cRPG

cRPG => Suggestions Corner => Topic started by: indigocylinder on October 11, 2011, 08:45:31 am

Title: make 2h overheads inactive at the end of the swing.
Post by: indigocylinder on October 11, 2011, 08:45:31 am
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Gisbert_of_Thuringia on October 11, 2011, 10:18:34 am
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:
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Matey on October 11, 2011, 10:27:10 am
yeah. fix that shit. its derp.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Joelturuz on October 11, 2011, 03:02:56 pm
Fixing all the sweetspots would be superb.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Laufknoten on October 11, 2011, 03:06:10 pm
+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:
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Kato on October 11, 2011, 03:26:23 pm
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Tennenoth on October 11, 2011, 03:35:55 pm
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
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Leshma on October 11, 2011, 04:20:38 pm
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Joxer on October 11, 2011, 04:43:16 pm
+1 but I have to mention that it happens with side swings and thrusts too.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Konrax on October 11, 2011, 04:51:08 pm
+1
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Laufknoten on October 11, 2011, 06:14:54 pm
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Siiem on October 11, 2011, 06:18:25 pm
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: ArchonAlarion on October 12, 2011, 06:03:54 am
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Snoozer on October 13, 2011, 06:48:38 am

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
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Diomedes on October 13, 2011, 06:59:41 pm
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.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Gisbert_of_Thuringia on October 13, 2011, 07:16:01 pm
Indeed, removing twohanders would take minimum half of my kills ^^

They are so easy to hit   :mrgreen:  whereas shielders are a real pain now that jumpshooting doesn't work anymore :/
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: dontgothere on October 13, 2011, 11:52:07 pm
What if instead of removing it entirely, it just gave the end-of-animation hits a much, much larger negative speed penalty?  That way, it would still "connect" - it wouldn't just float through, which it might if it were "inactive - but it wouldn't be good for kills, or even knockdowns or damage, but really only for interrupting the enemy's attacks.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Dezilagel on October 14, 2011, 12:59:36 am
The overhead thingy is derp yes (for all wep types, not just 2h) and should be fixed asap imo.

Spinthrusting on the other hand is just part of the combat system; if you disable the ability to turn your swings then you'd have really stale combat.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Jarlek on October 14, 2011, 01:18:07 am
The overhead thingy is derp yes (for all wep types, not just 2h) and should be fixed asap imo.

Spinthrusting on the other hand is just part of the combat system; if you disable the ability to turn your swings then you'd have really stale combat.
This already is a problem for 1h's. Turning and swinging is really annoying since there is a limit on the turn speed. Together with lower movement speed from the shield, low range of 1hs and worse "sweet spot" for the animation, it really is a problem. Also, people hitting through shield and running through you.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Dezilagel on October 14, 2011, 01:51:45 am
This already is a problem for 1h's. Turning and swinging is really annoying since there is a limit on the turn speed. Together with lower movement speed from the shield, low range of 1hs and worse "sweet spot" for the animation, it really is a problem. Also, people hitting through shield and running through you.

I have a 1h alt (I created one to test) and I've had no probs whatsoever regarding hitting people thus far.

The lower turning speed only applies to sideswings, and takes effect only after you release the swing so unless you go for a shitty swing/get outmaneuvered you'll be fine.

Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Jarlek on October 14, 2011, 02:11:40 am
I have a 1h alt (I created one to test) and I've had no probs whatsoever regarding hitting people thus far.

The lower turning speed only applies to sideswings, and takes effect only after you release the swing so unless you go for a shitty swing/get outmaneuvered you'll be fine.
And I got a 2h alt (two actually) a polearm, a hoplite, a crossbowman and an archer. Never seem to be a problem on those not using 1h. And yeah, it only applies to sideswings.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Dezilagel on October 14, 2011, 02:21:57 am
And I got a 2h alt (two actually) a polearm, a hoplite, a crossbowman and an archer. Never seem to be a problem on those not using 1h. And yeah, it only applies to sideswings.

Your point...?

Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Jarlek on October 14, 2011, 02:24:37 am
Your point...?
You say you don't have any problems with it on your shielder alt (ignoring that problems can be different with different builds) and I say this is a problem on the chars I use 1h with, but never ever on those I use polearm/2h on.

EDIT: And just to make it more clear. It's not the crappy "sweetspot" of 1h compared to 2h and pole that is the problem. It's the crappy sweetspot combined with low range, low damage, the turn speed reduction (since you have to be facehugging it actually matter a lot more) and the low mobility of shielders (since the shield slows you down a lot AND 1h weight counts for more slowdown than 2h/pole/bow/xbow/throwing weight) all added together that is the problem.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Dezilagel on October 14, 2011, 02:30:16 am
You say you don't have any problems with it on your shielder alt (ignoring that problems can be different with different builds) and I say this is a problem on the chars I use 1h with, but never ever on those I use polearm/2h on.

