I13 Shield & Sword


07_CK_09

 

Posted

Hey readers

The topic is Shields that is included in the upcoming Issue 13.

So the Shield is planned to be made available for the Brute, Tanker & Scrapper AT's but what exactly is the function and the powers of Shields?

The Shield idea is said to be its own powerset and God forbid I hope it does come as the melee part for the AT and does not take the armour powers side. I mean can you imagine having a huge shield attached to your arm and using some of the melee animations etc? It would just look ridiculous!

So I am guessing it will take up the melee powerset slot for every AT...

Heres some ideas for what Shields may do for you (melee attacks also and the most common weapon used with a Shield is a Sword so that will be included).

Shield Lock: You raise your Shield defending yourself against lethal and smashing attacks. Toggle. +Def (chance to also deflect). 0.25 end cost every second.

Gridlock: You fallback into a defensive stance locking your shield in place but decreasing your movement a small amount. Activated (Passive for a short time when activated). ++Def -Move. High end cost to activate.

Shield Slam: You slam your enemy with the bulk of your shield and all your body weight disorienting them for a small time and knocking them back a moderate distance.

Throw Shield: You throw your shield at a single target causing ranged smashing damage and possibly stunning them for 1 second.

Sword Hack: You hack at your enemy with your sword causing moderate damage.

Sword Slash: You slash your enemy with your sword causing high damage

Sword & Shield Play: You commence a ancient technique with your sword and shield causing lethal and smashing damage. The attack causes your targets armour to soften and lose durability causing loss of some resistance. This attack has a high recharge (2min or more).

Forced Quake: An AoE shockwave caused by your character as he/she jumps and impacts the ground with the Shield. Causes moderate damage to all foes in a radius.

Disembowel: A strong attack with your sword. Causes extreme damage and has a high chance to knock your target in the air.


 

Posted

Shields are a pure defense set, and though we have no actual details, it WAS said by BaB that there's only one attack. There is no shield throw attack, the engine can't do it.

They'll probably be releasing info about them before long, as the beta testing is meant to start soon.™


@FloatingFatMan

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Posted

I a kinda excited about the Shields set. As a tanker at heart I feel this may be a set I will enjoy... I await this with baited breath!


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Posted

Also the set will be incompatible with some other sets as it will be held in the left hand. So it won't be usable with sets like Katana, Claws and Dual Blades. So most of the animations that'd look odd are already done away with.

I really believe that it's a set designed for use with weapons though. Having Firey Melee and a shield just feels a little weird to me, so unless it looks natural. I'm just gonna stick to using it with weapon sets. Here's hoping that tanks and brutes get broadswords too.


 

Posted

I have a concept for a Fire/Shield scrapper, but I am going to take mostly fire sword powers. The shield bash will hopefully fill the hole in the attack chaoin.


I really should do something about this signature.

 

Posted

Lol that was kinda my concept idea too - i love Fire melee lol


Golden-Phoenix - Lvl 50 Fire/Fire Tank
Oodja Nikabolokov - Lvl 50 SS/WP Brute
Baby-Phoenix - Lvl 50 Peacebringer
How much wood would a woodchuck chuck if a woodchuck could Chuck Norris?

 

Posted

Didn't BAB tweak all the attack animations for use with Shields? Pretty sure I read he was in the process of doing that a while back. So there's a slightly different version that doesn't look hilariously stupid?


 

Posted

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Didn't BAB tweak all the attack animations for use with Shields? Pretty sure I read he was in the process of doing that a while back. So there's a slightly different version that doesn't look hilariously stupid?

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Yeah, he has tweaked those would would be normally incompatible with shields. Like the granite hammer which currntly is twohanded, will be onehanded with a shield out.


 

Posted

Heres hoping for a riot shield to go with the police uniforms.
Or else my shield characters are going to look mighty silly.


It's not running away. It's advancing in reverse!

 

Posted

Although I agree it would look weird on 2h attack powersets though it does leave quite alot of sets out, I mean is it not possible to have armed strap shields? kinda like the bracers of Wonder Woman for example?


 

Posted

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kinda like the bracers of Wonder Woman for example?

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You don't really use that kind of shield the way you use a full-sized shield. In games, that's usually modelled as armour of some kind.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

I'm hoping desperately that the Haymaker animation with shields is the Captain America style overhead 'cut their damn head off with the shield edge' thing so righteously displayed in the Ultimate Alliance intro cinematic.


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Posted

[ QUOTE ]
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kinda like the bracers of Wonder Woman for example?

[/ QUOTE ]

You don't really use that kind of shield the way you use a full-sized shield. In games, that's usually modelled as armour of some kind.

[/ QUOTE ]

Indeed, a different type of shield would require different animations, which the game doesn't support.

However, there are already arm bracers and gauntlets with armor plates in the costume editor. If you want to create a character like that you can just pick Invunerability or SR with an appropiate costume.


I really should do something about this signature.

 

Posted

Yes, well, you would...


