Versous Posted September 19, 2012 Share Posted September 19, 2012 All I want to do is being able to disarm opponents, including cops! Link to comment Share on other sites More sharing options...
JoeJoeMcTwist Posted September 19, 2012 Share Posted September 19, 2012 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). The protag doesn't necessarily have to be a kung fu master. Just be able to take on multiple opponents more easily. In IV once you hot into a fighting stance it was hard to maneuver the character around, and fighting more than 2 opponents unarmed was difficult. A grapple mechanic would be cool, where you can hold an opponent a feed him punches and knees then through him into other opponents a la double dragon. Also there should be a melee button when holding a firearm so you can pistol whip, or rifle butt them silently. Link to comment Share on other sites More sharing options...
I Luke Posted September 19, 2012 Share Posted September 19, 2012 I think it would be improved massively with just a few simple combo's and better handling. Melee is almost useless in GTA because it's so clunky and horrible. In every situation, you use a gun which always ends up you getting in a car and driving away because of cops. Can't even walk down a street and have a decent fight for their hard earned cash they're carrying. Link to comment Share on other sites More sharing options...
HoboDealer Posted September 19, 2012 Share Posted September 19, 2012 As long as I can learn different various moves and styles like SA, I'll be happy. GTA doesn't need anything too complex. Link to comment Share on other sites More sharing options...
ultimatelizardman Posted September 20, 2012 Author Share Posted September 20, 2012 Melee is almost useless in GTA because it's so clunky and horrible. In every situation, you use a gun which always ends up you getting in a car and driving away because of cops. Can't even walk down a street and have a decent fight for their hard earned cash they're carrying. i agree the police in GTA IV ruined the fun or random "ped fights", they should respond much less agressively to fistfights in GTA V. Link to comment Share on other sites More sharing options...
jamieleng Posted September 20, 2012 Share Posted September 20, 2012 Melee is almost useless in GTA because it's so clunky and horrible. In every situation, you use a gun which always ends up you getting in a car and driving away because of cops. Can't even walk down a street and have a decent fight for their hard earned cash they're carrying. i agree the police in GTA IV ruined the fun or random "ped fights", they should respond much less agressively to fistfights in GTA V. Yeah they should behave the way they did at the end of Rocky V. Hold the gathering crowd back & arrest the loser. Link to comment Share on other sites More sharing options...
ultimatelizardman Posted September 23, 2012 Author Share Posted September 23, 2012 Yeah they should behave the way they did at the end of Rocky V. Hold the gathering crowd back & arrest the loser. i was thinking they should behave in a more ralistic manner; they should break up fights but not arrest anyone unless a weapon is being used. Link to comment Share on other sites More sharing options...
Finn 7 five 11 Posted September 23, 2012 Share Posted September 23, 2012 (edited) Funny, i made this exact topic over a year ago with similar ideas, always wanted a combat mode, GTA fighting mechanics should be much more in-depth, a proper fighting system would be brilliant. Just searched actually i didn't make this topic, but i think i might still have the draft of the topic saved somewhere. Edited September 23, 2012 by finn4life Link to comment Share on other sites More sharing options...
dinoSAUR230 Posted September 23, 2012 Share Posted September 23, 2012 MY Idea for a new combat system L stick move -- R stick camera Square/X -- Counter LEFT Triangle/Y -- Strike Circle/B -- Counter RIGHT X/A-- Dodge - Double tap to break a grab Strikes are all contextual, depending on the position of you, your opponent(s) and the environment. Counters are used depending on which hand/foot the attacker is using to punch/kick you. Dodges are used instead of counters when fighting enemies with baseball bats, in which case you must press A+B or A+X depending on which side they are swinging from. Enemies with knives/broken bottles take TWO Presses on the counter button. Enemies might make more than one attempt to hit you before you can deliver a counter in which case you will have to keep hitting to counter button, again depending on the hand/foot used by the opponent. Some Examples using PS3 controls: One Enemy tries to punch player with his right hand. Player presses Circle, immediatly the opponent follows up with a punch with his left hand, player presses Square, finally the opponent tries to kick the player with his right leg, player presses Circle, then Triangle......... An enemy grabs player from behind as two knife-wielding thugs attempt to stab him, both holding their knives in their right hands, player quickly double-taps X then taps circle four times....You get the picture. Your combo can be built up, but there are no specials/insta takedowns. But as your combo builds up your character animations will start to get less Niko Bellic and more Bruce Lee. The quicker you are with the counter button, the more brutal/effective your counter will be, and the more chance there will be of a stun/knockdown/disarm/knockout of your enemy, the quicker you are at striking, the less chance you enemy will absorb the blow/block it. The former chances go up and the latter go down as your enemies get more tired/battered. Different types of enemies could be faster/more resiliant etc. Don't know how this would actually work, no way to test it, but it seems pretty good to me - it relies on speed and awareness of your opponent. It does sound pretty difficult to learn. There could be icons above each enemy which appear/disapper telling you when/what to counter, of course these could be turned off later for ultimate badassery. Combine that with optional slow-mo effects, blood/injury physics, new bone-cruching/nose-breaking sound effects and this sounds like a good system IMO. Link to comment Share on other sites More sharing options...
