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  1. #1

    A Useful Combat System And Parkour

    The ONLY thing I really don't like about Division 1 is that it doesn't have a "valid" hand to hand combat system...and no, pistol whooping and a slap with an AK doesn't count. Let's just be real, this is a 3rd person game and it should COMPLETELY play as such. Think about it, we have cover to cover, a basic dodge roll, and VERY basic parkour so the ONLY thing really missing is to be able to effectively engage an enemy up close in hand to hand combat....and no, not like Star Wars Battlefront 2 lol. It could be simple or complexed but WE AS GAMER AND FANS OF THIS TITLE NEED THIS IN DIVISION 2. A simple approach is to do what "Army of Two" did, your attack or takedown animation varied depending on the amount of aggro you had OR you guys could just make 10 to 15 different takedown animations depending on the player and enemies position. Now these takedown animations don't necessarily HAVE to be instant kills, we just need them as an "effective" way to quickly engage the enemy in order to create a little distance between us and buy us time to get back in cover while doing a little damage at the same time. A complexed way would be to do what Naughty Dog did with Uncharted 4. The "square button" (PS4) and "X button" (X-Box One) was the Melee AND Reload button while "triangle button" (PS4) and "Y button" (X-Box One) was the counter attack button. Uncharted 4's melee system was "situational," meaning that your fighting animations changed depending on where you were. If you were out in the open, you engaged the enemy with fighting animations generated randomly. If you were near a wall, your character would engage the enemy in an effort to drive them to the wall and finish the assault. If the enemy was behind cover or some type of object, the player's character would leap over the object while attacking at the same time and continue the assault. There are many possibilities here in which you guys could even combine these two combat methods and make something unique. What ever it is, we just DESPERATELY need a "valid" combat system. While the Uncharted 4 way may be difficult for PvP for it's complexity and many counter attack situations, if you guys use BOTH methods being that the Army of Two combat method takes point but becomes situational like the Uncharted 4 method, you can just make the "Pain Animations" universal for Players and Enemies and the problem is solved.

    While I know this game has parkour in it, it would be GREAT if we could select different parkour styles or animation sets during character creator. The Division 1's parkour is DRASTICALLY basic and it would be a BIG win if we as players could add spice to our characters by changing their parkour animations. No, there doesn't have to be like a million set, you could have like 3 or 4 animation sets. One set could be the default set already used in Division 1. A second set could be a more advance parkour animation set to where it's still basic but more stylish than the regular one. Another set could be the stylish set to where the character looks very stylish and confident when they traverse terrain like DJ does in Watch Dogs 2. A final set could be and unorthodox animation set where the character is stylish AND unpredictable with how they traverse the terrain as they do a little extra stylish animations as they move around. Alot of people that I play this game with and even those I have me in this game have all said that a combat system and better looking parkour would really turn this game up. Think about it, we're going to be playing this game for at least as long as Division 1 or even longer and this will help KEEP gamers in tune with the game JUST off of these two MAJOR additions alone. You guys have done a good job with bringing players BACK to The Division 1, myself included, and THESE additions will play a BIG part in assuring players dont leave and let this game sit on the shelf. I PROMISE you that new gadgets and guns are NOT enough to keep gamers in tune. Adding this combat system and multiple parkour animation choices ALONG WITH new guns and gadgets, now that sounds like a sequal to me.
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  2. #2
    agentCoats's Avatar Senior Member
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    Gawd no..... no parkour.... I have Dying Light for that!

    As for the hth combat..... no comment!

    Lets face it, the dev team have a had a difficult time getting gunplay balanced and "right" in TD1..... Im sure they have enough to get on with.
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  3. #3
    More hand to hand melee movements is a must! We could have melee weapons and different movement for each melee weapon! Somebody has already given this idea in the Division 1 forum!

    I would like a backwards roll to dodge enemy's melee attacks too! We could dodge and yet keep aim upon enemies!
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  4. #4
    Originally Posted by agentCoats Go to original post
    Gawd no..... no parkour.... I have Dying Light for that!

    As for the hth combat..... no comment!

    Lets face it, the dev team have a had a difficult time getting gunplay balanced and "right" in TD1..... Im sure they have enough to get on with.
    I don’t think we would have to worry about parkour in the game. It was popular in GTA Online for a little while and then died off. I hopefully glad they don’t include something like that in D2.
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  5. #5
    agentCoats's Avatar Senior Member
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    Originally Posted by agentCoats Go to original post
    Gawd no..... no parkour.... I have Dying Light for that!

    As for the hth combat..... no comment!

    Lets face it, the dev team have a had a difficult time getting gunplay balanced and "right" in TD1..... Im sure they have enough to get on with.
    Originally Posted by Natfrog Go to original post
    They got "gun play" right in TD1? I do not feel this way at all. Silent sniper rifles do not feel good at all. I can literally be 40 meters back with a sniper that can't do damage because I didn't add "range" mods to my gun that should already have ammo that can reach MUCH farther. I have an LMG that shoots the same exact bullet as an assault rifle but doesn't do anywhere near the damage. That isn't getting "gun play" right in my eyes. The same bullet should have the same destructive power within reason of the platform it shoots out of. Longer barrels can increase accuracy but will lower stability and increase recoil. Supressors do not lower muzzle velocity and I have seen tests with electronic measuring devices that actually show it increases velocity.
    The clue is in the bold.....
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  6. #6
    gt2k's Avatar Senior Member
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    Originally Posted by Natfrog Go to original post
    I don't understand your meaning. The way i read it is you think after all the struggle it is currently right. Is that not what you are saying? Read above at my post again. I do not think even to this day that it is "right". Not saying it is easy just making a general statement.
    sarcasm and you missed it.
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  7. #7
    sgtnogo's Avatar Senior Member
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    Actually a reasonably powerful melee system would have stopped the chicken dance early. If you close to knife fight range, you get chicken slapped, or knifed.
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