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my ideas for new hand to hand/melee mechanics.


ultimatelizardman
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A: evade/block attacks.

 

 

Y (while running towards an unaware or stunned opponent): tackle.

 

How are we going to run if A is used to block mercie_blink.gif ?

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DO 10 counters in 40 seconds, is that the Achievment?

I never completed this, it was too hard because the fighting was rediculous.

 

You can only counter one person like twice before his health is up, then there's no one else around because they ran off while I was fighting.

 

 

 

Yeah improve the melee and don't put tard achievments like this one in.

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DO 10 counters in 40 seconds, is that the Achievment?

I never completed this, it was too hard because the fighting was rediculous.

 

You can only counter one person like twice before his health is up, then there's no one else around because they ran off while I was fighting.

 

 

 

Yeah improve the melee and don't put tard achievments like this one in.

The achievement you're thinking of is Finish Him and it was 10 counters in 4 minutes not 40 seconds. It wasn't hard at all.

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The only problem i have with the controls OP is that grapples are broken once you've used your combo. imo i want to be able to grapple the peds "human shield" style and freely move about with them. Other than that, i think you got sometying going here.

 

Another thing is i think yhis should be implemented as a fighting 'style' so to speak, so that that different styles can incorporated the combo butttons (this way button-mash fighting doesnt become predictable and/or repetitive, 'specially online). ex: your list could be the default fight-club style fighting where B,B,B is left jab, right jab, uppercut, whereas the martial arts style would make B,B,B karate chop, elbow, spinning back fist instead.

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Algonquin Assassin

 

I say keep it the same as GTA 4. The clunkiness and randomness of it made it fun to just go around fighting random people. Sometimes killing them with 1 punch, sometimes full on fighting them.

Please tell me you're trolling. IV had one of the worst fighting systems I ever seen. SA had the best one. The controls were not sloppy and they reacted as soon as you press the button.

Why is someone a troll for a personal preference? Jeez. The guy is even an SA fan. confused.gif

 

I agree with him. I liked GTA IV's fighting because you couldn't beat up 10 dudes like some ninja. It was hard hitting and brutal IMO. Of course improvements are welcome however.

Edited by Miamivicecity
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I say keep it the same as GTA 4. The clunkiness and randomness of it made it fun to just go around fighting random people. Sometimes killing them with 1 punch, sometimes full on fighting them.

Please tell me you're trolling. IV had one of the worst fighting systems I ever seen. SA had the best one. The controls were not sloppy and they reacted as soon as you press the button.

Why is someone a troll for a personal preference? Jeez. confused.gif

 

I agree with him. I liked GTA IV's fighting because you couldn't beat up 10 dudes like some ninja. It was hard hitting and brutal IMO. Of course improvements are welcome however.

The reason I say that is. I'm on the PS3 and when I try to fight with someone the controls are slow and sloppy. If you get punch you will get hit another 4 or 5 times till he stops and couldn't counter. This is my experience when playing IV. I would of liked it better if I could control Niko better.

Edited by redx165
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Algonquin Assassin

 

The reason I say that is. I'm on the PS3 and when I try to fight with someone the controls are slow and sloppy. If you get punch you will get hit another 4 or 5 times till he stops and couldn't counter. This is experience when playing IV. I would of liked it better if I couldn't control Niko better.

I've owned the game on PS3 and now 360, but it's not that the controls are slow and sloppy. Niko just moves more realistically.

 

The fights are far more intense IMO because the opponents aren't pussies like they are in the GTA III era. I mean sure the system isn't the best, but it's meant to be simple and unforgiving. SA's system held the player's hand and made fights far too easy.

 

Though as I said improvements are welcome. I've been playing the TBOGT and the improvements are even noticeable in that. I'd love to see more grapples and what not, but unless the protagonist has a background in martial arts I'd rather it be kept to the unforgiving level of GTA IV while giving a bit more freedom without making it seem like a Sleeping Dogs clone.

Edited by Miamivicecity
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I do want an improved fighting system, but I don't want it to be too complex (as in too many fighting options) or too focused on, as it was in sleeping dogs.

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MosquitoSmasher
I say keep it the same as GTA 4. The clunkiness and randomness of it made it fun to just go around fighting random people. Sometimes killing them with 1 punch, sometimes full on fighting them.

Please tell me you're trolling. IV had one of the worst fighting systems I ever seen. SA had the best one. The controls were not sloppy and they reacted as soon as you press the button.

