cmp plz
i dun get it.
Buff 2h more?
I vote no.
Buff skill level cap more?
I vote yes.
Click (http://youtu.be/rZIWhK8VXUo)
Yes, it would need lots of item/mechanics balance to avoid some weapons/weapon classes becoming useless.
This would also be a nerf to STR-based polearm builds, because they would lack the athletics to get proper distancing. And I like any nerf to STR builds... Of course, this would just make everyone they fight more prone to kicks... Hmmm...
So add this, and then buff polearm damage at the tip/head of the pole and have low, blunt shaft damage?This man/dinosaur thing has got it right.
I like it.
Also, nerf 2h. Like, seriously.
Blatant cry for +1 imo.Prepare to be +'d yourself.
Don't let yourself get fooled guys!
Crossbow needs some sort of skill imo, it's very easy just to grab an xbow and use it as a shotgun. This is silly.
If the knockdown tag can be added to the blunt damage that occurs when hitting with the hilt of a polearm, then I am very much in favor of this change. If not, then at least buffing the damage of the blade portion of polearms to compensate for the lower damage of the blunt hilt hit would suffice. I wouldn't mind hitting enemies for 55 cut damage.
Not sure why every thread talks about 2 handers dominating the game and being OP, when I try to take notice on NA_1 as I did today, everyone was cav, shielder with blunt or pierce weapon, archer, thrower, or long polearm with heavy armor. 2handers were by far the least numerous and that's the fact whenever I take note of it. Makes sense when every other class in the game is designed to counter them with ease.
Outside of dueling, 2 handers aren't all that good, anything else is much superior in combat situations where you're fighting more than 1 guy.
People just tend to balance everything on duels I guess.
Makes sense when every other class in the game is designed to counter them with ease.
Yeah sure, give ALL polearms knockdown and more damage to compensate for removing a mechanic very similar to knockdown, genius.
But it makes no sense for 2h sword to do less damage close to the hilt, if it's the blade?!?!?
USE YOUR BRAIN VIBE PLS
Yes, but the blade is closer to you so you can use more force?????????
What if both 2h and Polearms get this:This.
- for polearms the hilt part does less damage, but blunt
- for 2h the hilt part (and some of the blade close to the hilt) does less damage, but remains cut
This would be a slight buff to polearms compared to 2h.
Yes, but the blade is closer to you so you can use more force?????????
i counter with balance argument
wat
2h hater
Yes, but the blade is closer to you so you can use more force?????????I'd say get back to the physics course for starters...
Good idea, but yay, another direct polearm nerf u_u
Hope you guys will balance it out for 2h and other stuff too, they should deal less damage when closer to the hilt as well.
Christorical fact
chistorical fact
Christorical fact
Yes, but the blade is closer to you so you can use more force?????????
http://youtu.be/niaMCTPDNeohttp://www.youtube.com/watch?v=_wJKG_xtFeA&feature=watch_response (http://www.youtube.com/watch?v=_wJKG_xtFeA&feature=watch_response)
xant is an expert you see.
So poor old Greataxe will be even more crappy... No thanks!nonono, You're misunderstanding what the capabilities of this are. This isn't some type of nerf to poles or axes. it is a rebalancing, the axe head will do more damage, the haft will do less but blunt..
Hopefully this will influence all gameplay and move it towards a rock-scissors-paper-ranged-cav style of play like Joker mentioned.
wouldnt that feature remove possibility of wepon glancing ?
How in the world can you use more force? Ever try using a lever? ;)
But it makes no sense for 2h sword to do less damage close to the hilt, if it's the blade?!?!?
USE YOUR BRAIN VIBE PLS
because you push the blade with your other hand, duhBasic physics:
Basic physics:
F = m x a
F = Force;
m= Mass; which is constant and fixed
a = acceleration; where the angular velocity is the highest at the end of the sword
Conclusion: Most damage is done with the end of the sword, not with the hilt.
It's actually a bit more complex but for this purpose the above is sufficient.
This proves Xant's claim. The mass is the highest close to hilt.(click to show/hide)
nobel prize pls
Your conclusion is wrong. It only works if you swing the sword and hit them at the end of the swing. Common sense: starting from zero speed when the blade is already in contact with the target (hilt slash), the blade near the hilt will do more damage.Xant, seriously, please, stop emberassing yourself even more!
