Just a small feature request: Tapping the 'drop weapon' button to discard a weapon a foot or so in front of you is great and all, but what if holding down the 'drop weapon' button resulted in chucking it a fair distance?
Why, you ask? Two reasons:
One, to give weapons to teammates more quickly. You have something your friend can use, you can toss it to him from across the room. Not really a big deal, but... it's cooler than throwing something on the floor and going "now come pick this up". Unless you're a jerk.
Of course, to prevent abuse (burdening teammates with junk they don't WANT or interrupting them while they're busy) accepting a thrown gun might require having your knife drawn and or facing the person who is throwing the weapon to you.
The second reason for a 'throw' feature is... because throwing guns at enemies is just kind of funny. Most weapons wouldn't do much damage at all, but might stagger (lesser) zeds on hit because... having a gun thrown in your face is just kind of bewildering, really. Throw in an achievement if you actually land the killing blow on something with the small amount of damage a gun to the face would do.
On the other hand, certain melee weapons could actually do enough damage when thrown to count as a viable attack. That leaves you short a melee weapon until you run over and pick it up again, but hey.... rule of cool, eh?
Realistically speaking, none of the melee weapons featured in KF1 would have been balanced for effective throwing... maybe the axe(s).. but if you're talking 'rule of cool' it's a well-known trope that throwing your melee weapon is 'always super effective'. :p
Afterthought: To prevent an exploit of repeatedly throwing and picking up a heavy weapon to move faster, throwing a weapon of X weight or greater should stop or slow you during the throw, to a degree proportional to the weapon's weight. So you could chuck a pistol on the run no problem but when you go to Caber-Toss a LAW at someone, you have to stop in your tracks and plant your feet for a sec.
Why, you ask? Two reasons:
One, to give weapons to teammates more quickly. You have something your friend can use, you can toss it to him from across the room. Not really a big deal, but... it's cooler than throwing something on the floor and going "now come pick this up". Unless you're a jerk.
Of course, to prevent abuse (burdening teammates with junk they don't WANT or interrupting them while they're busy) accepting a thrown gun might require having your knife drawn and or facing the person who is throwing the weapon to you.
The second reason for a 'throw' feature is... because throwing guns at enemies is just kind of funny. Most weapons wouldn't do much damage at all, but might stagger (lesser) zeds on hit because... having a gun thrown in your face is just kind of bewildering, really. Throw in an achievement if you actually land the killing blow on something with the small amount of damage a gun to the face would do.
On the other hand, certain melee weapons could actually do enough damage when thrown to count as a viable attack. That leaves you short a melee weapon until you run over and pick it up again, but hey.... rule of cool, eh?
Realistically speaking, none of the melee weapons featured in KF1 would have been balanced for effective throwing... maybe the axe(s).. but if you're talking 'rule of cool' it's a well-known trope that throwing your melee weapon is 'always super effective'. :p
Afterthought: To prevent an exploit of repeatedly throwing and picking up a heavy weapon to move faster, throwing a weapon of X weight or greater should stop or slow you during the throw, to a degree proportional to the weapon's weight. So you could chuck a pistol on the run no problem but when you go to Caber-Toss a LAW at someone, you have to stop in your tracks and plant your feet for a sec.
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