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Biter hit responses

Posted: Fri Nov 17, 2017 9:53 pm
by yurch
I don't see a lot of discussion on very low level combat interactions.

There are realistically only a few 'verbs' players have in combat: Shoot, Throw, Build, Move. Shooting slows down the player to considerable degree and is therefore the highest risk action. Oddly enough, the higher tier upgrades to shooting weapons usually involve vastly faster firing rates, which have the effect of encouraging the player to sit in the punishing 'slow' state for longer. Throwing has no disadvantage and can replace or be done in conjunction with shooting.
TL;DR
Basic attacks should do more than simply damage biters/spitters and should negatively impact their performance in some way.
What ?
There should be a light flinch/stun/slow/animation/fear response when biters get hit with basic weapons, followed by a short (not instant) acceleration back to normal speed. Biters taking continual high damage should likely have movement stopped and their attacks interrupted.

This is a classic gameplay effect often seen in old shooters with hitscan weapons.

The percentage of damage done to the enemy could be used as threshold or modifier to length of time.
Why ?
The immediate benefit is that this gives players better visual feedback and game feel in combat. Individual shots have more weight, the player has greater control over targets.

I would suggest this effect would mainly apply to bullets and explosives:

Pistol would keep a single medium biter safely off of a player.
SMG could likely be used to sweep repeatedly across multiple targets.
Shotgun and grenades could hinder the front rank of a crowd.
Rapid fire rockets or tank rounds could stunlock a Behemoth.

I am purposefully leaving lasers off of this, to keep the existing implementation of personal laser defenses from becoming ridiculous, and to perhaps differentiate the tower weapons a bit.

Balance wise, yes, this will make the current game considerably easier, but remember that biters rarely attack solo. Weapon rates of fire (especially with upgrades) are currently a bit overbearing and will likely need to be toned back.

Re: Biter hit responses

Posted: Sat Nov 18, 2017 12:50 am
by eradicator
A bit more dynamic combat would certainly be nice =).

Do you think this could be sufficienctly approximated by adding a slight "push-back" effect to most bullets/grenades? Because that's already in the game (on the discharge defense). So it would be realatively easy to make a proof-of-concept mod using that.

Re: Biter hit responses

Posted: Sat Nov 18, 2017 1:13 am
by JohnyDL
Or max biter speed could becomes proportional to damage % so at say 50% health max speed could be 75% of full health making damage and run away a more viable option

Re: Biter hit responses

Posted: Sat Nov 18, 2017 4:52 am
by yurch
eradicator wrote:Do you think this could be sufficienctly approximated by adding a slight "push-back" effect to most bullets/grenades? Because that's already in the game (on the discharge defense). So it would be realatively easy to make a proof-of-concept mod using that.
The stun effect would certainly be a way to interrupt their attacking, especially in the case of spitters.

It might make the biters look too 'lightweight' if small hits physically moved them backwards, something rapid like the SMG might even cause them to appear to vibrate. For single point rocket/grenade explosions, it could work.

Whatever magic the slowdown capsule uses might be most appropriate for smaller hits.

Re: Biter hit responses

Posted: Thu Jan 25, 2018 3:47 am
by Oktokolo
+1 for hit reactions and biter performance affected by health. That would make combat feel so much more satisfying.