How about this cool shock combo idea

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How about this cool shock combo idea?


  • Total voters
    14

Bullet10k

New Member
Apr 9, 2005
639
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You shoot a shock core with the shock beam and it shock combo's...In addition to that...

If the player gets hit with the shock core and then you hit the same player with the shock beam, the player get's totally shock comboed from the inside, because of the reaction of the shock beam hitting the shock core particles on the player's body. Kinda makes sense too doesn't it?

But to make it balanced, you have to hit the player with the shock beam within the first 0.5 secs or so after the player has been hit with the shock core. I don't know about the "0.5 secs" number, you're going to have to fiddle around with it till it's right, but basically you gotta get it within your first shot and quickly. And also how about maybe, the sooner you hit the player with the shock beam, the more effective the combo is (like say somebody else shot the shock core and you shot the beam within 0.1sec)?

So what you think?
 
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Selerox

COR AD COR LOQVITVR
Nov 12, 1999
6,584
37
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TheUKofGBandNI
selerox.deviantart.com
*fzzzzzt* Oh shi.... *CRUNCH*

Bullet10k said:
You shoot a shock core with the shock beam and it shock combo's...In addition to that...

If the player gets hit with the shock core and then you hit the same player with the shock beam, the player get's totally shock comboed from the inside, because of the reaction of the shock beam hitting the shock core particles on the player's body. Kinda makes sense too doesn't it?

But to make it balanced, you have to hit the player with the shock beam within the first 0.5 secs or so after the player has been hit with the shock core. I don't know about the "0.5 secs" number, you're going to have to fiddle around with it till it's right. Or how about maybe, the sooner you hit the player with the shock beam, the more effective the combo is?

So what you think?

How about making the gib-bo more powerful the longer you leave it before firing? So if you hit the guy as soon as the ball hit him, it'd be weaker than if you waited for that little bot longer (0.4sec for example) and then hit him. I'd take some timing, but it'd add an extra dimension to it.

I'm not sure how good it'd be in the game as a whole, but it'd make a fun mutator if nothing else :)
 

Bullet10k

New Member
Apr 9, 2005
639
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Selerox said:
How about making the gib-bo more powerful the longer you leave it before firing? So if you hit the guy as soon as the ball hit him, it'd be weaker than if you waited for that little bot longer (0.4sec for example) and then hit him. I'd take some timing, but it'd add an extra dimension to it.

I'm not sure how good it'd be in the game as a whole, but it'd make a fun mutator if nothing else :)
YEA, that would be real cool, but the thing is, I can already imagine many people whining about the latency of the shot, because the beam will be shot AFTER you let go of the mouse button, which would make the shot a teeny bit late. But it would work if say there's some sort of additional alternate fire mode - A bindable key for those that don't have 3 button mouses (not many people do), and when you hold that key, you can then charge both the beam and cores using mouse buttons, allowing for some superb massive combo's when both are charged. :) And there should be a limit to how much you can charge and they shouldn't let go automatically like the rockets do, but only when you let go of the mouse button.
 

Majik

blargh
Jun 24, 2004
1,040
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Denmark
Interesting, but I think it's already ridiculously overpowered as it is.

It could also potentially lead to many totally incidental ultra shock combos, or whatever you'd call it, when people, while trying to do a normal combo, miscalculate direction and/or timing when firing the initial shock core, thus hitting their target directly and subsequently hitting them with the beam.
 

Bullet10k

New Member
Apr 9, 2005
639
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You know what...AFTER REALLY THINKING ABOUT IT, I don't think it could work really, like I mean everyone would overuse shock because it would also be a closerange weapon, in addition to midrange and longrange weapon, and hitting the player with the core and then the beam usually occurs as your own mistake timing it.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
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The Nicest Parts of Hell
Yeah, it would take some of the skill out of using the shock combo, because the closer you get to the target with the core, the more damage they take, but it also gives them a better shot at taking the core, for less damage, so the combo can't complete. A guy I LAN with makes an art out of that. He grabs the cores like pac-man eating power pills, because that's usually safer then seeing if it combos.
 

