cRPG
cRPG => Suggestions Corner => Topic started by: Heroin on January 23, 2011, 06:48:25 am
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I think the change to kick-slashing should be reverted. Having attacks become unchambered when you kick makes kicking to interrupt non-mobile turtles rather useless. Discuss/Vote.
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OF COURSE YOU WOULD WANT TIHS YOU DIRT VAMPIRE CRACKWHORE
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I agree with the revert, I have kicked people with shields at least 20 times, only once have I actually landed a hit post-kick. The way it is now it is completely worthless unless you have a teammate waiting to strike your opponent from behind, but in that case a kick isn't necessary anyway.
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I like it the way it is currently. It requires skill to land a kick-slash and it's special when you pull it off. The days of everyone spin kicking each other as if they were Van Dammit were silly. And quite frankly, 2hers have no issue whatsoever still being the most powerful thing on the field (them and polearms).
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I like it the way it is currently. It requires skill to land a kick-slash and it's special when you pull it off. The days of everyone spin kicking each other as if they were Van Dammit were silly. And quite frankly, 2hers have no issue whatsoever still being the most powerful thing on the field (them and polearms).
I'm not asking for spin-kicks. I'm asking for the time to be able to land a strike after kicking. Currently, unless you're using a spamitar or longsword speed equivalent, you do not have time to slash a shielder you have just kicked. Try it.
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No kickslash!
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I'm not asking for spin-kicks. I'm asking for the time to be able to land a strike after kicking. Currently, unless you're using a spamitar or longsword speed equivalent, you do not have time to slash a shielder you have just kicked. Try it.
I've done kickslashes with a flamberge. You just just have to start the attack at the same time as the kick and then release as soon as your foot hits the ground.
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I've been kick-slashed on my shielder plenty of times recently. And with all kind of weapons (and actually never with spamitar or spamberge). Also, with this change, any fight in narrow(ish) areas would make shielders useless against 2handers.
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I've done kickslashes with a flamberge. You just just have to start the attack at the same time as the kick and then release as soon as your foot hits the ground.
You can't do that since the last patch. You can't kick and attack at the same time. Doing so causes your attack animation to stop.
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I actually have an easier time hitting after a kick than I did before. Dont think Ive missed one yet.
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I'm pretty sure I've kickslashed people recently. Even with a long voulge. Ofc, they might have been able to block and didn't.
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You can't do that since the last patch. You can't kick and attack at the same time. Doing so causes your attack animation to stop.
Not if you wait until the kick animation is done before attacking. Trust me its still possible.
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You can't do that since the last patch. You can't kick and attack at the same time. Doing so causes your attack animation to stop.
It always did end your animation, you are doing it wrong.
Do what the guy above said you could, start the attack right after your foot hits the ground, hard to pull off, but still doable.
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It always did end your animation, you are doing it wrong.
Do what the guy above said you could, start the attack right after your foot hits the ground, hard to pull off, but still doable.
That is simply untrue. Prior to the patch, I could hold my sword overhead, kick, then release my sword to swing. Now, if you hold your sword overhead, and kick, it unchambers your attack and you have to cock back your weapon again. This does not leave enough time to swing, unless the person who got kicked decides to stop holding block with their shield at that point.
I will be doing some testing on this current mechanic on the duel server. Will post results and statistics here.
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That is simply untrue. Prior to the patch, I could hold my sword overhead, kick, then release my sword to swing. Now, if you hold your sword overhead, and kick, it unchambers your attack and you have to cock back your weapon again. This does not leave enough time to swing, unless the person who got kicked decides to stop holding block with their shield at that point.
I will be doing some testing on this current mechanic on the duel server. Will post results and statistics here.
This is simply not true, try doing a kick with an attack chambered but don't release the attack. At the end of the kick you'll still have that attack chambered. Only when you release too soon does it unchamber your attack.
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This is simply not true, try doing a kick with an attack chambered but don't release the attack. At the end of the kick you'll still have that attack chambered. Only when you release too soon does it unchamber your attack.
Haven't tested to confirm this yet(not saying I don't believe you), but if it's the case, why change it in the patch? The previous mechanic worked fine.
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You can't do that since the last patch. You can't kick and attack at the same time. Doing so causes your attack animation to stop.
That was always the case, since beta, before warband was even released. Also I don't see any mention of it in patch notes.
Attack can be held, manual block can be held, releasing too soon or swinging too soon changes the animation blending.
It requires precise timing. High risk = High reward.
I don't know where the hell are all these false assumptions are coming from, it is simply not true.
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As everyone else has said, it still works this way and your attack is chambered. The thing is that you have to have proper timing now.
As it should be.
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I did some investigation into this. Currently, the kick-slash works the same way it does in native. So if a change was made, it was either changed back to native values, or changed in native itself. With many claiming that it hasn't changed at all, I can't help but feel that I was mistaken. Although, I could have sworn the entire process "feels" different now. Prior to the recent patch, I had never seen my attack animation stopped by the kick animation.