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Fast Melee Combat Enhancement (Extra Game Rule)

I have always wanted "jump melee attack" and "dash melee attack".
The "rushing motion melee attack" possessed by a specific unit makes the attack "long distance" and "motion is cool", which makes me happy twice.
I want this kind of action to be a dash melee attack.

If you can make a "melee attack" (jump attack) around the point where the unit has reached the highest altitude by "jumping", it would be a countermeasure against units in high places and in flight.

Even though I want such actions, I want only some of them to exist to enhance the strength and individuality of the units.
As a prerequisite, "dash melee attack" would not be possible without "High Performance Balancer" in the first place. However, I want more severe conditions. For example, skill possession is a condition, and a skill with a name such as "fast melee combat enhancement" may be good.

Fast Melee Combat Enhancement
Skill text: You can make a melee attack when the speed of a unit with this skill reaches a certain speed or when the unit jumps and reaches a certain altitude. At this time, the swinging attack is given the effect of "knocking down the enemy."

Skill Description: "When the speed of high-speed movement reaches a certain level" means that the speed of high-speed movement of a unit with skill is at the maximum value. "When jumping and reaching a certain altitude" means that a unit with skill jumps to an altitude of 18m or more from the ground.
"The effect of knocking down the enemy is added" literally means that the effect is added to "melee attack by any direction input". Although omitted in the skill description, you cannot temporarily use the melee attack combo when using this skill. The melee attack is only once during the timing of use. The melee attack at the timing of using this skill can also be prevented by "counter attack" as well as the normal melee attack. So it's not a good idea to attack casually.

The dash melee attack and the jump melee attack speed up the attack. The faster you can "knock down" an enemy, the faster you can defeat it. The advantage is that you can make effective attacks with few chances. These attacks can cancel the rest of the motion like any other melee attack by "fast moving (thruster movement)" when the attack hits. "Airborne Control Program Lv2" is required to cancel the jump attack. If it cannot be canceled, the attack motion will continue for a long time, increasing the risk of being counterattacked.


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