Im split. While i like the idea of hand to hand combat i find i hard to see applied in a good way.
Like Jermtheory said having some long over stylized scripted one hit kill would not work in a game that focuses alot on PVP. I wouldnt like to be stuck in a animation while under attack.
However a "stealth kill" where you walk up behind a player and slit his throat would be cool, but its usefullness would be questionable in pvp as potential allies would instantly know where you are making stealth void or extremely limited in practice.
That said, seeing as ammunition is limited, even if you are supplied with two pools of ammo(primary weap/sidearm with seperate pools) you might get in a situation where you simply run out of ammo. In this instance there should be some form of attack, tho limited, that did not rely on ammunition. and a hand to hand type is for me a viable option. Might add some kind of rpg system around it with gear that enhances dmg(brass knuckles etc.) or skills(or talents).
But for me that is it. Some form of more advanced hand to hand combat is extremly hard to get to work well, even games focusing on melee combat(mideval combat or whatever its called) struggles to get it to work in a good(dont get me wrong, good function but not great or realistic) way. then in a game where it might be useful in 10% of combattime, then you should focus more on other more inportant stuff. A regular pistolwhip will work for me.
Edit: some form of finishing move would be cool tho, after knocking people down(i think you see that in the companion vid) you can make a finishing move if youre close enough either with your weapon(costs ammo) or melee(no ammo cost but might take longer or require you to be closer). it would be a cool build that runs qcb with a charge type ability that knocks a person down and then you stab them in the chest or blow their brains out with a shotgun while their down. would require alot of skill to pull off. but fun.
Yes. Insta-kill on stealth for everyone and front facing h2h needs button presses and a skill tree. The game seems to be more the type that encourages you to fight from cover and any asshat who breaks from cover to try and COD knife someone would get turned into paper machie pretty quickly. In terms of a skill tree it would be more of a branch on the limb of CQC in general, i.e. shotguns, smgs, and point shooting (firing from the hip) would be other branches. And since this is an rpg there could/should be different results from different attack angles, so if player 1 attacks player 2 from the left side player 2 gets minus whatever to his h2h stat vs if player 1 attacked from the front. And also because it's an rpg, different knives/weapons could be used each with different stats, so if someone's carrying a 4" blade they're faster in close than the guy with a tomahawk but the tomahawk guy can initiate the sequence from a little further away. Also what you're carrying should go into the plus/minus equation so if player 1 is holding a pdw and player 2 is holding a lmg then player 1 gets a plus on his time to engage. I personally hate the idea of a 1 hit kill system but the idea of people squaring off like a CS knife fight doesn't sound much better either.
Based on what we've seen so far, I imagine CQC/Stealth will be up-gradable skills with associated perks. I like to have options with regard to how I can approach a "problem". Let me choose the tool then let me choose how to use it. Setting a trap then successfully executing it should be rewarded for style and planning. If I anticipate an enemy will come through a window...give me 10 ways to deal with him, some more rewarding than others, then let me decide. A big tool box, directional pad hot keys, multiple tactical choices...LONG LIVE TOM CLANCY!
Word!!!Originally Posted by Spawnkaoz Go to original post
I would definitely love to see hand to hand combat. Depending on how scarce ammo may be, a hand to hand kill when you know you can get away with it goes a long way in saving ammo. Also, a silent stealth melee kill produces less noise even than a silenced weapon. If you can pull off a kill without alerting others, be it npc or player, it seems to be a definite advantage. Plus it is a big slap in the face if you let someone stroll up and knife you or snap your neck from behind.![]()
Definitely lethal yet realistic. I want it to go hand in hand with stealth. This could become a very quintessential member of the group if done right. You have a medic, sniper, tank to draw crowd, and then a stealth/melee to move in. The sniper will work hand in hand with the stealth to cover/ help take out any accidentally drawn attention. Which would allow for the stealth player to really cause some serious havoc. Killing a member disappearing, perhaps laying down a trap or two as he does. Ways to get in and get out while taking out a member or two of the enemies.
Just seems like a very good and potentially incredibly fun method of play.
Yes... for sure.
Don't know about anyone else but I'm pretty bored of games having extremely basic and repetitive unarmed/melee combat. A recent game that involves cars, stock markets and 3 lead characters is a brilliant example of what we do not need at the table. The unarmed combat in that game involves a randomly generated attack picked from approximately 5 moves, one of which is a completely irritating kick that does more damage to realism than the character you are attacking. Gaining strength experience and filling 5 bars enables you to do a little more damage.
Having read all of the past replies to this thread we all like to bring on some pain close quarters. It's how, that demands the attention and I have faith that I'll not be disappointed here.
I would like to see in The Division a military based martial art as a separate/optional skill tree as all agents/military would have some form of training. Not to be used as a constant template melee tank, I'm suggesting as purely an alternative attack or defence systems and stealth. Levelling this up will increase success rate, cause additional unlocks in moves and skills/damage/weapon ability (unarmed, knife, tool, bat.), Low level swinging a bat wildly, high level knocking a head n shouting "FORE". In addition to earning xp during pve/pvp players could also interact within a zone/no pvp by making bets on controlled ring fights with water, food, whatever type of currency. In a mini game mid crisis and power changes surely someone would look into ways of making profit.
Finish moves unarmed/object/weapon during a stealth or battle scenario eg ammo depleted and faced with a long reload or cqc. Enemy target, player or npc's health low = chance for critical hit. Playing Ghost Recon Future Soldier a scout can run from player to player in one room and slice 4 necks without taking any damage. I have done this and enjoyed every bit however I didn't feel like it was my skill that made it happen. There should be some sort of sound assessment when a body drops and moving to next target it should be more difficult to access a stealth kill. Playing a 3rd person game gives the benefit of seeing your team member drop beside you meanwhile a player down the earpiece shouting "In the room KILL THIS GUY!!!".
Anyway, rant over, that's all I can think of right now, proper tired.
Thanks for reading and let me know what you think of my ideas/opinions.