Why is someone a troll for a personal preference? Jeez. The guy is even an SA fan. confused.gif

 

I agree with him. I liked GTA IV's fighting because you couldn't beat up 10 dudes like some ninja. It was hard hitting and brutal IMO. Of course improvements are welcome however.

I see what you mean, but still it was too sluggish. It definitely felt raw and rather realistic, but still a bit too slow. Look at Bully, it's not like those fighting moves are incredibly fast and that stuff could be done in real life too. Comparisons to Sleeping Dogs are probably not correct, cause that game was mostly built for the melee fighting, really based on asian-cinema kung-fun flicks. But here comes the other part..sure it was realistic in IV, but i take fun over realism with certain things. So give my character more freedom in his fighting moves and at least make it more smooth and fast. Hopefully that's possible on this engine, where since GTA movements have been a bit sluggish in games like RDR and MP3. More sluggish than other games.

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ultimatelizardman

 

A: evade/block attacks.

 

 

Y (while running towards an unaware or stunned opponent): tackle.

 

How are we going to run if A is used to block mercie_blink.gif ?

by letting go of RT, then sprinting towards the opponent before pressing Y.

 

it would work like in GTA IV, where you can push somone by pressing B while not being locked on.

 

 

also, if you tackle a vehicle you should be able to grab on if it's moving, like the police sometimes do in GTA IV. mashing Y would allow you to hold on longer.

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Vice City Stories had a fighting system different to any GTA title so far that was fun and fairly advanced (well, in GTA terms anyway). You could break necks, grapple enemies, throw them off of buildings (in the situation), choose to kick or punch, and so forth. Lots of fun.

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All I want are some stealth mechanic like VCS. I loved how you could sneak up behind someone and crack their neck. I also hope there are 'executions' like in RDR where if you get close to a guy with a gun, they get straight headshotted. Also being able to slit a throat when equipped with a knife etc..

 

 

Edited by Frantz Fuchs
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ultimatelizardman

i was thinking about ways in which the hand to hand combat system could be improved from GTA IV to GTA V.

 

notes:

- controls are based on the Xbox 360 controller.

- the combat style is based on an older (40+) "out of shape" protagonist, and involves no acrobatics.

- you must hold down the LT to go into hand to hand mode.

- this IS NOT a wishlist thread, it's objective is to get constructive feedback on my ideas.

 

status effects:

 

- dazed: dazed opponents are vulnerable to powerfull attacks.

- stunned: when stunned an NPC will be vulnerable to the most powerfull attacks, and grapples.

- downed: a downed NPC is vulnerable to grapples.

 

 

BASE CONTROLS:

 

Y: grab an opponent/ grapple a stunned or downed opponent/ tackle an opponent while running.

 

B: punch/attack.

 

X: kick.

 

A: evade/block attacks.

 

 

unarmed techniques:

 

B: punch.

 

B, B: punch, punch.

 

B,B,B: punch, punch, punch.

 

B,B (hold): punch, heavy punch. (small chance to daze the opponent).

 

B (against a dazed or stunned opponent): heavy punch.

 

X: kick.

 

X (against a dazed opponent): upwards groin kick. (knocks the opponent down).

 

X (against a stunned opponent): leg sweep. (knocks the opponent down).

 

B, X: punch, knee strike. (pushes the opponent back).

 

Y,B: grab, headbutt. (dazes the opponent).

 

Y,X: grab, knee strike. (small chance to stun the opponent).

 

Y (against an armed opponent),Y: disarm and take the weapon. (leaves the player vulnerable, replaces the weapon of that type you're already in posession of)

 

Y (against an armed opponent),B: disarm and throw the weapon away. (leaves the player vulnerable).

 

 

unarmed grapples:

grapples must immediately be followed by an attack, once you stop attacking, the grapple breaks. trying to tackle an enemy in combat will result in your tackle being countered.

 

Y (against a stunned or downed opponent),B: grapple, punch. (ends grapple).

 

Y (against a stunned or downed opponent),B,B: grapple, punch, punch. (ends grapple).

 

Y (against a stunned or downed opponent),B,B,B: grapple, punch, punch, headbutt. (ends grapple).

 

Y (against a stunned or downed opponent),X: grapple, knee strike. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),B,X: grapple, punch, knee strike. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),B,B,X: grapple, punch, punch, leg sweep. (ends grapple and puts the opponent on the ground).

 

Y (against a stunned or downed opponent),B (hold): grapple, arm break. (instant K.O. but leaves the player vulnerable).

