Author Topic: make 2h overheads inactive at the end of the swing.  (Read 2631 times)

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Offline indigocylinder

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make 2h overheads inactive at the end of the swing.
« on: October 11, 2011, 08:45:31 am »
+22
Problem.

1. Someone with a massive 2h sword overheads into the ground next to me.
2. I think, oh hey, they missed I can swing now.
3. They turn in my direction so the sword (stopped in the ground at the end of its animation) touches my feet.
4. I die.

Solution.

Use WSE to make 2h overheads inactive late in the animation.

The 2h thrust has the same problem of course, so fix that too if you have time, but this is the one that makes me rage the most.

Offline Gisbert_of_Thuringia

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Re: make 2h overheads inactive at the end of the swing.
« Reply #1 on: October 11, 2011, 10:18:34 am »
+6
I have even more problems with the thrust.

People are thrusting and in the end of their thrust they turn around and hit a guy who is somewhere left or right of them, which would actually never hurt anyone, but it gives full pierce damage :rolleyes:

Offline Matey

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Re: make 2h overheads inactive at the end of the swing.
« Reply #2 on: October 11, 2011, 10:27:10 am »
+1
yeah. fix that shit. its derp.

Offline Joelturuz

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Re: make 2h overheads inactive at the end of the swing.
« Reply #3 on: October 11, 2011, 03:02:56 pm »
0
Fixing all the sweetspots would be superb.

Offline Laufknoten

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Re: make 2h overheads inactive at the end of the swing.
« Reply #4 on: October 11, 2011, 03:06:10 pm »
0
+1 Needs to be done!

Also this:
I have even more problems with the thrust.

People are thrusting and in the end of their thrust they turn around and hit a guy who is somewhere left or right of them, which would actually never hurt anyone, but it gives full pierce damage :rolleyes:
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Offline Kato

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Re: make 2h overheads inactive at the end of the swing.
« Reply #5 on: October 11, 2011, 03:26:23 pm »
0
You can do this thing with any type of weapon not only 2h. With new ground collision system is turning and dealing damage with overhead a lot harder, hitboxes are very bad too.

Rid off thrust spinning will kill mod for many players,  1v1 become very dull. This spinning is basic feature of warband engine.
I really see it as a feature not bug. :) Maybe in M&B 2 devs develop some better system.
« Last Edit: October 11, 2011, 03:46:30 pm by Kato »

Offline Tennenoth

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Re: make 2h overheads inactive at the end of the swing.
« Reply #6 on: October 11, 2011, 03:35:55 pm »
0
I have even more problems with the thrust.

People are thrusting and in the end of their thrust they turn around and hit a guy who is somewhere left or right of them, which would actually never hurt anyone, but it gives full pierce damage :rolleyes:

Hahaha Jormglorm and his "round yo block" stab, that's insane xD
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Offline Leshma

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Re: make 2h overheads inactive at the end of the swing.
« Reply #7 on: October 11, 2011, 04:20:38 pm »
-3
Hahaha Jormglorm and his "round yo block" stab, that's insane xD

It's called skill. Even if I'm unable to do it, I'm not for removing it just because I don't know how to utilize it. I bet many shielders would like 2H to be removed completely but that ain't gonna happen.

Offline Joxer

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Re: make 2h overheads inactive at the end of the swing.
« Reply #8 on: October 11, 2011, 04:43:16 pm »
0
+1 but I have to mention that it happens with side swings and thrusts too.
Why is everybody telling me to think? I think, I just don't show it.

Offline Konrax

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Re: make 2h overheads inactive at the end of the swing.
« Reply #9 on: October 11, 2011, 04:51:08 pm »
0
+1

Offline Laufknoten

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Re: make 2h overheads inactive at the end of the swing.
« Reply #10 on: October 11, 2011, 06:14:54 pm »
+1
You can do this thing with any type of weapon not only 2h.
Try to do this with a 1h sword and not bounce...almost impossible.
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Offline Siiem

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Re: make 2h overheads inactive at the end of the swing.
« Reply #11 on: October 11, 2011, 06:18:25 pm »
0
It's called skill. Even if I'm unable to do it, I'm not for removing it just because I don't know how to utilize it. I bet many shielders would like 2H to be removed completely but that ain't gonna happen.

No, two handers are usually one of the easiest targets on the battlefield.

Offline ArchonAlarion

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Re: make 2h overheads inactive at the end of the swing.
« Reply #12 on: October 12, 2011, 06:03:54 am »
+1
Also, anything can be argued "to be a matter of skill". No duh. The point is that it is un-intuitve and looks like shit.

Offline Snoozer

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Re: make 2h overheads inactive at the end of the swing.
« Reply #13 on: October 13, 2011, 06:48:38 am »
0

You can do this thing with any type of weapon not only 2h. With new ground collision system is turning and dealing damage with overhead a lot harder, hitboxes are very bad too.

Rid off thrust spinning will kill mod for many players,  1v1 become very dull. This spinning is basic feature of warband engine.
I really see it as a feature not bug. :) Maybe in M&B 2 devs develop some better system.
my beef isnt with the spin attacks those make sense....

its when an attack should not have any power to it (he already attacked and missed) and he turns it just so slightly and i loose alot of health like he hit me full on when if anything it should glance me

Hahaha Jormglorm and his "round yo block" stab, that's insane xD
ive done this every once and a while it makes sense you castor(foot work) yourself in a position where you negate their block

but lol stabs and spins stabs that miss should not be able to be moved a little and hit you like they did not miss at all
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Offline Diomedes

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Re: make 2h overheads inactive at the end of the swing.
« Reply #14 on: October 13, 2011, 06:59:41 pm »
+1
To help avoid raging and trolling I suggest we take, as our exemplar case of this feature, the Great Maul.  This weapon, along with the Great Long Maul, have a tendency to strike from the side even when the weapon has already apparently swung past the side of its intended target.  I think this is a well known and fairly inarguable fault in both weapons.

As an interesting note, if this does get implemented, and the temporarily-solid-dead-people-models thing too, then cRPG could become monumentally more realistic as a medieval combat simulator.  What a baller idea.