Board Thread:Suggestions/@comment-31221741-20181121210456

My idea is that we should add a deflection value to weapons in order to deflect bullets. It will add a new use to the caps lock button( which is let's face it is USELESS). So what you will do while holding a melee weapon (for example a tinpot) by holding caps lock you will have a 33% chance to deflect bullets this can vary by weapon, for example, the katana can have an 85% deflection value (like in the Deadpool 2 Movie) and can possibly deflect bullets back at your enemy an possibly someone else. Keep in mind this will work within reason, for example, the Axe will have a smaller deflection value than a Tinpot because of the surface area. This will add to what I noticed R2DA is severely lacking in MECHANICS!!! (and a storyline but that's for later) I think it will be very cool to deflect bullets with a Tinpot or a baseball bat and guess what they can also have a custom animation for the blocking, especially with the katana animations. This element allows new animations for melee weapons as well as attachments.

Fighting Styles????

We all want a buff to our classic kick and punch and what better way to do this than adding fighting styles. This is an idea from an old favorite game of mine on Roblox Arcane Adventures. In this game you would have numerous fighting styles such as Boxing Ju-jutsu Taekwondo and some others. this would be good to add into the game due to the fact that the classic punch/uppercut and the Kick /roundhouse kick is getting old. i think it wwould be wonderful to have these in-game as a part of cultural recognition because not all the survivors are just from America Norway or The Russia Motherland and i think this will give meaning to the game as in you can face down and entire horde of zombies with your fists alone using moves from ITF taekwondo or WTF taekwondo (im suprised if you dont know the diffrence) and ending them all. I know this may seem like a bit much PR because of all the animations and im not suprised if i never see these added

Contracts for Animations???

This plan has basicly Contracts for animations (im unsure if im wording this right). So  its like Kill 1000 zombies with the Katana to unlock the Ronin attachment same for other weapons with animations. To me this makes sense because it takes time before you can master a weapon like after 1000 kills a weapon feels better in your hands and after 5000 kills you basicly mastered the weapon.

Weapon Elements??

Here is some food for thought how about elemental attachments like a lightning element that you can add too your katana to do more damage as well as do "Shocc" Damage or electricution that you can channel much like a eletric elemental? ive also been thinking about a Extra power or the faraday vest in where it can take power from electric elementals upon their death and you can relese it in a punch or a kick or a special blast. You would get the element attachments for killing like a buttload of elementals or diggers (fora earth attachment)

Fallout 4 slomotion/Critical points?

After watching Jacksepticeye play Fallout 4 recently i wondered why this effect wasnt added to R2DA the only issue is the live time roblox programming. This works when you target a enemy and zoom in on them telling you where hitting them will do the most damage and you can hit that location. For example a shot to the spine of a digger will do more damage to the digger than a body shot. as stated before the issue would be the sloomotion with Roblox's features as well as what weapons it applies to  Likef for example the new Fatal 6. 