 

Y (against a stunned or downed opponent),Y: grapple, throw. (throws the opponent away).

 

Y (against a stunned or downed opponent),Y (near an enviromental hazard): grapple, enviromental attack. (instant K.O./kill).

 

Y (while running towards an unaware or stunned opponent): tackle.

 

 

unarmed counters:

like grapples, counters end when you stop attacking.

 

A (against an armed opponent),Y: evasion, disarm and take the weapon. disarm and take the weapon. (replaces the weapon of that type you're already in posession of).

 

A (against an armed opponent),B: evasion, disarm and throw the weapon away.

 

A (before an attack impacts),B: evasion, heavy punch. (dazes the opponent).

 

A (before an attack impacts),X: evasion, leg sweep. (knocks the opponent down).

 

A (before an attack impacts),Y,Y: evasion, grab, throw the opponent to the ground.

 

A (before an attack impacts),Y,B (hold): evasion, grab, arm break. (instant K.O. but leaves the player vulnerable).

 

A (before an attack impacts),Y,X (hold): evasion, grab, leg break. (instant K.O. but leaves the player vulnerable).

 

______________________________________________________________

 

 

knife techniques:

techniques used when equipped with any kind of knife.

 

B: slash.

 

B, B: slash, slash.

 

B,B,B: slash, slash, quick stab.

 

B,B (hold): slash, quick stab. (dazes and repels the opponent).

 

B (against a dazed or stunned opponent): stab.

 

B (hold): quick stab.

 

X: kick.

 

X (against a dazed opponent): upwards groin kick. (knocks the opponent down).

 

X (against a stunned opponent): leg sweep. (knocks the opponent down).

 

Y,B: grab, side stab. (repels the opponent, small chance to stun the opponent).

 

Y,X: grab, knee strike. (small chance to stun the opponent).

 

Y (against an armed opponent),B: disarm and throw the weapon away. (leaves the player vulnerable).

 

 

knife grapples:

grapples must immediately be followed by an attack, once you stop attacking, the grapple breaks. trying to tackle an enemy in combat will result in your tackle being countered.

 

Y (against a stunned or downed opponent),B: grapple, stab. (ends grapple).

 

Y (against a stunned or downed opponent),B,B: grapple, stab, stab. (ends grapple).

 

Y (against a stunned or downed opponent),B,B,B: grapple, stab, stab, stab. (ends grapple).

 

Y (against a stunned or downed opponent),X: grapple, knee strike. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),B,X: grapple, stab, leg sweep. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),B (hold): grapple, throat stab. (instant kill but leaves the player vulnerable).

 

Y (against a stunned or downed opponent),Y: grapple, throw. (throws the opponent away).

 

Y (against a stunned or downed opponent),Y (near an enviromental hazard): grapple, enviromental attack. (instant K.O./kill).

 

Y (while running towards an unaware or stunned opponent): tackle.

 

 

knife counters:

like grapples, counters end when you stop attacking.

 

A (against an armed opponent),B: evasion, disarm and throw the weapon away.

 

A (before an attack impacts),B: evasion, quick stab. (dazes the opponent).

 

A (before an attack impacts),X: evasion, leg sweep. (knocks the opponent down).

 

A (before an attack impacts),Y,Y: evasion, grab, throw the opponent to the ground.

 

A (before an attack impacts),Y,B (hold): evasion, grab, throat stab. (instant kill but leaves the player vulnerable).

 

A (before an attack impacts),Y,X (hold): evasion, grab, leg break. (instant K.O. but leaves the player vulnerable).

 

 

______________________________________________________________

 

 

one-handed cudgel techniques:

techniques used when equipped with any kind of one-handed blunt weapon.

 

B: swing.

 

B, B: swing, swing.

 

B,B,B: swing, swing, downwards swing. (dazes the opponent)

 

B,B (hold): swing, power swing. (dazes and repels the opponent).

 

B (against a dazed or stunned opponent): downwards power swing. (knocks the opponent down)

 

B (hold): power swing. (chance to daze the opponent)

 

X: kick.

 

X (against a dazed opponent): upwards groin kick. (knocks the opponent down).

 

X (against a stunned opponent): leg sweep. (knocks the opponent down).

 

Y,B: grab, pommel strike. (small chance to stun the opponent).

 

Y,X: grab, knee strike. (small chance to stun the opponent).

 

Y (against an armed opponent),B: disarm and throw the weapon away. (leaves the player vulnerable).

