- youngerhampster
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Member for 8 years and 6 days
Last active Sun, Aug, 12 2018 21:45:27
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- 43 Total Posts
- 7 Thanks
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Sep 15, 2014youngerhampster posted a message on Community Creations: "Gods Never Die" (aka "Action-Fighty Goodness")if only you could actually do this stuff with hoes in minecraft.....Posted in: News
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Sep 15, 2014youngerhampster posted a message on Community Creations: "Gods Never Die" (aka "Action-Fighty Goodness")err.... why did you say " a man" when that is obviously Herobrine?Posted in: News
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Genuinely cool and original idea. doesn't sound too overpowered, although it does kind of seem like a direct upgrade of the trident.
Support, 80%
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Most people have no idea what an Arquebus is, so i'd rename it a musket. But otherwise, this seems like a balanced alternative to the bow that doesn't completely outshine it, and you made multiple points of why it wouldn't be out of place. Support.
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Good point.. perhaps to compensate, heavy and light attacks could be done as separate things (probably by holding down attack) I'm pretty sure i already mentioned different animations in the OP.
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thanks for the constructive criticism, However, this was already brought up with 1.9's cooldown meter, which was fixed via the Sweep Attack.
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In nearly every game with some form of melee combat, melee attacks have a swing animation, then hitframes (the moment when the attack actually hits), then they return to the neutral state. Minecraft doesn't do this currently, with attacks hitting exactly the moment you click on the target.
So, the idea is simple - Give all attacks proper swing animation times and hitframes at the END of the attack's animation. This allows being able to actually see attacks coming, and react to them. Additionally, with this change the bizarre attack strength* mechanic would be unnecessary, and the attack speed stat could instead be used to determine the actual amount of time a swing takes before it hits - visible in slower animations for slower weapons. This would also apply to all melee monster attacks.
This would most likely require many new animations, which may or may not fit in to the game's style.
Edit 1:
as someone has pointed out, the "cooldown" (it's honestly more like a wierd stamina meter) mechanic does have a form of interesting variety in choosing between DPS and knockback. To compensate for this loss, attacks could be charged as heavy attacks, which do more damage
I am open to constructive criticism and such.
*i still prefer the attack cool-down to pre -1.9 spamfest.
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I like the idea, and the hammy intro gave me a good chuckle.
Support.
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hmm.. Maybe if the snow would melt away in non-cold areas? then, i think it would be fine.
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I've been wanting something like this since i first explored underground.
Support.
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I like it, adds a bit of realism and convenience. although some of the hairs are a bit weird to me.
Support.
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nah, next the they will add predator.
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we have to have angels that fight the demons also. and we need werewolves. and vampires. and Shoggoths then we need to become werewolves or vampires.
or shoggoths0
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