Xant, seriously, please, stop emberassing yourself even more!
Zero speed? So your pushing the hilt against a freaking armor and expect doing any damage? I don't even...
Without any speed you actually wont even do ANY DAMAGE AT ALL... and when you have speed, which you can only have after swinging it already for a certain time, the hilt would do way less damage than the actual blade.
Use a butterknife and press it as hard as you can against your hand. Want me to believe that you cut off your hand like that? Seriously?
He is talking about the blade part of the sword that is near the hilt, not the actual hiltSame thing. The further away from the hilt, the higher the speed, the higher the damage.
This feature is already in the mod Vikingr and it's a nice change.
Other thing I'd like to see in cRPG: http://forums.taleworlds.com/index.php/topic,233889.0.html
Same thing. The further away from the hilt, the higher the speed, the higher the damage.
Try cutting cheese with a long knife with a short (hand size) hilt. Would it cut better if you pressed (or swinged with great speed) with the end (top most) of the blade or the part that is close to the hilt?
I guess that depends if you put the blade on the cheese, then start using force, or if you wildly swing at the cheese from every direction.(click to show/hide)
parmesan cheese in this case, since it's more armor-like compared to others and needs more force to cut. But even if it was gouda I doubt you could cut it as deep with the end of the blade than with the close to hilt blade.
Imagine playing golf with a golf club half the size as normal. Which will hit the ball furthest?
You could, but its about mechanical advantage isn't it? http://en.wikipedia.org/wiki/Mechanical_advantage
If I want to apply the most force I don't use a small stick, and if I twat someone on the head with the end I could crush his skull, hit him near my hands and I might just hurt him. You can get more momentum and more force at the end.
Or is this troll science? My brain hurts
Or is this troll science? My brain hurts
at least the pain isn't spread over a very large areavisitors can't see pics , please register or login
Or is this troll science? My brain hurts
Rocket Surgery.
We basicly have 2 cases, right?
Swinging sword till impact and sword pressed against armor.
Swinging sword clearly damages more the further the impact is UP on the blade.
Pressed sword against armor won't do any noticable damage at all in reality. Maybe scratching the plate a little but that's it. I can't believe that you really think you are strong enough to do more than just a dent into some plate by ONLY using the muscular strength of a human. The whole point about a sword is the use of angular speed to multiply the energy a human body is able to produce.
Otherwise they could just get a big rock and start slamming those at each other but... well, they didnt.
And hitting with the hilt of the sword while swinging is doing less damage than hitting with the tip and simply because the speed of the hilt is way lower than the speed of the tip.
The "kept pressure on impact" sucks too cuz there is something called "inelastic collision" which applies here for the most part. Just do an experiment: hit with a normal hammer on a big stone and tell me afterwards if you were able to keep up any pressure AFTER the impact. Oww, and post some pictures of your hand after half an hour after doing this "experiment". Gonna be fun to see...
This will be my last post on this matter cuz I get the impression that some people just don't wanna accept reality (simple physics at this point). They are probably those kids in school who sucked at math but were always really good in drawing and dancing. Pointless discussion when the other side tries to argument by using examples of cheese... :?
If this means fps drop then no.
While this is a cool idea, it would promote rolling high-ath builds for the sole purpose of backpedalling, so that you can keep the enemy near the tip of your weapon. That is one of the least interesting melee playstyles.
If it's well implemented this could be a really cool feature and offer up tons of possibilities for weapon balancing/different styles of play.
However, if you're trying for this...
(which the turnnerf seems to suggest :()
This feature is already in the mod Vikingr and it's a nice change.
If 2h axes get the hilt hit thingy too than they'd need a buff. I'd really like to have an additional damage type(like pierce-cut or blunt-cut) for them so they don't have to use the same (drawn) cut damage type of gaytana or scimibah.
Looks like you would do some blunt damage with the shaft of the weapon rather than the same damage as the bladed end
Looks like a pretty neat feature, but it might be a bit of a nerf for polearms
We basicly have 2 cases, right?
Swinging sword till impact and sword pressed against armor.
Swinging sword clearly damages more the further the impact is UP on the blade.
Pressed sword against armor won't do any noticable damage at all in reality. Maybe scratching the plate a little but that's it. I can't believe that you really think you are strong enough to do more than just a dent into some plate by ONLY using the muscular strength of a human. The whole point about a sword is the use of angular speed to multiply the energy a human body is able to produce.
