cRPG

cRPG => Suggestions Corner => Topic started by: CrazyCracka420 on February 17, 2012, 05:35:14 pm

Title: Change how attacks are interrupted
Post by: CrazyCracka420 on February 17, 2012, 05:35:14 pm
I think it would be cool if when you get hit you didn't always get your attack interrupted.  As of right now ranged can kill each other, and a ranged and a melee person can both kill each other.  The only time I've ever seen two melee people kill each other is when they are mounted on horses and using lances (and I'm not positive, but I think one of the kills needs to be a couched lance kill).

I think that if (for example) I'm thrusting a spear at someone and I get shot in my non-thrusting arm my swing should continue (albeit it probably weaker and maybe slower).  I don't like when your weapon is basically a couple inches from someone's face and then you get tapped in the back by a rock thrower now your weapon which had full inertia behind it, just drops back to your side instead of at least grazing the enemy. 

This suggestion may completely fuck up balance, but thought it was worth throwing out there.
Title: Re: Change how attacks are interrupted
Post by: Rumblood on February 17, 2012, 05:46:43 pm
On death, I can see that. Not for normal blows though. Interrupts are an important part of the game. Not to mention glances don't interrupt.

If they change it so that corpses stick around for a split second longer, it seems like it would also allow for "simultaneous" melee strikes after death.

The reason ranged and melee can do it is that ranged actually released their attack just before the enemy, but the enemy release their attack just before the missile arrived.
Title: Re: Change how attacks are interrupted
Post by: CrazyCracka420 on February 17, 2012, 06:16:19 pm
Yeah I think it would totally change melee, so I just wanted to bring up the idea to get more of a discussion on it, rather than suggesting that this be implemented.
Title: Re: Change how attacks are interrupted
Post by: Rumblood on February 17, 2012, 06:21:12 pm
Maybe if they did something like

If Distance between players < 5 feet, then attacks don't interupt?

So players who are engaged won't interupt each other and can simul-kill, but ranged and polearm interupts would still be active?
Title: Re: Change how attacks are interrupted
Post by: Teeth on February 18, 2012, 10:24:02 am
Yes, lets make spam 5 times as viable as it is now.
Title: Re: Change how attacks are interrupted
Post by: FRANK_THE_TANK on February 19, 2012, 01:23:54 am
It would be interesting with a much more advanced engine but with this engine I just don't see it working.

If the engine could account for weapon angle, speed, weight and then the effect of the hit you recieved on the weapon travle and then allow it to continue to target depending on a shit ton of variables then it would get interesting but if it was just a % chance based on how hard they hit you and at what point in time during the stroke it occured I think we would just get a spamfest out of it.

People would just pump PS and carry a big heavy weapon and swing for the rafters.
Title: Re: Change how attacks are interrupted
Post by: Zaren on February 19, 2012, 07:29:48 am
I think it would be cool if when you get hit you didn't always get your attack interrupted.  As of right now ranged can kill each other, and a ranged and a melee person can both kill each other.  The only time I've ever seen two melee people kill each other is when they are mounted on horses and using lances (and I'm not positive, but I think one of the kills needs to be a couched lance kill).

I think that if (for example) I'm thrusting a spear at someone and I get shot in my non-thrusting arm my swing should continue (albeit it probably weaker and maybe slower).  I don't like when your weapon is basically a couple inches from someone's face and then you get tapped in the back by a rock thrower now your weapon which had full inertia behind it, just drops back to your side instead of at least grazing the enemy. 

This suggestion may completely fuck up balance, but thought it was worth throwing out there.
sorry but....no just no if you got hit in realistic combat you wouldnt continue your swing or it would be so weakened that it wouldnt hurt them(granted they had armor). And tons of melee kills melee(same time) ive hit someone with a sword slash killing them but their kick punched me off the edge(both kick and slash landed)
Title: Re: Change how attacks are interrupted
Post by: Digglez on February 19, 2012, 09:22:33 am
mutually assured destruction is ALWAYS fun
Title: Re: Change how attacks are interrupted
Post by: Tears of Destiny on February 19, 2012, 09:24:36 am
This would make Mauls and such absolute hell to counter.
Title: Re: Change how attacks are interrupted
Post by: rufio on February 19, 2012, 04:26:19 pm
this would basicly break the game  :rolleyes:
Title: Re: Change how attacks are interrupted
Post by: Vodner on February 19, 2012, 05:14:11 pm
This would pretty much entirely break infantry combat. The absolute best build would become a 36/3 nodachi-wielding plate-wearing character (since you'll be able to tank hits, and the hits you take wont prevent your blows from landing).
Title: Re: Change how attacks are interrupted
Post by: Torost on February 19, 2012, 05:24:22 pm
I think it would be great. And battles would be more fun if attacks were not interupted midswing. Footwork and blocking would be the key to survival , not who has the most wpf and fastest heirloomswing. The natural counter to STR-Maulers would then be ranged attacks.
Title: Re: Change how attacks are interrupted
Post by: Rumblood on February 19, 2012, 05:31:17 pm
sorry but....no just no if you got hit in realistic combat you wouldnt continue your swing or it would be so weakened that it wouldnt hurt them(granted they had armor). And tons of melee kills melee(same time) ive hit someone with a sword slash killing them but their kick punched me off the edge(both kick and slash landed)

