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August Community Calendar

Lightsaber duals solution discussion

Kyle2295
254 posts Member
I'd like if people would pose some ideas to make the dualing better. It would be good if it wouldn't just not opponents back straight away. But maybe they would clash sabers a few times -similar to the blaster block animation style- and then maybe have one opponent get knock back at random, giving the other player a chance to strike unless quickly blocked again.

Replies

  • Well, we all know how this game has pretty bad Saber Combat, or lack thereof. However, I've made a concept on how to fix all this, with a system that is both enjoyable and easy to pick up, but hard to master. Here we go:

    Actions:
    Light Attack- press fire.
    Heavy Attack- press and hold fire; not like previous heavy attack where it is on a cooldown, but it isn't as powerful. It's like any other game; slower but stronger than a Light Attack (Can incorporate by having the same animation as light attacks, but just with a slower start up and maybe a visual/sound cue?).
    Block-press/hold ADS.
    Parry-while blocking, press fire just before an attack hits (requires precise timing).
    Guardbreak-press or hold the reload button. Can be charged up to stun for longer and deal more minor damage. More info on how it functions below the interactions.
    Dodge/Sidestep- press crouch/dodge roll.

    Interactions:
    Light Attack + Block = successful block, light attack can continue to chain into other attacks.
    Light Attack + Parry = successful parry, opens up the attacker briefly for a successful counter Light Attack from defender. Works like blocking an attack does now.
    Heavy Attack + Block = successful block, but the defender's stamina is considerably depleted. They are also slightly staggered, although this isn't the stagger like it is now. Rather, they merely shuffle backwards. Blocking too many Heavy Attacks will make you deplete too much stamina, leaving the defender open to the attacker.
    Heavy Attack+ Parry = successful parry, but attacker isn't unbalanced and leads to both recovering at around the same time, allowing for the defender to change things up.
    Light Attack + Light Attack = both combatants effectively cancel out eachother's attacks, and can continue to smash the attack button for some fast paced combat. However, both must time their attacks to the other's, or they risk being damaged.
    Heavy Attack + Light Attack = The aggressor who used the Heavy Attack decimates the one who used the Light Attack; the Heavy Attack blocks the Light Attack and stumbles the opponent, leaving them open for a possible Light Attack. However, like the Parry, this is hard to time.
    Heavy Attack + Heavy Attack = Saber Clash; similar to the last game, but the winner deals significant damage to the loser. Can disengage as well by dodging out in a direction, but can be hit with a Light Attack or be clipped by the Heavy Attack they were just previously trying to overwhelm.
    Dodge + Light Attack = dodge
    Dodge + Heavy Attack = dodge
    Guardbreak + Light Attack = Light Attack breaks through the Guardbreak and hits the enemy attempting to use it.
    Guardbreak + Heavy Attack = Depending on the timing, this can go either way. If the player is charging the Heavy Attack, but isn't actually attacking yet, then the Guardbreak succeeds. If the Heavy Attack is released, then it breaks through the Guardbreak and deals damage.
    Guardbreak + Block = Guardbreak, well, breaks the block. The enemy loses some stamina, and the Guardbreak allows for the attacker to get in a strike. If it was just an uncharged Guardbreak, then you can only get in a Light Attack. If it was a full charged Guardbreak, then you can get in a Heavy Attack.
    Guardbreak + Parry = same as the interaction with a block.
    Guardbreak + Guardbreak = both cancel each other out. If they were performed simultaneously, then both characters get hit. If one Guardbreak hit first, the defender can use their Guardbreak to counter the attacker's within a short time frame. After this, both reset to neutral.
    Guardbreak + Dodge = if fully charged, the Guardbreak will track and successfully land on the dodging opponent (so long as they are in range). If not charged up enough, then it will miss and leave you slightly vulnerable.

