Author Topic: Nudge guide  (Read 62568 times)

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Offline vipere

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Re: Nudge guide
« Reply #75 on: August 02, 2013, 12:29:05 am »
+2
With the last patch, you can report it.

They just don't report you because you are a Witch

Offline Paul

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Re: Nudge guide
« Reply #76 on: August 02, 2013, 10:55:15 am »
+2
Ranged and jumper knockdown nudges actually have no damage deal part so it is not reportable at the moment. Will be fixed.

Offline Phew

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Re: Nudge guide
« Reply #77 on: August 02, 2013, 03:48:41 pm »
+2
Ranged and jumper knockdown nudges actually have no damage deal part so it is not reportable at the moment. Will be fixed.

Paul, I re-read the OP several times and didn't see the "ranged knockdown" mechanic discussed, but I discovered it accidentally the other day when I Shield Shoved an archer and was surprised to see him hit the deck.

Could you please clarify a few things about this knockdown mechanic:
-Does this occur with all types of nudges?
-Does it work vs. bows, crossbows, and throwing, or just a subset of these?

Also, I shield shoved a horse the other day, and was disappointed that it had no effect. Considering how incredibly difficult this is, maybe you could consider allowing certain nudges to rear horses (or do something else interesting)?
« Last Edit: August 02, 2013, 03:58:06 pm by Phew »

Offline Paul

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Re: Nudge guide
« Reply #78 on: August 02, 2013, 04:04:11 pm »
+2
Knockdown happens for every type of nudge when the victim is jumping or aiming/releasing a ranged weapon.

Offline Phew

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Re: Nudge guide
« Reply #79 on: August 02, 2013, 04:15:46 pm »
+2
This explains a lot! I snuck up behind an archer in a gatehouse the other day and thought that instead of backstab him i'd do the honourable thing and launch him over the edge into oblivion with shield nudge. I was so surprised to see him go instantly sprawling on the floor without moving forwards at all or going over the edge that i gave him time to stand up, draw a melee weapon and utterly school me, scrub that i am lol

Yeah, I'd prefer that Shield Shove not knockdown archers. Shoving them off the wall while they are unaware is more fun that knocking them down.

Offline Jarold

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Re: Nudge guide
« Reply #80 on: August 18, 2013, 09:51:49 am »
+1
I feel like nudging a horse with your shield, hands, or weapon shouldn't do anything. I mean it's a horse it's tougher, heavier, and bigger than you so it shouldn't do anything. Especially against the war horses.

Offline Canute

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Re: Nudge guide
« Reply #81 on: March 11, 2014, 11:12:21 am »
+1
Neat guide.
LEAVE BRITNEY ALONE!

Offline San

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Re: Nudge guide
« Reply #82 on: March 11, 2014, 01:45:26 pm »
+2
Tested shield nudges against jumpers. It only seemed to work if you time it the moment the opponent lands, otherwise it just misses.

Offline Paul

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Re: Nudge guide
« Reply #83 on: March 11, 2014, 07:40:24 pm »
+1
Did you try looking upwards a bit, towards the center of the victim?

Offline Phew

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Re: Nudge guide
« Reply #84 on: March 11, 2014, 07:59:20 pm »
+2
Paul,

Just a comment about the defensive shield shove: I often find myself approaching archers/throwers/xbowers with my shield raised while they are holding a shot waiting for me to drop my block. Ideally, there would be some way to run up and bump them, interrupting their hold. Unfortunately, this isn't possible in practice, since the bump mechanic seems to only occur when the melee player presses their attack button, which of course lowers their block and generally results in them getting shot in the face. It would make sense if the defensive shield shove was a useful tool for interrupting ranged, since you have to be holding block anyway while approaching them. However, it doesn't work this way, because the slow shield shove animation cannot block projectiles at any time during the animation, and the ranged player has plenty of time to release their shot into your head before the nudge interrupts them.

This is what I propose:
Allow the defensive shield shove to block projectiles (and maybe melee?) during the early part of the animation, but shift the "vulnerable" window later in time so you are still open for the same total amount of time. This would actually make it a useful defensive tool, but you would be severely punished if you missed your nudge. The current implementation doesn't seem to match your intent of making this a defensive tool, since attempting it is more of a defensive liability than an asset.

Offline San

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Re: Nudge guide
« Reply #85 on: March 11, 2014, 08:15:18 pm »
+2
Did you try looking upwards a bit, towards the center of the victim?

I will try this next time, thanks. I did not know you could aim it vertically, so the shield looked like it simply passed through.

@Phew,
I proposed something similar to that a few weeks ago (only for projectiles), but it's divisive.

Offline Paul

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Re: Nudge guide
« Reply #86 on: March 11, 2014, 08:15:35 pm »
+1
I think only cmp could do that in WSE2. I don't see a way in the on the Module System level.

Offline Phew

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Re: Nudge guide
« Reply #87 on: March 11, 2014, 08:24:39 pm »
+2
I think only cmp could do that in WSE2. I don't see a way in the on the Module System level.

Oh, I thought you implemented nudge entirely within the Module System. I assumed you specifically coded something that turned off passive projectile blocks during all parts of nudge animations. 

What about the ranged bump mechanic? Could that be changed so that RMB interrupted like LMB does? Would accomplish roughly the same thing.

Quote
but it's divisive.
Someone would have to be pretty biased toward ranged to argue for the status quo (that ranged basically get one free shot against shielders in each pointe-blank engagement).
« Last Edit: March 11, 2014, 08:27:57 pm by Phew »

Offline Paul

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Re: Nudge guide
« Reply #88 on: March 11, 2014, 09:17:31 pm »
+1
Ranged bump is WSE2 too. Can't do shit.

Offline Phew

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Re: Nudge guide
« Reply #89 on: March 11, 2014, 09:22:20 pm »
+1
Ranged bump is WSE2 too. Can't do shit.

Clone cmp?