 

 

one-handed cudgel grapples:

grapples must immediately be followed by an attack, once you stop attacking, the grapple breaks. trying to tackle an enemy in combat will result in your tackle being countered.

 

Y (against a stunned or downed opponent),B: grapple, pommel strike. (ends grapple).

 

Y (against a stunned or downed opponent),B,B: grapple, pommel strike, pommel strike. (ends grapple).

 

Y (against a stunned or downed opponent),B,B,B: grapple, pommel strike, pommel strike, pommel strike. (ends grapple).

 

Y (against a stunned or downed opponent),X: grapple, knee strike. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),B,X: grapple, pommel strike, leg sweep. (ends the grapple and puts the opponent on the floor).

 

Y (against a stunned or downed opponent),B (hold): grapple, swing to the head. (instant K.O. but leaves the player vulnerable).

 

Y (against a stunned or downed opponent),Y: grapple, throw. (throws the opponent away).

 

Y (against a stunned or downed opponent),Y (near an enviromental hazard): grapple, enviromental attack. (instant K.O./kill).

 

Y (while running towards an unaware or stunned opponent): tackle.

 

 

one-handed cudgel counters:

like grapples, counters end when you stop attacking.

 

A (against an armed opponent),B: evasion, disarm and throw the weapon away.

 

A (before an attack impacts),B: evasion, pommel strike. (dazes the opponent).

 

A (before an attack impacts),X: evasion, leg sweep. (knocks the opponent down).

 

A (before an attack impacts),Y,Y: evasion, grab, throw the opponent to the ground.

 

A (before an attack impacts),Y,B (hold): evasion, grab, power swing to the kneecap. (instant K.O. but leaves the player vulnerable).

 

A (before an attack impacts),Y,X (hold): evasion, grab, leg break. (instant K.O. but leaves the player vulnerable).

 

 

added techniques for knives and cudgels (one-handed blunt weapons).

attacks for heavy one-handed blades and two handed weapons coming soon.

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Seems to complicated. It should be simpler. I don't really go around fighting other people when I play gta.

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MosquitoSmasher
All I want are some stealth mechanic like VCS. I loved how you could sneak up behind someone and crack their neck. I also hope there are 'executions' like in RDR where if you get close to a guy with a gun, they get straight headshotted. Also being able to slit a throat when equipped with a knife etc..

 

 

That would be cool and should be possible. It's not like those buttons are used for anything else at such moments, right? smile.gif

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All I want are some stealth mechanic like VCS. I loved how you could sneak up behind someone and crack their neck. I also hope there are 'executions' like in RDR where if you get close to a guy with a gun, they get straight headshotted. Also being able to slit a throat when equipped with a knife etc..

 

 

That's why RDR is awesome, over half of those are new to me as I played the game as a Good Guy.

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Whatever is going on with GTA V i just want R* to know that Sleeping Dogs Physics sucked Big Time i hope the IV Driving, Euphoria and Bullet Physics stay.

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ultimatelizardman
Whatever is going on with GTA V i just want R* to know that Sleeping Dogs Physics sucked Big Time i hope the IV Driving, Euphoria and Bullet Physics stay.

yes, the physics in sleeping dogs were horrible and kind of ruined the enjoyability of the game. hopefully rockstar will not make the same mistake in GTA V.

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  • 2 weeks later...
ultimatelizardman

added one-handed heavy bladed weapon techniques.

 

 

one-handed heavy blade techniques:

techniques used when equipped with any kind of one-handed blade other than a knife.

 

B: slash.

 

B, B: slash, downwards slash. (dazes the opponent)

 

B,B,B: slash, downwards slash, power stab. (dazes and repels the opponent)

 

B,B (hold): slash, power stab. (dazes and repels the opponent).

 

B (against a dazed opponent): power swing. (puts the opponent on the ground)

 

B (against a stunned opponent): power swing to the neck. (instant kill by decapitation or partial decapitation)

 

B (hold): hooked power stab. (puts the opponent on the ground, does massive damage)

 

X: kick.

 

X (against a dazed opponent): upwards groin kick. (knocks the opponent down).

 

X (against a stunned opponent): leg sweep. (knocks the opponent down).

 

Y,B: grab, pommel strike. (dazes the opponent).

 

Y,X: grab, knee strike. (small chance to stun the opponent).

 

Y (against an armed opponent),B: disarm and throw the weapon away. (leaves the player vulnerable).