    Now, with the new Guardbreak feature, it is similar to how the same-named action functions in For Honor, a fighting game. Basically, it is a melee strike that functions as a way to open up an enemy who is very good at defense, be it blocking and parrying or dodging. If you used Guardbreak on an opponent, you could also throw them in a direction. While very similar in this game, it is also has a little more functionality. You can still use it to open someone's guard, it can be canceled out, and you can even throw them a short distance in a direction by pressing the Guardbreak button again and input a direction with the movement stick. However, this isn't so much as a throw, but more of a forceful hit of sorts that leaves them open for an attack (for most characters). Lets look at one example people can imagine; Darth Maul vs Qui Gon Ginn in TPM on Theed. When they are in the little chamber and their fight nears to a close, Maul make his decisive move that ends his duel and leads to the killing blow:

    1489938386129

    Here, we see Maul parry Qui Gon's strike, and then bashes his hilt into Qui Gon's face. The brutal hit stuns the Jedi Master for only a second, but that's all Maul needed to capitalize and strike him down. In gameplay terms, Maul would basically parry Qui Gon, then go for a quick Guardbreak. When the Guardbreak landed, Qui Gon wasn't fast enough to counter it, and Maul got in his rightly earned light attack. If Maul were to charge up his Guardbreak, it would stagger the enemy backwards, have a stronger stun, and deal more damage (although it is still minor, so instead of 60 damage, it is now 80). As the result of the more potent stun, you can get in a heavy attack. It would look something like this, if it was Kylo performing the Charged Guardbreak and then using a Heavy Attack:

    tumblr_o4jyo6cjwy1sf3rv6o1_400.gif

    See how Finn gets knocked back a bit? That is what I would call a Stunned Stagger, which has both the properties of being in a stunned state but also being knocked back like a stagger. Another example of a Charged Guardbreak would be when Darth Vader backhands Ezra:

    giphy.gif

    Here, Vader basically parried Ezra's Light Attack, giving him ample time to use his Charged Guardbreak. However, since each Saber Hero has special properties to their play-style to make them unique, some characters will have different versions of Guardbreak. For this example, Vader's Charged Guardbreak is that very powerful backhand, which knocks enemies back too far for a simple counter. It also deals more damage than a typical Guardbreak, dealing 100 damage. If Vader were to try to capitalize on Ezra, how would need to use an ability or use his dodge to close the gap and strike. A combo that would work very well for Vader would be to parry, use his Charged Guardbreak, then use Force Choke to catch the enemy mid-air. Very effective, and can lead to another attack from the Dark Lord. So, for Vader's Charged Guardbreak, it could function more as a throw, with his quick Guardbreak being just a quicker backhand that doesn't launch the enemy like his charged version. Qui Gon could have his elbow into backhand combo that he does to Maul (his elbow being the intitial Guardbreak, and the backhand being the forceful hit that knocks Maul back a bit):

    5467532-6781748057-giphy.gif

    Rey can have her kick in the middle of her combo as her Guardbreak. Anakin could also do his kick that he did in ROTS to Obi Wan. Heck, Yoda can do a drop kick for his :lol: .

    Now, if the Guardbreak mechanic is too complicated, it can just simply be this: press the button to Guardbreak. If the enemy Guardbreaks as well, both are cancelled. If they don't cancel it out, you earned a Light Attack. No damage/minimal damage.

    Moving on, there has to be a change to the stamina system. Currently, the only real penalty for being out of stamina is that you can't block. Sure, there isn't any homing effect when you are out of stamina, but that doesn't do too much. Now, with a reworked stamina system, here's what will happen. First, everyone has more stamina by default (let's say 50% more). Now, here come the new penalties for being out of stamina:
    -you strike 30% slower for all attacks.
    -your attacks deal 10% less damage.
    -you move 20% slower.
    -you jump 20% lower.
    -your dodge is 20% slower.
    -your abilities recharge 10% slower.

    Now, while it is much harder to completely drain your stamina, it is far worse to be exhausted. Also, as a little cherry on the poisonous cake, you will remain in this Exhausted State until you have regenerated 50% of your stamina back.
    The best way to regenerate stamina is to be idle and still, which will bring it back in seconds. However, you can still move about and regenerate.