Otherwise they could just get a big rock and start slamming those at each other but... well, they didnt.
And hitting with the hilt of the sword while swinging is doing less damage than hitting with the tip and simply because the speed of the hilt is way lower than the speed of the tip.
The "kept pressure on impact" sucks too cuz there is something called "inelastic collision" which applies here for the most part. Just do an experiment: hit with a normal hammer on a big stone and tell me afterwards if you were able to keep up any pressure AFTER the impact. Oww, and post some pictures of your hand after half an hour after doing this "experiment". Gonna be fun to see...
This will be my last post on this matter cuz I get the impression that some people just don't wanna accept reality (simple physics at this point). They are probably those kids in school who sucked at math but were always really good in drawing and dancing. Pointless discussion when the other side tries to argument by using examples of cheese... :?
Since this feature would probably require a complete item rebalance anyway, it might be a good time to change the damage system overall and introduce split damage types.
(click to show/hide)
If that feature is going in then polearms would get a significant disadvantage which is ok if compensated correctly. I'd set the blunt damage for hilt hits of head-heavy polearms rather low(15b-ish) so getting into infight is really bad for them. In compensation I'd make it so that polearms suffer less from the turn limit than 2h because of the wider grip that gives more control over the weapon.
If 2h axes get the hilt hit thingy too than they'd need a buff. I'd really like to have an additional damage type(like pierce-cut or blunt-cut) for them so they don't have to use the same (drawn) cut damage type of gaytana or scimibah.
O.o
I just imagined that.
I wasn't really going for that, no. I certainly don't mind more teamplay, but I find rock-paper-scissor too much restrictive and also boring.
If the sword is perfectly and ideally stiff, the energy released at impact with be the same 1cm from the fulcrum and 10m from the fulcrum.
The speed is higher at the tip, but the inertia is lower, and vice versa close to the fulcrum. The energy is the same.
Without knowing how the physics of an armor hit works, a hit closer to the fulcrum would have more of a "push" effect, and the tip more of a "cut" effect.
Something about the fibers in the armor having time to adjust to the sudden pressure because of their mass and inertia?
Stop it guys, cmp will get mad because he doesn't understand cheese analogies
How did you imagine it? What was it like? The first time I thought about it, I imagined a dude trying to repair a nuclear missile with a scalpel.Rocket surgery (http://www.youtube.com/watch?v=XSnFEbr-Dr4#t=2m08s)
ส็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็ส็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็ส็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็ ส็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็ส็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็ส็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็็
Rocket surgery (http://www.youtube.com/watch?v=XSnFEbr-Dr4#t=2m08s)
It will be an interesting experiment. If combat ends up with a higher skill ceiling then it will be good. If combat ends up slower/more predictable, then it will be less so.
The important thing is to make sure it increases the depth of the game.
Yep.
This idea is great as it puts in another tactical element for the polearmer and his opponent to play with. How it will work/feel in practice is another matter. If it feels random and none is able to master it, it's of course not good.
Yep.
This idea is great as it puts in another tactical element for the polearmer and his opponent to play with. How it will work/feel in practice is another matter. If it feels random and none is able to master it, it's of course not good.
blablabla
Paul is right.
Anyway: if you hit someone at the very start of the swing (eg, you had 5cm space to start a swing), you will hit with much much less force. This has little to do with distance, you simply have much less time to apply force and accelerate your weapon. This is more important the longer the weapon is, because a longer weapon has a higher moment of inertia; even if the overall force is the same, the velocity is much lower, and no cutting will happen.
Xant and Vibe are wrong because they are not considering the time during which you are imparting force (accelerating) the sword. The sword (or anything you swing, for that matter), regardless of which section of the sword you hit with, will hit with much less force if you have less time to accelerate it. If someone is pressed against you, all you are doing is pushing them with a sword. Regardless of which point of the sword you are doing this with, it's not going to cut anything remotely hard.
Hitting near the center of mass is only better in the case you had equal time to accelerate the sword.
Ideally, for maximum damage, you would want to hit at the time the sword has reached the maximum speed; hitting "early" with any part of the weapon is going to be much less effective.
If you don't live in a city, grab an axe. Try a swing with 5cm space and a normal swing, and see the difference.
