cRPG
cRPG => Suggestions Corner => Topic started by: Joxer on September 17, 2011, 12:27:30 pm
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That just gives downed cav a retarted invisible force field protection. Or you can just fix the hit boxes or whatever.
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Lol.
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idk maybe it was just because we didn't have anything stopping us maybe it just went through the ground and hit them? i do notice more of a difficulty hiting downed eemys as well after that fix
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You can hit them put polearm thrust at least for me doesn't register on downed cav.
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That just gives downed cav a retarted invisible force field protection. Or you can just fix the hit boxes or whatever.
This reinforces better aim for the swingers, as now they don't have to wildly swing and hit the rider like before, but actually have to aim their swings...
I like it.
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Yes but the polearm thrusts dont register at all even if your aim is spot on. Considering that most cav gets downed in the first place by polearms and many of those have only 2 or just 1 attack direction this is pretty big deal imo. Yes I'm a halberdier.
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im a glaive and ive noticed the difficulty but what tears say has some merit. but on the same time it feels like im inhibited like i would be in a hallway constantly be glanced even though i try to position myself otherwise. but i think im getting use to it so maybe its just that we are not fully adjusted to having a floor block our blades. b4 i could swing without ANY problems other then maybe hitting his shield if he had it up magically
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lol
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disagree. with some aim you can hit them
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It's not a matter of agree / disagree. It's a fact that ground collision gives cav cover when they go down against long poles. 3/4 of the time it kicks in and the player doesn't take damage. Of course there might be some issues with specific angles that work better etc. but consider a long spear for example that now has to resort to overhead a downed cav if they want to safely try and take them out.
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you're gonna need a side arm joxer to finish him off.
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The fact that overheads sometimes go through enemies only to bounce from the ground is more annoying, but it's still better like this than it was before. Just could do with some fine-tuning.
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This is more than likely due to downed cavalrymen having an indefinite position, not all people will run ragdoll physics, or if limited will not choose the downed cav as a ragdoll to save CPU power. The server will always run ragdoll's on everyone (I think), so theres a discrepancy between where the rider has been downed and where you see they have gone down. This is the reason some riders appear to have landed somewhere else, and then stand up 10 metres away. I think this could be related to you stabbing directly at the rider with no damage.
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I would've noticed that. It happens every now on and then. In these cases the rider got up at the same position I was trying to hit.
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This is more than likely due to downed cavalrymen having an indefinite position, not all people will run ragdoll physics, or if limited will not choose the downed cav as a ragdoll to save CPU power.
Only dead agents use ragdoll physics.
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Don't remove ground collision but please do fix those hitboxes on downed riders..
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Curiously now that I played I only once hit the ground instead of the rider. Perhaps how far from the horse the rider lands has something to do with it or some weird stuff?
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maybe you are adapting???
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This reinforces better aim for the swingers, as now they don't have to wildly swing and hit the rider like before, but actually have to aim their swings...
I like it.
If you've already managed to take down the rider's horse by "aiming" your swing, then you kinda deserve a free hit. But no, the rider is not really where he appears to be.
My 2h overhead always collide with the ground, now. So weird...