[linux] sophia hapgood Jul 10 @ 10:48am
Melee while downed
There used to be a realism local server around here that had a mod on where melee fighters would keep their melee once they were incapped. Does this sound like a good or bad idea?

On one hand, it sounds like it would make melee pretty overpowered, if it were able to be used while downed. Magnums are pretty OP while downed from the 1 hit kill already, if melee was available it would be pretty easy to stay alive due to its range and lack of reload requirement, unlike all the pistols.

On the other hand, it doesn't make much sense to *not* have melee while incapped. It's kind of weird to have a magnum up and a magnum while downed, 2 pistols up and 2 pistols downed, 1 pistol up and 1 pistol downed, but melee while up and a pistol while downed? Where are they keeping that pistol, and where are they putting that melee weapon?

Would it be better to keep the pistol while downed, even if it doesn't make sense and appears inconsistent? What about a melee mod that had some kind of fatigue timer, limited range, decreased speed, and/or some other check?
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Yamaha Jul 10 @ 11:33am 
Originally posted by sophia:
On the other hand, it doesn't make much sense to *not* have melee while incapped. It's kind of weird to have a magnum up and a magnum while downed, 2 pistols up and 2 pistols downed, 1 pistol up and 1 pistol downed, but melee while up and a pistol while downed? Where are they keeping that pistol, and where are they putting that melee weapon?
From a logical perspective, it would make sense to go for the pistol; given the position. What can you do with a Katana? It'd just be awkward looking. You're probably good for a couple of swipes - that's it.
It's all circumstantial.
Then again, i'm a vanilla player, so what do i know?
Last edited by Yamaha; Jul 10 @ 11:35am
Mortis Jul 10 @ 11:45am 
It sounds like a great idea. In the vanilla game, I honestly don't get why we magically lose a lot of functions to our items. You fell down and you don't know how to use that sniper on the ground? You get smacked around by tanks, slammed by chargers, torn up by hunters, but the second you get dropped, you forgot how to use that shot of yours to give you the energy to pick yourself up?

Why do we use all of the pills in the bottles we find? Are the survivors really addicts living in a schizo world?

Back to the subject, though. I do think that it could work out really well. On my servers, I have a secondary weapons menu that players can grab whatever secondary they want and need from at any time. Like you mentioned, where did they keep that pistol if they choose a melee?
Mortis Jul 10 @ 11:55am 
Here is the secondary weapons menu I'm referring to: https://forums.alliedmods.net/showpost.php?p=2165392&postcount=77
Last edited by Mortis; Jul 10 @ 3:41pm
Kiss me ;) ♡ Jul 10 @ 5:00pm 
Step 1: Grab an Axe in real life.
Step 2: Lay on the ground.
Step 3: Roll onto your side.
Step 4: Attempt to swing Axe with any sort of force.

Stepping away from IRL since we're talking about a game, having melee available to you while incapped would leave you pretty much untouchable when it comes to common. It's easy to self-clear yourself of common with 1 swing while up and that would mirror into the incapped phase. Pistols/Magnums are also more practical because you can actually still contribute to your team while incapped instead of laying on the ground fiddling with your...melee, while there's a hunter 2ft away on your survivor buddy.

As for 'why do we lose all use of our items while incapped', this game would lose it's entire purpose of being team-orientated if they allowed people to just self-heal while on the ground or pop pills. That's like asking 'why can't Ellis just do a simple pull-up and get himself unhung from the ledge?' or 'why can't Coach just punch the Hunter in the face and clear himself?'.
Mortis Jul 10 @ 5:21pm 
If you think having self-revive means that team-work is gone, I welcome you to try out either of my servers where the odds are certainly not in your favor. In both places, team-work is adamant, and bad players/teams crumble like paper in either setting. Also, using medical items on the ground add a high risk/reward function to self-revive, making choices matter even more.

Alll it really takes is smart tweaking of specials or even adding fatigue to weaponry while on the ground. Blam, melee weapon usage while down is fixed and proper.

http://steamcommunity.com/groups/softcorebdsm

The above server is more favorable for the vanilla-player. Pick a map, have some fun.

http://steamcommunity.com/groups/zombieninjasplayground

ZNPG is more built towards Hard Eight, and is designed in mind for people who enjoy mods. I warn you, this server is not at all aimed towards vanilla players.

Tell me how much self-revive breaks the game after you've tried them! :)
Last edited by Mortis; Jul 10 @ 5:45pm
scintillating luminescence Jul 10 @ 5:24pm 
Originally posted by Kiss me ) ♡ L4DNation.com:
Pistols/Magnums are also more practical because you can actually still contribute to your team while incapped instead of laying on the ground fiddling with your...melee, while there's a hunter 2ft away on your survivor buddy.

That could be a good weakness for melee. In some regards, melee is extremely powerful.

As for 'why do we lose all use of our items while incapped', this game would lose it's entire purpose of being team-orientated if they allowed people to just self-heal while on the ground or pop pills. That's like asking 'why can't Ellis just do a simple pull-up and get himself unhung from the ledge?' or 'why can't Coach just punch the Hunter in the face and clear himself?'.

That gives me a great idea for a plugin. A way for Survivors to transfer items while on the ground. You have a molly but the Tank incapped you? Hand the molly to your buddy.
Dharok The Wretched Jul 10 @ 5:26pm 
Originally posted by Kiss me ) ♡ L4DNation.com:
. It's easy to self-clear yourself of common with 1 swing while up and that would mirror into the incapped phase. Pistols/Magnums are also more practical because you can actually still contribute to your team while incapped instead of laying on the ground fiddling with your...melee, while there's a hunter 2ft away on your survivor buddy.
You could always...y'know, reach out with your katana and poke him some...
scintillating luminescence Jul 10 @ 5:44pm 
Actually, being stabbed isn't nearly as bad as being slashed. But I suppose that's for living targets; getting a long cut along a major artery is a death sentence of minutes due to bleeding out.
Dharok The Wretched Jul 10 @ 6:21pm 
Originally posted by scintillating luminescence:
Actually, being stabbed isn't nearly as bad as being slashed. But I suppose that's for living targets; getting a long cut along a major artery is a death sentence of minutes due to bleeding out.
It was a joke........................
Mortis Jul 12 @ 9:34am 
Here's a plugin that addresses several of the issues raised, such as immortal weapons or even adding a breakable count to their use. I personally don't use it but it's a cool plugin nevertheless. https://forums.alliedmods.net/showthread.php?t=123816

It does have a self-revive function built in but it's easily disabled by going
sm_l4d2meleemod_infectedmode "0"; sm_l4d2meleemod_ammo_escape "300"; and making sure sm_l4d2meleemod_ammo_kill is less than the escape call.
Last edited by Mortis; Jul 12 @ 9:36am
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Date Posted: Jul 10 @ 10:48am
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