3 points:

1. If your current build is giving you problems with this (I really don't see how, just turn your mouse properly and you'll have no issues) then maybe it doesn't suit you so just change it?

2. 1h technique is different yes, and maybe you're not used to it or smth but really, if you do proper swings this is not a problem.

3. 1h alt, not shielder. Shields are for pussies  :twisted:
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Jarlek on October 14, 2011, 02:40:38 am
3 points:

1. If your current build is giving you problems with this (I really don't see how, just turn your mouse properly and you'll have no issues) then maybe it doesn't suit you so just change it?

2. 1h technique is different yes, and maybe you're not used to it or smth but really, if you do proper swings this is not a problem.

3. 1h alt, not shielder. Shields are for pussies  :twisted:

1. Turning the mouse to change the swing according the to Ussain Bolt clone that can run past me so fucking fast is what I always did and it worked fine. High muose sensitivity ftw. But now that isn't possible anymore because of the swing turn speed limit. That's cool. But when I still get the hit to actually, you know, hit but it just glances because it's in the "bad" sweetspot is just really fucking annoying. Especially when the 2h's with their "never-glance"TM animation sweetspot can do exactly the same with great success. WHILE doing about twice the damage, having more reach and more speed. Do they STILL need better animation sweetspot?

2. Not sure exactly what you are trying to say? Yeah, of course I don't fight the same way I fight as a 2h or polearm when I use a 1h, that would be retarded. It's the annoying lesser animation sweetspot I'm talking about.

3. Exactly. So you don't really know much about 1h's then and nothing about shielders. :P

For the record. Polearms haven't got as good sweetspot as 2hs, but not as good as 1h. I would range it somewhere in the middle. But they also got the longest so it really isn't a big problem. It really only is a problem if you got low mobility and a short weapon. Which is exactly what 1hs are...
Title: Re: MSN-chat Dezilagel and Zapper
Post by: Dezilagel on October 14, 2011, 02:51:27 am
1. Turning the mouse to change the swing according the to Ussain Bolt clone that can run past me so fucking fast is what I always did and it worked fine. High muose sensitivity ftw. But now that isn't possible anymore because of the swing turn speed limit. That's cool. But when I still get the hit to actually, you know, hit but it just glances because it's in the "bad" sweetspot is just really fucking annoying. Especially when the 2h's with their "never-glance"TM animation sweetspot can do exactly the same with great success. WHILE doing about twice the damage, having more reach and more speed. Do they STILL need better animation sweetspot?

2. Not sure exactly what you are trying to say? Yeah, of course I don't fight the same way I fight as a 2h or polearm when I use a 1h, that would be retarded. It's the annoying lesser animation sweetspot I'm talking about.

3. Exactly. So you don't really know much about 1h's then and nothing about shielders. :P

For the record. Polearms haven't got as good sweetspot as 2hs, but not as good as 1h. I would range it somewhere in the middle. But they also got the longest so it really isn't a big problem. It really only is a problem if you got low mobility and a short weapon. Which is exactly what 1hs are...

1. 1h damage is just fkn insane from what I've experienced due to the headhits.

2. Don't release the swing and then turn, turn and then release the swing. 1h are so fast anyway that you can hold just slightly and still not get outspammed (protip, leftswing).

3. I'm just trying to say that I've not experienced these "bad sweetspots" ppl are QQing about when it comes to 1h. And me not having so much experience with 1h is part of the point; I've not played it for very long and I still do good, it's not that hard.

4. 1h are the fastest weps. If you're getting outspammed by anyone, especially 2h or poles, then you're just doing something wrong.

 

Title: Re: MSN-chat Dezilagel and Zapper
Post by: Jarlek on October 14, 2011, 03:25:20 am
1. 1h damage is just fkn insane from what I've experienced due to the headhits.

2. Don't release the swing and then turn, turn and then release the swing. 1h are so fast anyway that you can hold just slightly and still not get outspammed (protip, leftswing).

3. I'm just trying to say that I've not experienced these "bad sweetspots" ppl are QQing about when it comes to 1h. And me not having so much experience with 1h is part of the point; I've not played it for very long and I still do good, it's not that hard.

4. 1h are the fastest weps. If you're getting outspammed by anyone, especially 2h or poles, then you're just doing something wrong.
Derp. 1h aren't really the fastest. They have THE fastest but there are a lot of 2h that are just as fast/faster. Not getting outspammed btw.