    That's my concept.
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • t3hBar0n
    5001 posts Member
    They have already announced they are reworking saber combat... we will have to wait and see what the new system brings.
  • Kyle2295
    254 posts Member
    Well, we all know how this game has pretty bad Saber Combat, or lack thereof. However, I've made a concept on how to fix all this, with a system that is both enjoyable and easy to pick up, but hard to master. Here we go:

    Actions:
    Light Attack- press fire.
    Heavy Attack- press and hold fire; not like previous heavy attack where it is on a cooldown, but it isn't as powerful. It's like any other game; slower but stronger than a Light Attack (Can incorporate by having the same animation as light attacks, but just with a slower start up and maybe a visual/sound cue?).
    Block-press/hold ADS.
    Parry-while blocking, press fire just before an attack hits (requires precise timing).
    Guardbreak-press or hold the reload button. Can be charged up to stun for longer and deal more minor damage. More info on how it functions below the interactions.
    Dodge/Sidestep- press crouch/dodge roll.

    Interactions:
    Light Attack + Block = successful block, light attack can continue to chain into other attacks.
    Light Attack + Parry = successful parry, opens up the attacker briefly for a successful counter Light Attack from defender. Works like blocking an attack does now.
    Heavy Attack + Block = successful block, but the defender's stamina is considerably depleted. They are also slightly staggered, although this isn't the stagger like it is now. Rather, they merely shuffle backwards. Blocking too many Heavy Attacks will make you deplete too much stamina, leaving the defender open to the attacker.
    Heavy Attack+ Parry = successful parry, but attacker isn't unbalanced and leads to both recovering at around the same time, allowing for the defender to change things up.
    Light Attack + Light Attack = both combatants effectively cancel out eachother's attacks, and can continue to smash the attack button for some fast paced combat. However, both must time their attacks to the other's, or they risk being damaged.
    Heavy Attack + Light Attack = The aggressor who used the Heavy Attack decimates the one who used the Light Attack; the Heavy Attack blocks the Light Attack and stumbles the opponent, leaving them open for a possible Light Attack. However, like the Parry, this is hard to time.
    Heavy Attack + Heavy Attack = Saber Clash; similar to the last game, but the winner deals significant damage to the loser. Can disengage as well by dodging out in a direction, but can be hit with a Light Attack or be clipped by the Heavy Attack they were just previously trying to overwhelm.
    Dodge + Light Attack = dodge
    Dodge + Heavy Attack = dodge
    Guardbreak + Light Attack = Light Attack breaks through the Guardbreak and hits the enemy attempting to use it.
    Guardbreak + Heavy Attack = Depending on the timing, this can go either way. If the player is charging the Heavy Attack, but isn't actually attacking yet, then the Guardbreak succeeds. If the Heavy Attack is released, then it breaks through the Guardbreak and deals damage.
    Guardbreak + Block = Guardbreak, well, breaks the block. The enemy loses some stamina, and the Guardbreak allows for the attacker to get in a strike. If it was just an uncharged Guardbreak, then you can only get in a Light Attack. If it was a full charged Guardbreak, then you can get in a Heavy Attack.
    Guardbreak + Parry = same as the interaction with a block.
    Guardbreak + Guardbreak = both cancel each other out. If they were performed simultaneously, then both characters get hit. If one Guardbreak hit first, the defender can use their Guardbreak to counter the attacker's within a short time frame. After this, both reset to neutral.
    Guardbreak + Dodge = if fully charged, the Guardbreak will track and successfully land on the dodging opponent (so long as they are in range). If not charged up enough, then it will miss and leave you slightly vulnerable.

