lundi 12 mai 2014

Chainsaw Handling!

I've got a love for the iconic chainsaw, I have to admit, and I always appreciated the choice of it in KF1 to contrast the katana and other more... "graceful" weapons.



Sure, the chainsaw had a much shorter reach, and that meant it was less, uh.. safe.. to jump into the fray with. Sure, it couldn't do as much single-attack-damage as a heavy strike from... most of the other melee weapons. Sure, it weighed a ton (and up until a certain game update couldn't even do headshots. Glad they corrected that mess)



But it was satisfying. And also really good for ZED-Time combos.





So what would I like to see done differently in KF2? (I AM assuming TWI wouldn't leave it out entirely; clearly they're fans of the weapon as much as I am; they made spawning with one a high-level Berzerker perk, after all)





For starters, I feel like the weak attack should be a quick swipe with it, whereas that motion was the strong attack in the first game. You're making minimal contact-time with the chainsaw's teeth in such a motion, and it's not like there's any kind of blunt trauma involved there. This is a non-commited attack to fend off clots, the way I see it..



Flipping this around, the HEAVY attack should involve really pushing forward with your weight and firmly sinking the running chainsaw blade into the first fleshy Zed hide you reach, locking it in against that part of their body and sawing away until either they die, you release the button, or you are otherwise interrupted.. This should be an IMMENSELY powerful attack that can do serious damage to even a Fleshpound or Scrake if they're caught off-guard, with the trade-off that you have to basically walk up and hug a Zed to initiate it, you'll have reduced movement speed during the process, and you'll be left extremely vulnerable to anything else nearby; IE reckless when fighting groups, without teammates around to keep other foes off your back.



Continuing to hold the button down after sawing clear through an enemy should result in continuing your motion forwards, ready to start into the next unfortunate Zed..



Perhaps heavy-attacking while moving backwards will adopt a sort of "guarding" stance, where you hold the blade, spinning, up in front of you while slowly stepping backwards.. absolutely useless defense against larger, heavy-hitting foes (MAYBE deflect a scrake's chainsaw if you're lucky) and things like Husks, Bloats, and Sirens, but something like a crawler or clot that makes a lunge for you might just throw itself onto the blade..



So, facing a small horde of clot-level foes, I could either take cautious swings at them while trying to keep my guard up when they lunge at me.. or I could just have myself a Braindead / Dead Alive lawnmower scene moment and risk taking damage to wade right in and cause as much carnage as quickly as possible.





I feel like simple-yet-visceral handling mechanics like these would make up for the fact that, well... other melee weapons are going to have "attack combos" now and how do you really do that with an ungraceful tool like a chainsaw?



wrrrrngngngng.... WREHHHHHHH!




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