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Vanguard Heavy Melee.


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#76
Omega-202

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Schneidend wrote...

Omega-202 wrote...

My only issue with the version from the video is the lack of a follow through. The character seems to pull the end of his punch unnaturally as if he just punched a brick wall instead of punching through his target.

Take a look at any boxer delivering a right hook. His fist doesn't hit the opponents face and stop. Its especially jarring in its current incarnation because the enemy isn't always exactly where the fist comes to a halt.


Push-punching is for amateurs. Snap punching is where it's at. Shep snap punches for maximum effectiveness and energy efficiency.


Except he doesn't snap punch either.  He reaches his "target" and then just holds his fist there.  If it was a quick rabbit punch or something like that, fine.  But he's going for a huge right and then just hits an invisible wall.  

#77
crimzontearz

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am I the only one who was hoping for a phase punch?

#78
Schneidend

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Omega-202 wrote...
Except he doesn't snap punch either.  He reaches his "target" and then just holds his fist there.  If it was a quick rabbit punch or something like that, fine.  But he's going for a huge right and then just hits an invisible wall.  


Probably because the power of a reality-warping energy field hurls the victim away. As long as they're not touching your fist, you don't really need to snap back.

#79
karthikc

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Schneidend wrote...

Omega-202 wrote...
Except he doesn't snap punch either.  He reaches his "target" and then just holds his fist there.  If it was a quick rabbit punch or something like that, fine.  But he's going for a huge right and then just hits an invisible wall.  


Probably because the power of a reality-warping energy field hurls the victim away. As long as they're not touching your fist, you don't really need to snap back.


Any reason you are defending this vanguard melee animation?

#80
Schneidend

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karthikc wrote...

Any reason you are defending this vanguard melee animation?


Brace yourself for this earth-shattering revelation, mortal...I like it!

#81
KainrycKarr

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100k wrote...

karthikc wrote...

Click for animation:
Posted Image


In my opinion its the best one. Yes, it is sort of similar to the Adapt palm, but the fact that it has an enviromental effect (throws the enemies away) makes it even better.


I like it more than the Adept. I hope this is what we(Vanguards) get in the final vision.

#82
karthikc

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Schneidend wrote...

karthikc wrote...

Any reason you are defending this vanguard melee animation?


Brace yourself for this earth-shattering revelation, mortal...I like it!


Heh. I like it too, a lot. I do concede its faults though, such as the missing followthrough. The sweet thud of punching an enemy across the room is soured by the canned animation that plays when you miss. :(

Anyway, if you like making up an in-universe theory for why the player is punching a wall, more power to you. 

#83
Schneidend

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karthikc wrote...

Heh. I like it too, a lot. I do concede its faults though, such as the missing followthrough. The sweet thud of punching an enemy across the room is soured by the canned animation that plays when you miss. :(


This problem would only be compounded if Shepard followed through, causing his upper body to clip into enemies and robots.

Anyway, if you like making up an in-universe theory for why the player is punching a wall, more power to you. 


Snap punching is a real thing, and biotic fields throwing people across rooms was in Mass Effect before I even knew what Mass Effect was, so...

#84
KainrycKarr

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I don't know about other styles, but when I was in Yoshukai, we were taught that it actually hurts more to "snap" punch than to push-punch. A push punch is more to simply move the opponent or get them off-balance, a snap-punch is supposed to be more physically damaging.

Is this true? No idea. But that's what the sensei told us.

#85
Overlord Zakaru

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While I prefer the omni-blades, I actually like the biotic punch.

Right after i yell "Shepard CHAARRRRGE!" I can follow up with "Shepard PAUNCH!"
Though it looks like it could use a little tweaking in the animation.

#86
Schneidend

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KainrycKarr wrote...

I don't know about other styles, but when I was in Yoshukai, we were taught that it actually hurts more to "snap" punch than to push-punch. A push punch is more to simply move the opponent or get them off-balance, a snap-punch is supposed to be more physically damaging.

Is this true? No idea. But that's what the sensei told us.


Whether or not it's more damaging I don't know, but there is a recognizable difference between the way snap-punching and push-punching affects what you're hitting. If you're properly snap-punching a bag, it will wobble like it's having a seizure, whereas if you're push-punching the bag obviously gets pushed back and away from you.

The theory goes in boxing that a punch that causes your opponent's head to violently shudder is more likely to knock them out or disorient them, while a push-punch shoves your opponent away and allows them to react more easily.

#87
Link Ashland 614

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Huh, that's awesome!! Wonder how it's gonna sound like.

#88
Guest_AwesomeName_*

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I've said it before, and I'll say it again:

Posted Image

Yes.

#89
A Great Biotic Wind

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AwesomeName wrote...

I've said it before, and I'll say it again:

[Image]

Yes.


So what would happen if a Vanguard tried that on a Mech? 

Also, I've seen one big detail that differentiates the Vanguard's melee from the Adept's. After the Vanguard Punch, the enemies are thrown a lot farther (adepts use warp punch, while vanguards use throw maybe?) .This works great for Charging). Though I would prefer a more unique animation, maybe like a backwards spinning punch.

Modifié par A Great Biotic Wind, 10 novembre 2011 - 12:08 .


#90
karthikc

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A Great Biotic Wind wrote...

So what would happen if a Vanguard tried that on a Mech? 

Also, I've seen one big detail that differentiates the Vanguard's melee from the Adept's. After the Vanguard Punch, the enemies are thrown a lot farther (adepts use warp punch, while vanguards use throw maybe?) .This works great for Charging). Though I would prefer a more unique animation, maybe like a backwards spinning punch.


How far enemies are thrown is simply a question of whether they are shielded, does not change depending on the class.

If I'm wrong, I'd like to see some proof. The only adept video I've seen was too low quality to make out anything.

Nevermind, I was wrong.

if you're right, BW have it backwards, don't they? The adept is the one who needs to create some distance between herself and her enemies. The vanguard is better served by enemies not sent flying.

Modifié par karthikc, 10 novembre 2011 - 12:38 .


#91
Night Wraith

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So vanguards have gone to the Captain Falcon school of hand to hand combat?

#92
RPGamer13

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A Charged Uppercut like the Flaming Shoryuken from SFIV or the one Beowulf/Gilgamesh attack from Devil May Cry 3 and 4 would have been much cooler.

Dark Souls also copied the DMC uppercut with their Dragon Bone Fist weapon.

#93
The Unfallen

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This video has been removed by the user.
Sorry about that.

#94
karthikc

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The Unfallen wrote...

This video has been removed by the user.
Sorry about that.


Here you go:

karthikc wrote...
Click for animation:Posted Image



#95
Kakita Tatsumaru

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karthikc wrote...

Schneidend wrote...

Omega-202 wrote...
Except he doesn't snap punch either.  He reaches his "target" and then just holds his fist there.  If it was a quick rabbit punch or something like that, fine.  But he's going for a huge right and then just hits an invisible wall.  


Probably because the power of a reality-warping energy field hurls the victim away. As long as they're not touching your fist, you don't really need to snap back.


Any reason you are defending this vanguard melee animation?

To me it's the best heavy melee so far, I want it for my Adept...Posted Image