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Bayonets?
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Topic: Bayonets? (Read 17801 times)
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Bayonets?
«
on:
September 29, 2011, 11:47:22 am »
What are people's views on this as some sort of upgrade? What would it do, what bonuses would it grant; how would it be implimented IF it was liked by everyone?
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NightRain
EIR Veteran
Posts: 3908
Re: Bayonets?
«
Reply #1 on:
September 29, 2011, 11:51:17 am »
Melee combat would never work in Company of Heroes...
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Bayonets?
«
Reply #2 on:
September 29, 2011, 11:52:00 am »
Never said it needed to have animations or anything else. How about higher accuracy at short range? Movement speed? Sight range?
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LeoPhone
Honoured Member
Posts: 0
Re: Bayonets?
«
Reply #3 on:
September 29, 2011, 11:53:44 am »
weapons already are more effective at short range.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Bayonets?
«
Reply #4 on:
September 29, 2011, 11:57:18 am »
Bayonets granting extra sight...
Bayonets granting increased speed...
Realism is a no but we could never justify taping a knife on the end of your gun granting either of those benefits.
Increased short range accuracy maybe, but I don't really see the point, it would just be odd.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Bayonets?
«
Reply #5 on:
September 29, 2011, 11:59:02 am »
Did I say HIGHER accuracy, HIGHER speed, and HIGHER sight? No. You're all assuming I want roflpwn guys running around raping everything in their path. The idea I had was .5 faster movement, -10 sight, and 100% accuracy at short range only (reduction at long/medium) on a toggle, and would overlap all other upgrades.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Bayonets?
«
Reply #6 on:
September 29, 2011, 12:00:20 pm »
Quote from: TheVolskinator on September 29, 2011, 11:59:02 am
Did I say HIGHER accuracy, HIGHER speed, and HIGHER sight? No.
Actually yes.
Quote from: TheVolskinator on September 29, 2011, 11:52:00 am
How about higher accuracy at short range? Movement speed? Sight range?
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WildZontar
Donator
Posts: 1168
Re: Bayonets?
«
Reply #7 on:
September 29, 2011, 12:01:27 pm »
No. Just no..
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Bayonets?
«
Reply #8 on:
September 29, 2011, 12:02:26 pm »
Which also brings me to remind you that people already told you to THINK about your suggestions before you just throw them out for the sake of trying to do something.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Bayonets?
«
Reply #9 on:
September 29, 2011, 12:04:31 pm »
It depends on how you look at the question. If you want to take it too literally to use against me because you cba to muster something else, then ofc it implies i want something OP.
"How about higher accuracy at short range? Would it change* movement speed? Affect* sight range?"
Is that better?
I did sit on this, frankly. I dont see why its so silly other then you guys all jumping on the "no!" bandwagon. I didnt even say I wanted it implimented or that my stats were right or anything; you all assumed that yourselves so congrats, but I asked you all about the idea. I didnt say "I HAVE THIS FIGURED OUT LOOK AT DIS!". What I posted above was an example of something; I frankly dont care much for it myself, it was just numbers.
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LeoPhone
Honoured Member
Posts: 0
Re: Bayonets?
«
Reply #10 on:
September 29, 2011, 12:06:44 pm »
soldiers who have bayonets can't see so far coz the shiny knifes makes the sun reflect in their eyes.
should also make the soldiers with bayonets immobilize vehicles when they get crushed, since the knifes would burst the wheels.
and soldiers can also throw their bayonets, causing vehicles to do the "out of control" crit.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Bayonets?
«
Reply #11 on:
September 29, 2011, 12:10:35 pm »
Quote from: LeoPhone on September 29, 2011, 12:06:44 pm
soldiers who have bayonets can't see so far coz the shiny knifes makes the sun reflect in their eyes.
should also make the soldiers with bayonets immobilize vehicles when they get crushed, since the knifes would burst the wheels.
and soldiers can also throw their bayonets, causing vehicles to do the "out of control" crit.
Now actually try being serious. Bayonets would reduce your accuracy at range from the extra weight and the fact that it might mess with your sights. I didnt suggest anything like what you did Leo.
EDIT: actually, I didnt suggest anything at all! I asked everyone else.
