cRPG

cRPG => General Discussion => Topic started by: Leshma on January 29, 2012, 05:14:51 pm

Title: Hiltslash
Post by: Leshma on January 29, 2012, 05:14:51 pm
Is it possible to split upper edge of a blade from the hilt and lower edge?

I don't mind people who do hiltslash on purpose but when someone hits me at point blank, while I'm behind his back, well that piss me off, alot. Can you fix it somehow?
Title: Re: Hiltslash
Post by: Lactose_the_intolerant on January 29, 2012, 05:18:18 pm
they tried, there was a massive 2H QQ
Title: Re: Hiltslash
Post by: Teeth on January 29, 2012, 05:18:25 pm
Revert the implementation of earlier active attacks. Would not only fix issues like that, but also make teamplay atleast viable again and decrease the amount of tk's.
Title: Re: Hiltslash
Post by: Vexus on January 29, 2012, 05:20:02 pm
Wish they find a decent fix for it.

Just because you can block the hit doesn't make it fine.
Title: Re: Hiltslash
Post by: Leshma on January 29, 2012, 05:23:05 pm
they tried, there was a massive 2H QQ

I'm not taking about 2H hiltslash specifically. Polearms can do the same. I'm asking for universal fix.
Title: Re: Hiltslash
Post by: Lactose_the_intolerant on January 29, 2012, 05:31:14 pm
it was done for polearms too. but 2H whined hard
Title: Re: Hiltslash
Post by: cmp on January 29, 2012, 05:35:58 pm
Revert the implementation of earlier active attacks. Would not only fix issues like that, but also make teamplay atleast viable again and decrease the amount of tk's.

Attacks against enemies have n-e-v-e-r been changed.
Title: Re: Hiltslash
Post by: Teeth on January 29, 2012, 05:43:31 pm
So the earlier active attacks only work on friendlies? Why not on enemies?

In that case

Revert the implementation of earlier active attacks. Would not fix issues like that, but would make teamplay atleast viable again and decrease the amount of tk's. Has nothing to do with this topic, but still do it.
Title: Re: Hiltslash
Post by: cmp on January 29, 2012, 05:50:09 pm
So the earlier active attacks only work on friendlies? Why not on enemies?

They work on enemies, and always have since the release of the game. We changed it so the same thing applies to allies too...
Title: Re: Hiltslash
Post by: Dalhi on January 29, 2012, 05:50:58 pm
Revert the implementation of earlier active attacks. Would not fix issues like that, but would make teamplay atleast viable again and decrease the amount of tk's. Has nothing to do with this topic, but still do it.

No more long spear spam from behind your ally my old friends :x
Title: Re: Hiltslash
Post by: Teeth on January 29, 2012, 06:02:50 pm
They work on enemies, and always have since the release of the game. We changed it so the same thing applies to allies too...
Okay, I'm with the Warband devs on this one.
Title: Re: Hiltslash
Post by: Dezilagel on January 29, 2012, 07:08:30 pm
I like the new active attacks when it comes to friendlies. Sure more teamhits, but people have adapted and it's not at all as bad as during the initial release (that was hilarious btw). Took a lot of the support wep spam out.

What I don't like though is 1. when you get stuck on teammates directly behind you and 2. hillfighting with the new grond collision.

btw: I never saw a problem with hiltslashes, never will.

Title: Re: Hiltslash
Post by: Christo on January 29, 2012, 07:16:04 pm
I just find those deaths, when you die from someone's weapon while you're BEHIND him, totally ridiculous.

What sense does that make?

Title: Re: Hiltslash
Post by: duurrr on January 29, 2012, 07:48:38 pm
Attacks against enemies have n-e-v-e-r been changed.
how do you explain hitslash being possible on a slow mod like crpg but not possible on the faster mod (native) then?
Title: Re: Hiltslash
Post by: BlackMilk on January 29, 2012, 08:08:49 pm
how do you explain hitslash being possible on a slow mod like crpg but not possible on the faster mod (native) then?
hiltslashing is not possible in native? wtf?
Title: Re: Hiltslash
Post by: Vibe on January 29, 2012, 08:15:26 pm
how do you explain hitslash being possible on a slow mod like crpg but not possible on the faster mod (native) then?

lol
Title: Re: Hiltslash
Post by: Leshma on January 29, 2012, 08:22:06 pm
I just find those deaths, when you die from someone's weapon while you're BEHIND him, totally ridiculous.

What sense does that make?

That's what I'm talking about. And that's happening because of hiltslash. I really don't mind people who abuse hiltslash "feature" on purpose because it takes some skill to do it. But dying to a guy who's spamming his weapon when you're behind him is pure bullshit. Only way to fix it will be the death of (intended) hiltslash  as well, that's why I named the thread like I did.

Yeah, I can block the dude who's spamming while I'm behind him, but why I should do something stupid like that. Doesn't make sense at all.
Title: Re: Hiltslash
Post by: SixThumbs on January 29, 2012, 09:11:27 pm
Also blocking while trying to reach him would slow you down. I'm not sure how the earlier active attacks helped as I routinely see people stabbing past teammates and walls. I've also somehow stabbed the enemy as a teammate pretty much blocked my path.
Title: Re: Hiltslash
Post by: Renten on January 30, 2012, 01:05:28 am
I stab through someone at least once a day as a polearm. I have 18-24 ping steady. Its especially easy while spinning.
Title: Re: Hiltslash
Post by: Rumblood on January 30, 2012, 01:25:43 am
That's what I'm talking about. And that's happening because of hiltslash. I really don't mind people who abuse hiltslash "feature" on purpose because it takes some skill to do it. But dying to a guy who's spamming his weapon when you're behind him is pure bullshit. Only way to fix it will be the death of (intended) hiltslash  as well, that's why I named the thread like I did.

Yeah, I can block the dude who's spamming while I'm behind him, but why I should do something stupid like that. Doesn't make sense at all.

I've been killed by a guy whose sword was inside my ragged outfiut when he started swinging. Its just bad.  :mad: