Hey guys!
We've conducted one small experiment with a combat system today. We want you to do the same experiment and tell us about your opinion.
There is a file in the attachment. You should paste it BOTH on the server and client folders of LiF:YO in steam: \art\datablocks\weapons
That file tweaks combat in the following way, that you cannot hold your attack charged infinitely and can also make a quick swing. So, basically, you can make a quick swing, or you can charge it for a limited amount of time, but if you charge it too long - attack will be triggered.
There IS NO damage calculation or other changes in that file. So you can only imagine
that we will increase damage and wounds/fractures chance if you have charged and timed your attack properly and will lower damage of fast spam attacks.
Yet, fast attacks will be good for combos. And yes, combos will look VERY OP now, since there is no prefire or recoil before and after attacks and you can spam it very fast. It will be fixed in a final system if we will decide to follow this way.
We need your opinion about how do you
feel such combat mechanics and do you think if it is worthy to follow that way or we should scrap the idea. Leave your opinions here, please!
P.S. Make sure that you're NOT testing these mechanics while GM mode is activated. It is ok to add weapons via GM, but just don't forget to disable it during tests