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Posted

[ QUOTE ]
Yes, well, you would...

[/ QUOTE ]

Blue loincloth.


Chairman of the Charity of Pain; accepting donations of blood and guts.

Prophet of the Creamy Truth; "If it's empty, fill it with cream."

 

Posted

Please please please let devs had taken a look at the shielders of cabal. Shield slam, shield trow, shield ray, it got it all


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Posted

Eeeeeek!


Rabbits & Hares:Blue (Mind/Emp Controller)Maroon (Rad/Thermal Corruptor)and one of each AT all at 50
MA Arcs: Apples of Contention - 3184; Zen & Relaxation - 35392; Tears of Leviathan - 121733 | All posts are rated "R" for "R-r-rrrrr, baby!"|Now, and this is very important... do you want a hug? COH Faces @Blue Rabbit

 

Posted

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kinda like the bracers of Wonder Woman for example?

[/ QUOTE ]

You don't really use that kind of shield the way you use a full-sized shield. In games, that's usually modelled as armour of some kind.

[/ QUOTE ]

Except EverQuest's art department, where a chainmail bikini is quite enough to see off dragonfire.


Is it time for the dance of joy yet?

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
kinda like the bracers of Wonder Woman for example?

[/ QUOTE ]

You don't really use that kind of shield the way you use a full-sized shield. In games, that's usually modelled as armour of some kind.

[/ QUOTE ]

Except EverQuest's art department, where a chainmail bikini is quite enough to see off dragonfire.

[/ QUOTE ]

i <3 chainmail bikinis...
realism schmealism.
I'll go with style over Substance!


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
kinda like the bracers of Wonder Woman for example?

[/ QUOTE ]

You don't really use that kind of shield the way you use a full-sized shield. In games, that's usually modelled as armour of some kind.

[/ QUOTE ]

Except EverQuest's art department, where a chainmail bikini is quite enough to see off dragonfire.

[/ QUOTE ]

i <3 chainmail bikinis...
realism schmealism.
I'll go with style over Substance!

[/ QUOTE ]
Sort of like Tankini...

Built like an Russian T72 looks like Bikini...


 

Posted

i still don´t understand why a "Shield Throw" is beyond the engines capacity since it´s perfectly capable of conjuring objects out of thin air (i.e. Propel). All it would take for the dev is to shrink the shield down to almost complete invisibility during the throw animation and afterwards grow it back to normal size. I´ve done meshes for FF who used that kind of animation for thrown object, so it can´t be that difficult.


 

Posted

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I´ve done meshes for FF who used that kind of animation for thrown object, so it can´t be that difficult.


[/ QUOTE ]

And, of course, FF uses exactly the same game engine as CoH...

The problem is 'weapon customisation.' It's exactly the same issue that stops spines being customisable.

The 'weapon', in this case the shield, can have its shape, size, colour, yadda, changed as much as you like, because the customisation is held in a costume slot on the character.

The graphics for the flight and impact portion of the attack, however, are handled as an animation effect on the target, which (currently) has no way of having the customisation data passed to it as part of the attack. If they did pass that kind of data to the target, currently the effects are 'baked' into the animation file for that kind of attack, which would mean replicating the animation file for every single possible variation of shield. That is (1) a lot of work, and (2) a maintainance nightmare.

And just on a practical point, there are bound to be shield models which do not look like a round shield. Anyone trying to throw a tower shield, or one of those barn-door riots shields would be laughed at copiously by every villain in the neighbourhood.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

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i still don´t understand why a "Shield Throw" is beyond the engines capacity since it´s perfectly capable of conjuring objects out of thin air (i.e. Propel).

[/ QUOTE ]

It's not the throw as such that the engine can't do. It can't do customisable projectiles. So in order for the thrown shield to match the carried shield you wouldn't be able to have any shield customisation.

It's a similar reason that spines can't be customised.

Given that it would be pretty stupid to throw you shield away when you need it to defend yourself, they decided that they would rather have customisable shields than thrown shields.


I really should do something about this signature.

 

Posted

[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
And, of course, FF uses exactly the same game engine as CoH...

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I never said it does, did i? What i was trying to point out is, that if a rookie like me can do it with a totally outdated version of 3dsmax, a professional dev with professional tools should be able to as well. I wasn´t aware of the non-customizable projectile issue and frankly, i´m pretty disappointed that the CoH engine can´t handle such a minor one.


 

Posted

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[ QUOTE ]
And, of course, FF uses exactly the same game engine as CoH...

[/ QUOTE ]

I never said it does, did i? What i was trying to point out is, that if a rookie like me can do it with a totally outdated version of 3dsmax, a professional dev with professional tools should be able to as well. I wasn´t aware of the non-customizable projectile issue and frankly, i´m pretty disappointed that the CoH engine can´t handle such a minor one.

[/ QUOTE ]

Well that is probably most likely because it wasn't intended to do that when it was build some 4-5 years ago.

The only solution would be a new engine and I don't see that happening anytime soon.


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