    Now, with the new Guardbreak feature, it is similar to how the same-named action functions in For Honor, a fighting game. Basically, it is a melee strike that functions as a way to open up an enemy who is very good at defense, be it blocking and parrying or dodging. If you used Guardbreak on an opponent, you could also throw them in a direction. While very similar in this game, it is also has a little more functionality. You can still use it to open someone's guard, it can be canceled out, and you can even throw them a short distance in a direction by pressing the Guardbreak button again and input a direction with the movement stick. However, this isn't so much as a throw, but more of a forceful hit of sorts that leaves them open for an attack (for most characters). Lets look at one example people can imagine; Darth Maul vs Qui Gon Ginn in TPM on Theed. When they are in the little chamber and their fight nears to a close, Maul make his decisive move that ends his duel and leads to the killing blow:

    1489938386129

    Here, we see Maul parry Qui Gon's strike, and then bashes his hilt into Qui Gon's face. The brutal hit stuns the Jedi Master for only a second, but that's all Maul needed to capitalize and strike him down. In gameplay terms, Maul would basically parry Qui Gon, then go for a quick Guardbreak. When the Guardbreak landed, Qui Gon wasn't fast enough to counter it, and Maul got in his rightly earned light attack. If Maul were to charge up his Guardbreak, it would stagger the enemy backwards, have a stronger stun, and deal more damage (although it is still minor, so instead of 60 damage, it is now 80). As the result of the more potent stun, you can get in a heavy attack. It would look something like this, if it was Kylo performing the Charged Guardbreak and then using a Heavy Attack:

    tumblr_o4jyo6cjwy1sf3rv6o1_400.gif

    See how Finn gets knocked back a bit? That is what I would call a Stunned Stagger, which has both the properties of being in a stunned state but also being knocked back like a stagger. Another example of a Charged Guardbreak would be when Darth Vader backhands Ezra:

    giphy.gif

    Here, Vader basically parried Ezra's Light Attack, giving him ample time to use his Charged Guardbreak. However, since each Saber Hero has special properties to their play-style to make them unique, some characters will have different versions of Guardbreak. For this example, Vader's Charged Guardbreak is that very powerful backhand, which knocks enemies back too far for a simple counter. It also deals more damage than a typical Guardbreak, dealing 100 damage. If Vader were to try to capitalize on Ezra, how would need to use an ability or use his dodge to close the gap and strike. A combo that would work very well for Vader would be to parry, use his Charged Guardbreak, then use Force Choke to catch the enemy mid-air. Very effective, and can lead to another attack from the Dark Lord. So, for Vader's Charged Guardbreak, it could function more as a throw, with his quick Guardbreak being just a quicker backhand that doesn't launch the enemy like his charged version. Qui Gon could have his elbow into backhand combo that he does to Maul (his elbow being the intitial Guardbreak, and the backhand being the forceful hit that knocks Maul back a bit):

    5467532-6781748057-giphy.gif

    Rey can have her kick in the middle of her combo as her Guardbreak. Anakin could also do his kick that he did in ROTS to Obi Wan. Heck, Yoda can do a drop kick for his :lol: .

    Now, if the Guardbreak mechanic is too complicated, it can just simply be this: press the button to Guardbreak. If the enemy Guardbreaks as well, both are cancelled. If they don't cancel it out, you earned a Light Attack. No damage/minimal damage.

    Moving on, there has to be a change to the stamina system. Currently, the only real penalty for being out of stamina is that you can't block. Sure, there isn't any homing effect when you are out of stamina, but that doesn't do too much. Now, with a reworked stamina system, here's what will happen. First, everyone has more stamina by default (let's say 50% more). Now, here come the new penalties for being out of stamina:
    -you strike 30% slower for all attacks.
    -your attacks deal 10% less damage.
    -you move 20% slower.
    -you jump 20% lower.
    -your dodge is 20% slower.
    -your abilities recharge 10% slower.

    Now, while it is much harder to completely drain your stamina, it is far worse to be exhausted. Also, as a little cherry on the poisonous cake, you will remain in this Exhausted State until you have regenerated 50% of your stamina back.
    The best way to regenerate stamina is to be idle and still, which will bring it back in seconds. However, you can still move about and regenerate.

    That's my concept.

    That is on the right track for sure, only I would make it slightly less complicated.
  • Kyle2295
    254 posts Member
    t3hBar0n wrote: »
    They have already announced they are reworking saber combat... we will have to wait and see what the new system brings.

