate to that facing. The further you moved the cursor off the center of the forward fire arc, the faster your "turret" would rotate in that direction. There's an old pc tank game that uses similar controls I played years ago (will try and dredge up the title, stupid old memory, lol) and it worked very well, very fluid.

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 07, 2011 7:21 pm 
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Joined: Sat Jan 22, 2011 6:36 pm
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since we are all tossing out control schemes here, might as well. If someone already posted this scheme or a very similar version, I apologize I must have missed it in the thread.
movement- wasd / arrow keys
turning- mouse
shoot/ melee attack 1(heavy blow)- left click
aim (toggle or hold customizable)/set up position (for devs and the like)/ melee attack 2 (wide blow)- right click
switch weapons mouse wheel and hotkeys, and have melee weapon as an equipable weapon, meaning you have to switch to it to whip it out, this ain't no CoD. as little as a thing is as making melee attack require equipping is, it changes gameplay. Simply put, when a player sees a space marine whip out his power axe, he reacts differently than if melee were just determined by range, AKA, he backs the fuck away. if a berzerker is chasing down a tac marine, all the while the tac shooting down the csm's throat, he doesn't want to automatically engage him as soon as hes in what is decided to be "melee range". the best plan would be to kite the berzerker, and continue to fire the whole time. and as awesome as the combos are in space marine, it shouldn't be about who can spam v (or in my case ins, im lefty) the fastest. Now i've listed 2 melee attacks, just generic heavy and sweep, but having 4 or 5 different attacks each better against different armor types or amounts of units with perhaps a block/parry command, would be great, having melee combat being about knowing when to sling off the plasma gun and charge in with the chainsword and the timing of blows versus blocking is ideal at least for me. It would really put some skill back into melee, something that seems to have been lost in CoD's magic one key quick knife. to even add on to that, make different weapons have different moves, or have attacks be unlockable as you progress, choosing to focus on dealing a lot of damage to one target or AoE sweeps. compexity isn't always a good thing, but in this case I think it would. As you can tell, I love myself some melee, and if you plan on getting BF3, I plan on getting your tags.

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Sat Oct 08, 2011 10:08 am 
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Hehe I like it of course Im a massive BF fan aswell and (epeen stroking alert) I to have an obsession with getting tags...34% of {GMA}RabidCaribou (me)'s kills on the stat tracker are knife kills. :D

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 21, 2011 9:09 pm 

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from what i understand, if it is to be like diablo, i should probably stock up on mice for the inevitable left mouse button breaking...


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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 28, 2011 6:59 am 
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Eh, gosh I hope circle strafing in combat does not happen, otherwise it will be like Age of Conan combat (not necessarily a bad thing) which consisted of a mind-numbing amount of circles while swinging your weapon! :(

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Oct 28, 2011 10:29 am 
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jmpatter wrote:
Eh, gosh I hope circle strafing in combat does not happen, otherwise it will be like Age of Conan combat (not necessarily a bad thing) which consisted of a mind-numbing amount of circles while swinging your weapon! :(


Which is kind of why Space Marine's melee combat is great. Hack, hack, Super hack, dead. Next. Although in multiplayer it was a bit sucky since your had to keep up with your movement of the mouse. Looked a bit all over the place.

Again...look at TERA online's melee!

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