 

 

one-handed heavy blade grapples:

grapples must immediately be followed by an attack, once you stop attacking, the grapple breaks. trying to tackle an enemy in combat will result in your tackle being countered.

 

Y (against a stunned or downed opponent),B: grapple, pommel strike. (ends grapple, dazes the opponent).

 

Y (against a stunned or downed opponent),B,B: grapple, pommel strike, hooked stab. (ends grapple, puts the opponent on the ground).

 

Y (against a stunned or downed opponent),X: grapple, knee strike. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),B,X: grapple, pommel strike, leg sweep. (ends grapple and has a chance of putting the opponent on the floor).

 

Y (against a stunned or downed opponent),Y: grapple, throw. (throws the opponent away).

 

Y (against a stunned or downed opponent),Y (near an enviromental hazard): grapple, enviromental attack. (instant K.O./kill).

 

Y (while running towards an unaware or stunned opponent): tackle.

 

 

one-handed heavy blade counters:

like grapples, counters end when you stop attacking.

 

A (against an armed opponent),B: evasion, disarm and throw the weapon away.

 

A (before an attack impacts),B: evasion, stab. (dazes the opponent).

 

A (before an attack impacts),X: evasion, leg sweep. (knocks the opponent down).

 

A (before an attack impacts),Y,Y: evasion, grab, throw the opponent to the ground.

 

A (before an attack impacts),Y,B (hold): evasion, grab, slash to the back of the head. (instant kill, leaves the player vulnerable).

 

A (before an attack impacts),Y,X (hold): evasion, grab, leg break. (instant K.O. but leaves the player vulnerable).

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hoping for more execution style moves, like RDR's knife mechanics and what would be more satisying than walking up behind someone and breaking their neck? or collapsing there skull with a rock? mmmmmmm delicious murder inlove.gif

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I agree that a few tweaks & additions to the fighting system would benefit/improve the game.

 

But Jesus Christ, @ultimatelizardman your ideas are WAY too complex - no need for all that.

I also think you possibly have way too much time on your hands.

 

I liked the way they did it in SA, if they could incorporate that sort of idea and update/improve it then I'd be happy with that.

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blowtorchrepair

I loved getting into street fights in LC. some of them got pretty intense.. the whole f'n hood would jump in sometimes.

 

But yeah, I like this idea and direction. I think it would make the fighting more fun. and there should be an MMA octagon or boxing ring where we can beat the hell out of each other in online multi-player.

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I say keep it the same as GTA 4. The clunkiness and randomness of it made it fun to just go around fighting random people. Sometimes killing them with 1 punch, sometimes full on fighting them.

Please tell me you're trolling. IV had one of the worst fighting systems I ever seen. SA had the best one. The controls were not sloppy and they reacted as soon as you press the button.

I don't think he is. I think the fighting in TBOGT was good enough that they added an underground fighting mini-game. I enjoyed it enough that I returned to it a few times, after it was introduced in a mission. I thought it was better than the fighting mechanics in L.A. Noire, Mafia 2 & Red Dead Redemption.

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I'm not crazy about all the button pressing combos, they always feel less like you're in control to me. Like you jam on the same button and different animations play. Even if you have one punch, one kick, one block, if it feels like you're in control it makes a more immersive experience to me.

 

The best hand to hand fighting I've ever played was the old Godfather game on ps2. Anyone play that too? Felt so immersive! You'd grapple by holding both shoulder buttons down (which makes sense in real life) and you'd swing by pulling back the joysticks and push forward to throw your punch. Hold your punch back and they'd cower in fear of the punch! Then to throw them into something you'd keep your grapple, swing them in a direction and let go of the grapple. Perfect! And it felt like you were totally in control of it.

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Wow, that was a ton of effort just to pretty much copy Sleeping Dogs control system in the end... lol... but I do hope they incorporate some of the melee combat in Sleeping Dogs. They nailed that pretty well.

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ultimatelizardman
Wow, that was a ton of effort just to pretty much copy Sleeping Dogs control system in the end... lol... but I do hope they incorporate some of the melee combat in Sleeping Dogs. They nailed that pretty well.

melee weapons did not have much in terms of combos and grapples/counters in sleeping dogs. also the physics in sleeping dogs were not good, which took a lot of enjoyment out of the combat system.

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ultimatelizardman
TL; DR

 

It should be like IV with smoother combat and better transitions between targets

you forgot the ability to hit multiple targets at once, which i planned on adding (although my system already allows you to throw one enemy into another).

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