ultimatelizardman Posted September 23, 2012 Author Share Posted September 23, 2012 MY Idea for a new combat system L stick move -- R stick camera Square/X -- Counter LEFT Triangle/Y -- Strike Circle/B -- Counter RIGHT X/A-- Dodge - Double tap to break a grab Strikes are all contextual, depending on the position of you, your opponent(s) and the environment. Counters are used depending on which hand/foot the attacker is using to punch/kick you. Dodges are used instead of counters when fighting enemies with baseball bats, in which case you must press A+B or A+X depending on which side they are swinging from. Enemies with knives/broken bottles take TWO Presses on the counter button. Enemies might make more than one attempt to hit you before you can deliver a counter in which case you will have to keep hitting to counter button, again depending on the hand/foot used by the opponent. Some Examples using PS3 controls: One Enemy tries to punch player with his right hand. Player presses Circle, immediatly the opponent follows up with a punch with his left hand, player presses Square, finally the opponent tries to kick the player with his right leg, player presses Circle, then Triangle......... An enemy grabs player from behind as two knife-wielding thugs attempt to stab him, both holding their knives in their right hands, player quickly double-taps X then taps circle four times....You get the picture. Your combo can be built up, but there are no specials/insta takedowns. But as your combo builds up your character animations will start to get less Niko Bellic and more Bruce Lee. The quicker you are with the counter button, the more brutal/effective your counter will be, and the more chance there will be of a stun/knockdown/disarm/knockout of your enemy, the quicker you are at striking, the less chance you enemy will absorb the blow/block it. The former chances go up and the latter go down as your enemies get more tired/battered. Different types of enemies could be faster/more resiliant etc. Don't know how this would actually work, no way to test it, but it seems pretty good to me - it relies on speed and awareness of your opponent. It does sound pretty difficult to learn. There could be icons above each enemy which appear/disapper telling you when/what to counter, of course these could be turned off later for ultimate badassery. Combine that with optional slow-mo effects, blood/injury physics, new bone-cruching/nose-breaking sound effects and this sounds like a good system IMO. i quite like it, it looks like it was inspired by the combat systems from batman: arkham asylum and sleeping dogs. Link to comment Share on other sites More sharing options...