    Really? Well thats great news.
  • t3hBar0n
    5001 posts Member
    Kyle2295 wrote: »
    t3hBar0n wrote: »
    They have already announced they are reworking saber combat... we will have to wait and see what the new system brings.

    Really? Well thats great news.

    My assumption is it will drop with the new heroes in the fall since all the new heroes are saber users.
  • Kyle2295 wrote: »
    Well, we all know how this game has pretty bad Saber Combat, or lack thereof. However, I've made a concept on how to fix all this, with a system that is both enjoyable and easy to pick up, but hard to master. Here we go:

    Actions:
    Light Attack- press fire.
    Heavy Attack- press and hold fire; not like previous heavy attack where it is on a cooldown, but it isn't as powerful. It's like any other game; slower but stronger than a Light Attack (Can incorporate by having the same animation as light attacks, but just with a slower start up and maybe a visual/sound cue?).
    Block-press/hold ADS.
    Parry-while blocking, press fire just before an attack hits (requires precise timing).
    Guardbreak-press or hold the reload button. Can be charged up to stun for longer and deal more minor damage. More info on how it functions below the interactions.
    Dodge/Sidestep- press crouch/dodge roll.

    Interactions:
    Light Attack + Block = successful block, light attack can continue to chain into other attacks.
    Light Attack + Parry = successful parry, opens up the attacker briefly for a successful counter Light Attack from defender. Works like blocking an attack does now.
    Heavy Attack + Block = successful block, but the defender's stamina is considerably depleted. They are also slightly staggered, although this isn't the stagger like it is now. Rather, they merely shuffle backwards. Blocking too many Heavy Attacks will make you deplete too much stamina, leaving the defender open to the attacker.
    Heavy Attack+ Parry = successful parry, but attacker isn't unbalanced and leads to both recovering at around the same time, allowing for the defender to change things up.
    Light Attack + Light Attack = both combatants effectively cancel out eachother's attacks, and can continue to smash the attack button for some fast paced combat. However, both must time their attacks to the other's, or they risk being damaged.
    Heavy Attack + Light Attack = The aggressor who used the Heavy Attack decimates the one who used the Light Attack; the Heavy Attack blocks the Light Attack and stumbles the opponent, leaving them open for a possible Light Attack. However, like the Parry, this is hard to time.
    Heavy Attack + Heavy Attack = Saber Clash; similar to the last game, but the winner deals significant damage to the loser. Can disengage as well by dodging out in a direction, but can be hit with a Light Attack or be clipped by the Heavy Attack they were just previously trying to overwhelm.
    Dodge + Light Attack = dodge
    Dodge + Heavy Attack = dodge
    Guardbreak + Light Attack = Light Attack breaks through the Guardbreak and hits the enemy attempting to use it.
    Guardbreak + Heavy Attack = Depending on the timing, this can go either way. If the player is charging the Heavy Attack, but isn't actually attacking yet, then the Guardbreak succeeds. If the Heavy Attack is released, then it breaks through the Guardbreak and deals damage.
    Guardbreak + Block = Guardbreak, well, breaks the block. The enemy loses some stamina, and the Guardbreak allows for the attacker to get in a strike. If it was just an uncharged Guardbreak, then you can only get in a Light Attack. If it was a full charged Guardbreak, then you can get in a Heavy Attack.
    Guardbreak + Parry = same as the interaction with a block.
    Guardbreak + Guardbreak = both cancel each other out. If they were performed simultaneously, then both characters get hit. If one Guardbreak hit first, the defender can use their Guardbreak to counter the attacker's within a short time frame. After this, both reset to neutral.
    Guardbreak + Dodge = if fully charged, the Guardbreak will track and successfully land on the dodging opponent (so long as they are in range). If not charged up enough, then it will miss and leave you slightly vulnerable.