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RikiRude
Donator
Posts: 4376
Re: Bayonets?
«
Reply #12 on:
September 29, 2011, 12:13:31 pm »
I do have to say, this is probably one of the better posts that volks has done, he threw out an idea a very broad one, and is asking our opinion.
of course the obvious answer is "no" that wont work in eirr!
if something like that would be put in, it would have to make med/long range accuracy worse. shouldn't have any effect on sight.
it should be a simple toggle, when it's on, your infantry walks (remember infantry only has walk, run, and sprint) and when they are 40% (or something like that) less accurate when shooting, but when they get to close range they rape (think shotguns with very short cool down/reload). of course since they have to walk, you can simply move your other troops, unless of course they are suppressed or something.
Actually it shouldn't be on a toggle, it should be an ability with a long cool down, kind of like assault almost.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Bayonets?
«
Reply #13 on:
September 29, 2011, 12:21:26 pm »
Quote from: TheVolskinator on September 29, 2011, 11:59:02 am
Did I say HIGHER accuracy, HIGHER speed, and HIGHER sight? No. You're all assuming I want roflpwn guys running around raping everything in their path. The idea I had was .5 faster movement, -10 sight, and
100% accuracy at short range only (reduction at long/medium)
on a toggle, and would overlap all other upgrades.
Thanks for being polite on it Riki. "No" is fair enough.
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BigDick
Guest
Re: Bayonets?
«
Reply #14 on:
September 29, 2011, 12:21:58 pm »
volski strikes again
gj keep it comming!!!!
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RikiRude
Donator
Posts: 4376
Re: Bayonets?
«
Reply #15 on:
September 29, 2011, 12:22:56 pm »
Quote from: TheVolskinator on September 29, 2011, 12:21:26 pm
Thanks for being polite on it Riki. "No" is fair enough.
lol i totally read that wrong when i first saw it, i skimmed through =P i wouldnt mind seeing something of the sort in the game. for some reason though i feel like it would be a great ability if we got the russians.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Bayonets?
«
Reply #16 on:
September 29, 2011, 12:26:36 pm »
Rofl. Contact EF mod and have the two mods join together...massive middle finger at Relic's lack of creativity, eh?
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Bayonets?
«
Reply #17 on:
September 29, 2011, 12:32:41 pm »
Melee combat is probably pretty hard to implement in a mod.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Bayonets?
«
Reply #18 on:
September 29, 2011, 12:48:26 pm »
The CoH game
shouldn't
do Melee. First, there are no animations for it. making those animations are actually pretty involved. Whats is fighting what and with what weapons.
Think of Dawn of War and how many units there are in it. Most of the animations are tailored to specific matchups(the sync kills are 100% unit specific)
Currently Melee in CoH(and some mods have tried it) is just units with a set damage and a range of 1 they get close then stand there and then someone dies.
Second, hand to Hand combat is extremely rare in modern combat. there are instances where it happens through coincidence and circumstance but even in the 1st world war bayonet wounds only made up a fraction of a percentage of injuries and even then alot of those were self inflicted(intentional or not)
Melee combat was even rarer in the 2nd World War.
It works like this.(covering only Infantry weapons)
Machine guns/Sniper Rifles> Machine guns/Rifles> Submachine guns> Pistols> and then you have your Melee and improvised weapons
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Bayonets?
«
Reply #19 on:
September 29, 2011, 01:05:46 pm »
Quote from: brn4meplz on September 29, 2011, 12:48:26 pm
Second, hand to Hand combat is extremely rare in modern combat. there are instances where it happens through coincidence and circumstance but even in the 1st world war bayonet wounds only made up a fraction of a percentage of injuries and even then alot of those were self inflicted(intentional or not)
Brn to note, Bayonets were ineffective inside the trench where combat was up close and personal, and there was ALOT of close combat in ww1 it just came down to the fact that shovels/picks/knives etc. were often handier and more effective then a bayonet.
Also brn, hand-to-hand combat was used alot more in WW2 then you make out. Its just not as widely represented, and often glossed over due to the uglier aspects of it, plus there is an advantage to taking someone out at night without making sound.
«
Last Edit: September 29, 2011, 01:17:25 pm by Spartan_Marine88
»
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