ultimatelizardman Posted September 24, 2012 Author Share Posted September 24, 2012 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 and "coups de grâce". wounds: - bleeding: NPC constantly loses HP untill they collapse and die, cannot run. - broken arm: melee damage and attack speed -30%, shooting accuracy -20%, reload speed - 40%. (for each arm) - broken leg: cannot kick or run, - 45% movement and attack speed. 2 broken legs causes instant K.O. - broken skull: NPC is disoriented and will eventually collapse, cannot run. - broken ribs: melee damage taken + 80%, cannot run. note: firearms can also cause wounds, the chance of them doing so is based on their power (penetration) level (low = 20%, med = 40%, high = 70%, very high = 100%, maximal = 100%). _______________________________________________________________ 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 (opponent may bleed to death). 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, oppoent may bleed to death). 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, opponent may bleed to death). Y (against a stunned or downed opponent),B,B: grapple, stab, stab. (ends grapple, opponent may bleed to death). Y (against a stunned or downed opponent),B,B,B: grapple, stab, stab, stab. (ends grapple, opponent my bleed to death). 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, opponent may bleed to death). 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. (dazes and repels 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, high swing. (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). ____________________________________________________________________ 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 opponen, opponent my bleed to death) B,B (hold): slash, power stab. (dazes and repels the opponent, opponent may bleed to death). 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, opponent will most likely bleed to death) 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 and repels 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, opponent may bleed to death). 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, high power swing. (dazes the opponent, small chance to kill instantly). 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). ____________________________________________________________ two-handed blunt techniques: techniques used when equipped with any kind of two-handed blunt weapon (i.e: baseball bat). B: swing. B, B: swing, swing. (chance to daze the opponent by breaking thier skull) B,B (hold): swing, low power swing. (high chance to break legs). B (against a dazed or stunned opponent): downwards power swing. (breaks the skull, instant kill). B (hold): high power swing. (stuns and repels the opponent, chance to break the skull, slow) 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, punch. (repels the opponent, chance to stun). 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). two-handed blunt 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, high swing. (ends grapple, can break the skull). 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 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. two-handed blunt 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, low swing. (puts the opponent on the ground). 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 legs. (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). ____________________________________________________________ two-handed blade techniques: techniques used when equipped with any kind of two-handed sharp weapon (i.e: katana). B: swing. B, B: swing, high swing. (chance to kill instantly). B,B (hold): swing, thrust. (puts the opponent on the ground, oppoent may bleed to death). B (against a dazed or stunned opponent): high power swing. (instant kill, potential decapitation). B (hold): power swing. (high chance to dismember, slow) 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, repels 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). two-handed 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). 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, high swing. (ends grapple, small chance to kill instantly). 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 kill but leaves the player vulnerable, decapitation). 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. two-handed 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, high swing. (puts the opponent on the ground, chance to kill instantly). 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, impale. (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). finished the system. 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Nun0567 Posted September 24, 2012 Share Posted September 24, 2012 ^^^^ How much time do you have in your hands? Link to comment Share on other sites More sharing options...
rendub Posted September 24, 2012 Share Posted September 24, 2012 So whichever button combination I press, I'll get something? Geez, I'll stick to keyboard and mouse. Link to comment Share on other sites More sharing options...
StoleYoNick Posted September 24, 2012 Share Posted September 24, 2012 Yeah, man. I really like this. I doubt (given all the ideas that must float across the developer's table) that they'll get this in-depth with the melee mechanics, but it would sure be nice to see combos. There have been many times in GTA IV when I've wished to have a grab / grapple function--mainly to grab women's asses, but I digress. :-) It would make it a whole lot easier for me to mug people if I could just grab em up and drag em into a dark alley. Love talking about this stuff! We must really be dying for V! Link to comment Share on other sites More sharing options...
ultimatelizardman Posted September 25, 2012 Author Share Posted September 25, 2012 the "physics force" of melee attacks also needs a massive upgrade, it was a disgrace that you could not even kick a trash can over in GTA IV. "physics force" should be determined by the weight of melee weapons and the type of attack, also kicks should generate much more "physics force" (and do more damage) than punches. generally, kicking a trash can or other "medium weight" physics item should send it up off the ground and, possibly either stun or knock an opponent over if it makes contact with them. you could even be able to kick items such as wardrobes over, and onto your enemies/unsuspecting NPCs, doing massive damage. a simple way of facilitating these enviromental attacks would be to automatically direct kicked items towards your currently "locked" target. Link to comment Share on other sites More sharing options...
Triple Vacuum Seal Posted October 19, 2012 Share Posted October 19, 2012 I'm quite a fan of the UFC and martial arts in general (but particularly Brazilian Jiu Jitsu and Muay Thai). Many of the worlds best fighters flock to MMA gyms based in the southwestern United States (California, Nevada *Las Vegas*, Arizona, and New Mexico) for training. Just to name a few prominent fighters train(ed) in the area... Anderson Silva Carlos Condit Dan Henderson Nick and Nate Diaz Royce Gracie Ken Shamrock Chuck Liddell Tito Ortiz Dominick Cruz GTAV in SoCal + desperate need for an improved fighting system + bringing back the GTASA features + MMA growing in popularity = interactive parodies of the MMA gyms for the protag to train in GTAV What do you guys predict? We might even see grappling introduced into the fighting system as well. "shut up, sit down, relax" Link to comment Share on other sites More sharing options...
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