What if both 2h and Polearms get this:
- for polearms the hilt part does less damage, but blunt
- for 2h the hilt part (and some of the blade close to the hilt) does less damage, but remains cut
This would be a slight buff to polearms compared to 2h.
But it makes no sense for 2h sword to do less damage close to the hilt, if it's the blade?!?!?
USE YOUR BRAIN VIBE PLS
Pretty sure Paul made the point that its complicated and depends on certain factors, including armour of the target. The tip has the highest possible damage, but you must be able to withstand the counter force and not have the weapon pivot back. Against high armour you might prefer to hit towards centre of mass
Hitting with the tip of the sword does the most potential damage because it is the fastest moving part. But only if your grip can withstand the counterforce. That's the difference between the sword, where the center of mass is close to the hilt and a great long axe with its close to the head center of mass. Hitting a hard target with the axe (head) gives a better chance to maintain the grip than hitting with the sword tip.
On impact the natural fulcrum is much closer to the target for the axe and the axeman has a long lever to withstand the reactio. The swordman only has a short lever to withstand the force and hitting a metal target with the tip will most likely just bounce.
On the other hand if the sword user decides to land the blow closer to the center mass of his sword then he will have less problems with the counterforce because the lever length between center mass and impact point got shorter. But the speed and thus power* of the blow would be a bit weaker. So against a lightly armored target I'd use the tip and against metal armor going closer to the hilt might be better.
A hilt hit for the axeman might be problematic because if the center of mass is actually behind the target and the victim acts as the fulcrum then short handle section between grip and target is the lever length the axeman has to stop axehead from moving. If its short and the head fast&heavy, then the attacker could even lose hold of his weapon. That's why I'd give head heavy weapons only a small blunt damage (compared to normal damage) for hilt hits, probably different to balanced weapons like spears or staves.
Edit:
*
With power of the blow I mean the ability of the weapon to destroy tissue and not neccesarily the kinetic energy. Let's imagine a sword that is held by a fixed grip that can withstand unlimited force and then swings it against a target. Two cases, first hits with the tip and second with middle of the blade. The swords come to a full stop and becasue of the ideal grip all of the kinetic energy of the swung sword is transfered into the target. This energy is the same for both cases BUT the faster moving tip can do more actual damage while the slower middle will spend a bigger part of the energy on accelerating(pushing) the target instead on tissue damage.
Crappy comparision: getting hit by a 5 km/h truck or a 50km/h car. Last hurts more while the first just pushes you away.
Too many nerds in this thread who has no actual experience in using tools.
Cutting wood, sledgehammer/hammer work. This will teach you all you need to know about applying force
A real man doesnt need to discuss how to apply force with a tool in his hand, he knows.......
From page 9 of this topic: http://forum.c-rpg.net/index.php/topic,34371.120.html (http://forum.c-rpg.net/index.php/topic,34371.120.html)
Not if we give melee weapons the same backpedaling penalty as ranged (reduced backward speed while readying and releasing).
Face hugging left spam shielders/agi 2 handers could become a problem with these changes.
That would be awesome but there's a problem with changes like that.
People who cry "you dumbed down the game".
S keying should have a small chance of getting knocked down, due to tripping. :Dhttp://www.youtube.com/watch?feature=player_detailpage&v=_ygRholyh5g#t=99s
I was thinking of buffing kick range slightly, turning rate as well if needed.
Basically facehugging should be extremely risky.
I was thinking of buffing kick range slightly, turning rate as well if needed.
Basically facehugging should be extremely risky.
Ok so good was just worried that he didnt think bout that this dear leader cmp is a smart one.No, he makes mistakes, he just learns and corrects them, making him smarter then you think.
Dear leader makes no mistakes.
I was thinking of buffing kick range slightly, turning rate as well if needed.
Basically facehugging should be extremely risky.
If this is implemented I hope you'll finally remove blocking while kicking as wel. That would at least make it a high risk/high reward, rather than the high reward, not much risk at all, that kicking is now.
Yeah, I might do that.
If this is implemented I hope you'll finally remove blocking while kicking as wel. That would at least make it a high risk/high reward, rather than the high reward, not much risk at all, that kicking is now.Sounds like it would be extremely punitive to accomplished pole kickers.
Yeah, I might do that.
If you nerf facehugging and S keying and pokes, what are we suppose to do, stand still 3 ft apart and just take turns swinging and blocking?