Oh really?

http://www.youtube.com/watch?v=ZFtHa4nj1SI (http://www.youtube.com/watch?v=ZFtHa4nj1SI)

and this one.

http://www.youtube.com/watch?v=KjmqpozkXH8&feature=related (http://www.youtube.com/watch?v=KjmqpozkXH8&feature=related)

Not that rare either apparently.
Title: Re: Change how attacks are interrupted
Post by: Leshma on February 19, 2012, 05:31:52 pm
Yeah torost, you know everything about melee combat, being an archer for more than a year...

I perfectly understand why you archers support this. Still remember when Juhanius and Arrowblood went melee, all they did was spamming and spammers don't like their attacks interupted, don't they? :rolleyes:

Heirlooms and wpf add basically nothing to swing speed, it's way more important which particular weapon you're using. Heirloom difference is ONE point of speed which is lol and wpf difference between most melee players isn't great than 40 and that's absolute difference, effective difference is a lot less than that.

This is retarded just like excessive glancing on monsters (loomed plate players pre upkeep patch) was.

If you don't know how to play, practice to get better. But don't ask for stupid shortcuts just because you suck at melee which is main point of this game and mod.
Title: Re: Change how attacks are interrupted
Post by: [ptx] on February 19, 2012, 05:53:05 pm
Leshma, didn't you post that you've only played 2h since the start and respect others that do that? Yet you post a lot in balance threads, complaining about other classes? I doubt you are in a position to tell anyone to get better. :|

Suggestion is awful though, there is no thing i hate more in various hacknslash games than enemies sometimes not being interrupted when taking hits, it is just a horrid mechanic...
Title: Re: Change how attacks are interrupted
Post by: Leshma on February 19, 2012, 06:02:57 pm
Leshma, didn't you post that you've only played 2h since the start and respect others that do that? Yet you post a lot in balance threads, complaining about other classes? I doubt you are in a position to tell anyone to get better. :|

No, that's not me. Phyrex was like that until he respecced to polearms...

I'm gen 13, was 1H cav once, 1H once, 2H for 3 gens, polearms for 3 gens (one gen I just used pitchfork), archer twice, pure xbowmy old friend never, heavy thrower once (during the golden age of throwing) and lancer cav two times. Although I'm pure 2H for more than six months.

When I was an archer I used to top scoreboard plenty of times and usually was the last man standing. At that time one of best archers was Chase. I didn't even have loomed bodkin arrows and most archers cried so hard because of arrow drop and low arrow velocity.

Also blocking with hammer or some other short 1H weapon is piss easy, most archers are actually terrible blockers although it doesn't seem that way. Tenne is the only good blocker among current dedicated archers.
Title: Re: Change how attacks are interrupted
Post by: Torost on February 20, 2012, 02:50:40 am
Leshma

Im no expert on meleecombat, but I have played plenty of melee, Im just not very good at it.It doesnt interest me either, to many small details. And limited options. But I do have experience with all styles.
Used to have a great bardice or axe on my back along with my warbow before all this slot nonsense :)

I like to play a medieval battle, and twitching around with millisec blocking,swinging and ping optimizing is just not my thing.
Neither is the idea of headshotting for archery for that matter. What a silly consept/CSlike.

Just because you try to lobby this mod to favour your playstyle ,doesnt mean that everyone elses opinions are heavily biased towards selfserving changes.

I have played MB since before warband came out. And crpg from pretty early on.
Unlike you, Im old and have gotten most of the lobbying and racism(archerhate) out of my system.
I just want a crpg that is more medieval battle, less millisec eyehandcoordination.
Melee is not the main point of this game, medieval battle is! And guess what,2handers without heavy armor were useless in such battles.

Title: Re: Change how attacks are interrupted
Post by: rufio on February 20, 2012, 08:59:31 am
Also blocking with hammer or some other short 1H weapon is piss easy, most archers are actually terrible blockers although it doesn't seem that way. Tenne is the only good blocker among current dedicated archers.

bagges better :3
Title: Re: Change how attacks are interrupted
Post by: CrazyCracka420 on February 21, 2012, 05:59:38 pm
This would make Mauls and such absolute hell to counter.

yeah this would totally and completely change the game and would take another 2 years to balance even somewhat decently.  So the idea will never happen. 

And my suggestion would have to be a "chance" of continuing your swing, it couldn't be every time or it would completely make agility builds obsolete.

Maybe it's something for M&B2.  If you could still hold your shield to cover part of your body as you swung then it would actually be pretty cool implementation.
Title: Re: Change how attacks are interrupted
Post by: rubicon_crossed on February 22, 2012, 02:42:46 am
I've actually had this happen to me before as a 2hander against another 2hander. I doubt I'll ever see it happen again but it was hilarious! I wish I remembered who the other guy was.