    Now, with the new Guardbreak feature, it is similar to how the same-named action functions in For Honor, a fighting game. Basically, it is a melee strike that functions as a way to open up an enemy who is very good at defense, be it blocking and parrying or dodging. If you used Guardbreak on an opponent, you could also throw them in a direction. While very similar in this game, it is also has a little more functionality. You can still use it to open someone's guard, it can be canceled out, and you can even throw them a short distance in a direction by pressing the Guardbreak button again and input a direction with the movement stick. However, this isn't so much as a throw, but more of a forceful hit of sorts that leaves them open for an attack (for most characters). Lets look at one example people can imagine; Darth Maul vs Qui Gon Ginn in TPM on Theed. When they are in the little chamber and their fight nears to a close, Maul make his decisive move that ends his duel and leads to the killing blow:

    1489938386129

    Here, we see Maul parry Qui Gon's strike, and then bashes his hilt into Qui Gon's face. The brutal hit stuns the Jedi Master for only a second, but that's all Maul needed to capitalize and strike him down. In gameplay terms, Maul would basically parry Qui Gon, then go for a quick Guardbreak. When the Guardbreak landed, Qui Gon wasn't fast enough to counter it, and Maul got in his rightly earned light attack. If Maul were to charge up his Guardbreak, it would stagger the enemy backwards, have a stronger stun, and deal more damage (although it is still minor, so instead of 60 damage, it is now 80). As the result of the more potent stun, you can get in a heavy attack. It would look something like this, if it was Kylo performing the Charged Guardbreak and then using a Heavy Attack:

    tumblr_o4jyo6cjwy1sf3rv6o1_400.gif

    See how Finn gets knocked back a bit? That is what I would call a Stunned Stagger, which has both the properties of being in a stunned state but also being knocked back like a stagger. Another example of a Charged Guardbreak would be when Darth Vader backhands Ezra:

    giphy.gif

    Here, Vader basically parried Ezra's Light Attack, giving him ample time to use his Charged Guardbreak. However, since each Saber Hero has special properties to their play-style to make them unique, some characters will have different versions of Guardbreak. For this example, Vader's Charged Guardbreak is that very powerful backhand, which knocks enemies back too far for a simple counter. It also deals more damage than a typical Guardbreak, dealing 100 damage. If Vader were to try to capitalize on Ezra, how would need to use an ability or use his dodge to close the gap and strike. A combo that would work very well for Vader would be to parry, use his Charged Guardbreak, then use Force Choke to catch the enemy mid-air. Very effective, and can lead to another attack from the Dark Lord. So, for Vader's Charged Guardbreak, it could function more as a throw, with his quick Guardbreak being just a quicker backhand that doesn't launch the enemy like his charged version. Qui Gon could have his elbow into backhand combo that he does to Maul (his elbow being the intitial Guardbreak, and the backhand being the forceful hit that knocks Maul back a bit):

    5467532-6781748057-giphy.gif

    Rey can have her kick in the middle of her combo as her Guardbreak. Anakin could also do his kick that he did in ROTS to Obi Wan. Heck, Yoda can do a drop kick for his :lol: .

    Now, if the Guardbreak mechanic is too complicated, it can just simply be this: press the button to Guardbreak. If the enemy Guardbreaks as well, both are cancelled. If they don't cancel it out, you earned a Light Attack. No damage/minimal damage.

    Moving on, there has to be a change to the stamina system. Currently, the only real penalty for being out of stamina is that you can't block. Sure, there isn't any homing effect when you are out of stamina, but that doesn't do too much. Now, with a reworked stamina system, here's what will happen. First, everyone has more stamina by default (let's say 50% more). Now, here come the new penalties for being out of stamina:
    -you strike 30% slower for all attacks.
    -your attacks deal 10% less damage.
    -you move 20% slower.
    -you jump 20% lower.
    -your dodge is 20% slower.
    -your abilities recharge 10% slower.

    Now, while it is much harder to completely drain your stamina, it is far worse to be exhausted. Also, as a little cherry on the poisonous cake, you will remain in this Exhausted State until you have regenerated 50% of your stamina back.
    The best way to regenerate stamina is to be idle and still, which will bring it back in seconds. However, you can still move about and regenerate.

    That's my concept.

    That is on the right track for sure, only I would make it slightly less complicated.

    Then I'd just go with the Light, Heavy, Block, and Parry. That's good.
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • Sorry to burst your bubble, but saber combat isn't the focus on this game and most likely never will be. This is mainly a shooting game, with lightsaber combat thrown in on the side. DICE may be looking to rework lightsaber combat in the future but that doesn't mean it has a higher priority than gun, map, movement, and base trooper balance.
  • Darth_Vapor3
    3914 posts Member
    edited June 2018
    @Kyle2295

    That’s very well thought out and I appreciate the effort you put into it. That would all be fantastic but there would have to be instructions accompanying such a system. I’d like to see it but as the other fella posted kind of rudely, that’s a heavy emphasis on lightsaber combat that I’m afraid I agree this game wasn’t designed to achieve.
  • t3hBar0n wrote: »
    They have already announced they are reworking saber combat... we will have to wait and see what the new system brings.
    Sorry, where did you hear that, that’s the first I’ve heard about a rework?
  • Kyle2295
    254 posts Member
    Splatlame wrote: »
    Sorry to burst your bubble, but saber combat isn't the focus on this game and most likely never will be. This is mainly a shooting game, with lightsaber combat thrown in on the side. DICE may be looking to rework lightsaber combat in the future but that doesn't mean it has a higher priority than gun, map, movement, and base trooper balance.

    When did I ever say this was top priority? It's a suggestion that I think could be worked on in the future. With that logic, why bother critiquing anything other than shooting? Then that leads to the next question, why even bother having anything other than shooting? I get what you were trying to say, but you worded it poorly.
    @Kyle2295

    That’s very well thought out and I appreciate the effort you put into it. That would all be fantastic but there would have to be instructions accompanying such a system. I’d like to see it but as the other fella posted kind of rudely, that’s a heavy emphasis on lightsaber combat that I’m afraid I agree this game wasn’t designed to achieve.

    Yeah, but essentially what I'm suggesting is a simple coulpe of lightsaber clashes instead of being knocked back right away. But not like in the first game where it zooms in and all. Just simply like a couple of clashes like deflectly a blaster bolt. By putting emphasis on the dualing aspect would also make the players spend more time focusing on the jedi and when they clash, it would give soldiers a chamce to shoot and them.
  • Kyle2295 wrote: »
    Splatlame wrote: »
    Sorry to burst your bubble, but saber combat isn't the focus on this game and most likely never will be. This is mainly a shooting game, with lightsaber combat thrown in on the side. DICE may be looking to rework lightsaber combat in the future but that doesn't mean it has a higher priority than gun, map, movement, and base trooper balance.

    When did I ever say this was top priority? It's a suggestion that I think could be worked on in the future. With that logic, why bother critiquing anything other than shooting? Then that leads to the next question, why even bother having anything other than shooting? I get what you were trying to say, but you worded it poorly.
    @Kyle2295

    That’s very well thought out and I appreciate the effort you put into it. That would all be fantastic but there would have to be instructions accompanying such a system. I’d like to see it but as the other fella posted kind of rudely, that’s a heavy emphasis on lightsaber combat that I’m afraid I agree this game wasn’t designed to achieve.

    Yeah, but essentially what I'm suggesting is a simple coulpe of lightsaber clashes instead of being knocked back right away. But not like in the first game where it zooms in and all. Just simply like a couple of clashes like deflectly a blaster bolt. By putting emphasis on the dualing aspect would also make the players spend more time focusing on the jedi and when they clash, it would give soldiers a chamce to shoot and them.

    It's definitely infinitely more likely to be seen in the new Fallen Order coming or a lightsaber focused game over an FPS/hybrid like Battlefront. Light, Heavy, Block, and Parrying by tapping just before and attack would be better in addition to slowing down attacks and recoil from being hit and hitting a block to allow parrying possible. And then only a parry will inflickt knock-back that everything does now, opening them up for a counter attack as a risk-reward mechanic.
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