Old combat animations

19 posts · 2007-08-08 15:52:27 to 2007-10-06 09:46:44

#36300299520 08/08/2007 15:52:27 Old combat animations

I was looking through a huge stash on a spare HD of old movies i captured in fraps of random MXO gameplay on the build up to CR2. When flicking through these i noticed some rather spiffing moves i was doing, i assumed these where spy moves they where quick and always into interlock. then i realised when i entered interlock i was using kung fu.

This made me think, what happened to all those old combat animations? they where amazing and i can see why people prefered CR1, i forgot just how *CENSORED* complex hand to hand combat (minus specials) really was. Back in CR1 they made normal combat as wide and as varied as the different specials there are. Unfortunatly this included wall runs etc and i can see and know why they where taken out but what about these old animations? can they be reused? or reimplimented to supply more of what the matrix some how lacking combat needs?

Actually look at the fighting, next time you go to duel someone try it without specials and tell me how interesting it looks. if we didnt have tactics it would be the same animations for hit hit, hit miss, miss hit and miss miss. multply that by the tactics and then by say 2 or 3 for the different types for each tactic and thats the total possible animations. pritty sh1t to be honest.

If i can find the old video i'll post it up and let you see what i mean.

P.S i know theres probably more animations i was only proving a point.

You can see the video here, keep and eye for the old animations.

#36300299542 08/08/2007 16:31:44 Re:Old combat animations
There were only 2 animations I've not seen since before CR2's inception, both animations for entering IL, while enjoyable, that would add 6 animations? not a mind boggling amount?

add wall runs and that'd be 9 animations nout more.
#36300299552 08/08/2007 16:39:42 Re:Old combat animations

The amount i was talking about are the current animations, and yes the point was they where not huge. Infact theres very little variation in the animations. my point at the begining.

What you seen in the video are two entering animations that they removed, and need i remind you that the video is not the entire basis of my point just some evidence to back it up.

#36300299558 08/08/2007 16:43:24 Re:Old combat animations
  1. That vid was too serious for a Party Hat SMILEY
  2. Isn't CR2 based on a 4 second per round type thing?  If they do fit into the timer, it would be cool to see them back, especially that move where you grabbed the gun, span around and elbowed him.
#36300299563 08/08/2007 16:50:18 Re:Old combat animations

From what I recall, the two biggest sources of the CR1 animations were 1.)  Going from long range interlock to short range interlock or vice versa and 2.) Disarms (attacking a gun using opponent while using no gun yourself acted as a disarm attempt, IIRC).

Personally, I'm still not sure why we lost either of these systems as in most/all cases the animations could likely have just been tweaked to fit into the 4 second time frame.  We also lost the off the wall moves, which could have easily fit into the 4 second time frame as well from what I can tell.  I'm tempted to just say it was easier to implement what we do have and without a proper staffing level it would have been too much extra tweaking (even if that's all it was, just tweaking).

 Of course, with the loss of long range interlock, we also lost proper looking gun VS gun battles.  I've got a couple frapsed clips of gun VS gun IL from CR1 and it looks miles better than it does now.

If I had my way, I'd say we go with what was suggested in another thread:  bring back all of the old moves as advanced techniques.  Have combat look as it does now for lower level characters but have the new moves put in place as randomly appearing for those who are Masters or Grandmasters.

#36300299567 08/08/2007 16:53:14 Re:Old combat animations
Oh the fond memories of me poking people in the eye with my handgun.....
#36300299569 08/08/2007 16:56:48 Re:Old combat animations
Yeah, some of the old long range/short range animations were extremely silly.. especially the Super Ultra Walk Half Way Across the Room Extremly Slowly Aikido Chop of Doom.  Or the fancy sommersaulting flip into dinky little shin kick of Karate.  lol
#36300299600 08/08/2007 17:43:55 Re:Old combat animations
I'd like to see the wall runs implemented again, they were totally awesome and if they could be modified enough to last only 4 seconds I think it would be pretty good.
#36300299886 08/09/2007 03:38:32 Re:Old combat animations
pack-hunter wrote:
I'd like to see the wall runs implemented again, they were totally awesome and if they could be modified enough to last only 4 seconds I think it would be pretty good.

Now that's a really cool animations effect that i really miss back from CR.1.0!!!
#36300300022 08/09/2007 07:30:17 Re:Old combat animations
SolidRevolver wrote:
  1. That vid was too serious for a Party Hat SMILEY


lol i know looking back im like, *CENSORED* was i thinking XD well i was only messing with fraps you can see i still hadn't got a full copy yet so lol

As for the old animations... couldn't they be implimented like random specials? as you said for people who gain "master" status then the better ones for "Grandmasters". ie along with the GM buff it could display. SKill level 3 or whatever pft just making things up but you get the idea. Random specials that are used when, i donno you hit 5 times in succession? with a normal power/grab/speed attack? it would deffniatly spice things up and give more of a reason for people to use normal interlock and not only that it would improve it visually.

#36300300191 08/09/2007 11:27:52 Re:Old combat animations
I don't think it's possible though because the animations were re-worked with the animator, obviously we don't have one anymore as is now known across the world!
#36300300498 08/09/2007 19:05:00 Re:Old combat animations
As I said in General Discussion.

'If you developers manage to re-implement even a handful of the animations that were removed from CR2, such as wall kicks and Disarms, I will festoon you with love.'

~V
#36300300502 08/09/2007 19:17:37 Re:Old combat animations
naes177 wrote:
As I said in General Discussion.

'If you developers manage to re-implement even a handful of the animations that were removed from CR2, such as wall kicks and Disarms, I will festoon you with love.'

~V
Festoon..festoon....say it. It sounds funny. "Festoon..."
#36300300553 08/09/2007 20:33:55 Re:Old combat animations
Hey, I'd festoon them too.. you know, that is fun to say.. festoon!
#36300300559 08/09/2007 20:42:33 Re:Old combat animations
I never played CR1, but I watched a lot of films that had the CR1 graphics in it, and I have to say. I believe there was a certain MA death-animation where the victorious player would kick the other person to the ground or something, and then run up and sort-of.. eh.. kick him in the face. I guess the perfect caption for it would have been, "And stay dead mother *CENSORED*!"
#36300304495 08/16/2007 06:39 Re:Old combat animations
Those moves in your movie were the ones that happened when you disarm someone SMILEY Since you can't disarm people anymore they were taken out SMILEY I miss them too! SMILEY

#36300305131 08/17/2007 12:37 Re:Old combat animations
Don't you need an animator for that stuff? =P
#36300332936 10/04/2007 06:26 Re:Old combat animations
Is the Wall kick in the game with the latest update now?
#36300333964 10/06/2007 09:46:44 Re:Old combat animations
No there is no kick like this but this kick looks leally coolSMILEY Would be cool to have it in the game.