And, duh. The left swing is fast and can do a lot of damage because of the headhit. They are also the ones most probable to get the annoying glance too, because of their animation. But really? Doing sick damage? Yeah, right. Only ones who do sick damage is the high end picks and hammers. Same goes for bec and flamberge and great maul. All do great damage, that's their deal. I was talking about overall damage.

But really. You aren't noticing the bad sweetspots? At all? Somethings wrong with you man. (or maybe me and my random "FUCK you, I'm gonna drop from 50-60 FPS to 1-6 problems...)
Title: Re: MSN-chat Dezilagel and Zapper
Post by: Laufknoten on October 14, 2011, 05:39:47 pm
1. 1h damage is just fkn insane from what I've experienced due to the headhits.
You're talking about MW elite Spamitar. This weapon is just insanly op and needs almost no skill to use. When I play siege I just pick one up (free mw elite spamitar and masterpiece shields thanks to grey clan) and 1-2 hit everyone. Basic feinting and footwork is needed, the rest is spam and facehugging.
The problem with the spamitar is, it has speed, damage and length. It only lacks the thrust, but masterworked it has enough cutting power even for plate.
Title: Re: MSN-chat Dezilagel and Zapper
Post by: Dezilagel on October 14, 2011, 05:44:05 pm
You're talking about MW elite Spamitar. This weapon is just insanly op and needs almost no skill to use. When I play siege I just pick one up (free mw elite spamitar and masterpiece shields thanks to grey clan) and 1-2 hit everyone. Basic feinting and footwork is needed, the rest is spam and facehugging.
The problem with the spamitar is, it has speed, damage and length. It only lacks the thrust, but masterworked it has enough cutting power even for plate.

Nope, I was talking about the Iberian mace and the Italian Sword - the two weps that I've been using.

I've yet to aquire a MW spammitard.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: sF_Guardian on October 21, 2011, 08:10:48 pm
Yay, nerf Two handers till theres nothin to nerf anymoar !!!


This overhead is also possible with Poles, but there aint many skilled pole Players ....

And, before i forget it:

POLESTUN IS UP, BUFF IT !!!!


(click to show/hide)
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Kafein on October 21, 2011, 08:32:23 pm
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:

First time I +ed one of your posts, good job  :wink:
Title: Re: MSN-chat Dezilagel and Zapper
Post by: Xant on October 21, 2011, 09:06:25 pm
You're talking about MW elite Spamitar. This weapon is just insanly op and needs almost no skill to use. When I play siege I just pick one up (free mw elite spamitar and masterpiece shields thanks to grey clan) and 1-2 hit everyone. Basic feinting and footwork is needed, the rest is spam and facehugging.
The problem with the spamitar is, it has speed, damage and length. It only lacks the thrust, but masterworked it has enough cutting power even for plate.

Wut? Elite scimitar at MW has 34 cut. That's 1 less than MW NCS, 2 less than MW Langes Messer, 3 less than Grosse Messer etc... It doesn't get any magical damage increases. I love people like you who talk about how OP some weapon is, but don't use it yourself because (insert excuse here).
Title: Re: MSN-chat Dezilagel and Zapper
Post by: hippy_with_a_scimi on October 21, 2011, 09:32:01 pm
Wut? Elite scimitar at MW has 34 cut. That's 1 less than MW NCS, 2 less than MW Langes Messer, 3 less than Grosse Messer etc... It doesn't get any magical damage increases. I love people like you who talk about how OP some weapon is, but don't use it yourself because (insert excuse here).

Dude Elite Spammy is like the black sheep of Crpg , even if there is better weaps out there , people will always rant about it ,

As for me ive been using the spammy since last crpg reset , it used to be the best weap in the lot , but the balancing team did a great job on 1handers , and now its in the pack of good weapons ,

it doesnt stand alone   as the best 1h around anymore... 
Title: Re: MSN-chat Dezilagel and Zapper
Post by: Xant on October 21, 2011, 09:35:22 pm
Dude Elite Spammy is like the black sheep of Crpg , even if there is better weaps out there , people will always rant about it ,

As for me ive been using the spammy since last crpg reset , it used to be the best weap in the lot , but the balancing team did a great job on 1handers , and now its in the pack of good weapons ,

it doesnt stand alone   as the best 1h around anymore...

1h has great balance at the moment. So many viable weapons with different styles - axes, picks, straight swords, curved swords - all with their own advantages, and many different top-end weapons of each "class" are viable. 2h has the German and Danish that are pretty much vastly better than anything else, polearms have the poleaxes and GLA (although there's pretty good balance in polearms too, glaives, longspear..) et cetera.
Title: Re: make 2h overheads inactive at the end of the swing.
Post by: Penitent on October 21, 2011, 09:56:56 pm
PPLLEEAASSEE DO IT!