1337

1337
Jun 23, 2004
1,337
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www.jumpinjuggernuts.com
-AEnubis- said:
Yeah, it would take some of the skill out of using the shock combo, because the closer you get to the target with the core, the more damage they take, but it also gives them a better shot at taking the core, for less damage, so the combo can't complete. A guy I LAN with makes an art out of that. He grabs the cores like pac-man eating power pills, because that's usually safer then seeing if it combos.
If cores didn't interact with players, this would better favor your pac-man friend. In my experience, whenever someone catches a core that was intended to be combo, they are hit with primary shock right after. The core does a lot of momentum and if you catch it you are most likely going to get hit with a primary shock afterwards no matter how hard you press your strafe buttons. :lol: So that would be 85 damage. How close do you have to be to a combo to get 85 damage worth of it?

If someone was intending to do a combo but the core passed through the opponent, because the opponent penetrated the potential shock combo radius, then that someone would have a hard time detonating the core because the core is behind the opponents hitbox, plus the core didn't pushback the opponent off his feet.

You would still be able to detonate cores within other players because the core is still a potential combo when it partially enters players' hitbox.

*edit* also having cores not interact with players would lessen the effectiveness of close-range shock
 
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-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
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The Nicest Parts of Hell
I think it's balanced fine like it is. At current, the core speed is slow enough, the defender doesn't need much more to "help" him. That and... core juggling rules.

I personally, don't really like the idea of firing anything that doesn't interact with players. It just wouldn't feel right. There would also be a fair amount of variance, where the core isn't always going to perfectly be eclipsed by the player, and you can shoot around the players hit-box. Them taking the 85 damage though, is still deseved if you can hit them at any decent range with that slow moveing core. Right now, you don't see people miss the beam much, because there is no point to try. If they hit with the core, they adjust their shot for the player, but if the core didn't resolve, they would prolly still be trained on the core, and det the combo, not disimilar from shooting around the shield.
 

edhe

..dadhe..
Jun 12, 2000
3,284
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Scotland
www.clanci.net
I just want better combos back. And for the love of god please include some reward for doing 'movers'! Combos at the moment are ok, but throw in some percentage increase in relation to how much movement you've done + angle change on the ball since firing it to combo it and i'd like to see some uber-gibbage. maybe a 1.5x diameter increase and 2x internal to diameter power increase for a good mover. Go 180 (it's possible with an xloc, but utterly useless in combat) and get an ion cannon sized kaplooey.

We've been doing movers for years, only to be dissapointed in 2k* when they survive such taxing moves.
 

Swerto

The Founder Of The PL4Y4 H474Z
Jul 29, 2005
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Could work if it happens as soon as the shock core hits the person... meaaning this needs to be a two persond deal... gets the easy kills down...
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
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The Nicest Parts of Hell
Heh, yeah, moving combos yeild enough of their own reward. That whole, not getting hit thing is nice, not to mention how cool it looks from both sides when you do one.

We really don't need anything to make shock stronger. It's aruabley already the most powerful weapon in the game, because of it's versitility. At the same time, it's signature unreal, so I wouldn't want it nerfed either.

Drop that cheezy ass beam RoF, tweak the projectile collision for cores, and balance core speed, and combo radius to the new movement. Life will be good.
 

T2A`

I'm dead.
Jan 10, 2004
8,752
0
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Richmond, VA
edhe's idea sounds cool. In addition, shock cores should be able to be shot through with other weaponry (at least just the lightning). I'm so amazingly tired of being hit with a standing shock combo because I can't get around the thing quick enough to land a powerful enough hit to kill the guy before he sets it off. I want to be able to headshot the f*ck out of the guy right through his core when he can only do standing combos... Either let us shoot through the cores or slow them a little. Standing still is very dangerous in this game; why should you be able to hide behind a wall of indestructible shock cores?
 
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-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
36
44
The Nicest Parts of Hell
uh... if you strafe to one side of the core, and the "comboer" is standing still, you can easily get an angle. I conciously try to use my shock cores defensively in that manner, and get them shot around all the time. I usually have to shoot 3 cores, and move to keep a straight line between said 3 points (me, core, target). Even then I get shot in the foot sometimes.