That's the point of this game, if you haven't noticed.
If this is implemented I hope you'll finally remove blocking while kicking as wel. That would at least make it a high risk/high reward, rather than the high reward, not much risk at all, that kicking is now.
That's the point of this game, if you haven't noticed.There is absolutely no depth if the game is played that way. Blocking would be trivially easy.
_GTX_ ...
those two posts in a row make me laugh.. I wonder why.
Thats what this game is becoming, a game with no depth or posibilities, only limits.
That's why we need the stamina bar. Enable every trick in the book (spinthrust, hiltslash, kicks, spam, feints, holds, lolstab, shield bash, etc), just limit them with a stamina mechanic. If you want to beat that super skilled player, bust out all your tricks, but be prepared to be killed by a peasant afterwards because you are so exhausted.Why nerf individual skill?
Why nerf individual skill?
If anything, stamina would enhance individual skill, since stamina management becomes yet another skill to master.It would eliminate the ability of a single player to kill a lot of enemies in a short period of time. I think that is something that should be encouraged.
There is absolutely no depth if the game is played that way. Blocking would be trivially easy.
As long there are hold attacks, feints and kicks blocking won't be easy as many like to think. Blocking seems easy when two truly experienced players are fighting. But that's duel server issue.
Main point of this game are battle and siege gamemodes and everything is balanced for those two gamemodes. Duel, dtv and rageball are nice additions but main gamemodes shouldn't suffer because of them.
On EU1 it's still possible to kill many people without blocking. You just need a long weapons (greatsword), agi build and good footwork. Which menas that, blocking on battle isn't OP as many of you think.
And I'm able to hit even the best blockers at least once during 30 second duel. There aren't perfect blockers. Problem are average amounts of HP and armor we have and low lethality of most cut weapons.
As long there are hold attacks, feints and kicks blocking won't be easy as many like to think. Blocking seems easy when two truly experienced players are fighting. But that's duel server issue.It is trivially easy to block if both opponents just stand at the edge of their weapon range and swing. Sideswing chambers are easy to block if the person chambering can't push in and make the chamber occur at near point blank range.
Duel, dtv and rageball are nice adition but main gamemodes shouldn't suffer because of them.Keeping melee as deep as it currently is does not make battle 'suffer'. It makes the game worth playing. The fewer tricks there are, the lower the skill ceiling of the game is.
Though with the current speed, and this game, may just mean we have to wait 30 seconds for the last two players to catch their breath before trying to outblock each other.
Yeah u think im talking about removing kick, no. I just want that kick to have a high danger which fits the high reward it has, when u land it. Instead of being a move u can use whenever u want, since u can just block, if it fails. Then u just try again, if it fails, then u just block. If u succed, u get a free hit on him.
Every trick so far required skill, some more than others. So if u messed that trick up, u would get hurt, which is why u trained on it, so that wouldent happen. Now kick on the other hand is free to use, with no real danger. And for some reason, its the only trick left.... sadly.
If you know your opponent is trying to kick you you can poke them since you can't block down and kick (not sure how viable that strategy is since the spin nerf)
Thats not really a high danger, and that doesnt require skill from the kickers side. That requires skill from the opponents side. And good luck getting a hit in, in that small time period.
If you know your opponent is trying to kick you you can poke them since you can't block down and kick (not sure how viable that strategy is since the spin nerf)The window for this is really small, to the point where you have to predict they are going to kick, and start your stab chamber animation before the kick animation starts.
Start talking stamina, and make sure it gets used by everything...
including blocking, aiming, moving...
Though with the current speed, and this game, may just mean we have to wait 30 seconds for the last two players to catch their breath before trying to outblock each other.
Stamina does not only mean all or nothing approach. It can be used as wpf or/and agility or/and athletics penalty, stagger or even as damage system.Then it is catering to certain 'unrealistic' unlimitations [sic] while 'realistically' penalizing others.
Then it is catering to certain 'unrealistic' unlimitations [sic] while 'realistically' penalizing others.
Problem with stamina implementation is that entire game to be built around it. This one isn't.
Just add another layer to the combat system.wtf does that even mean dude.
This one can incorporate some stamina elements just fine.
Lets not forget the biggest problem with a stamina bar - how long are rounds?
Perhaps in a mode other then battle it makes sense, but a trained warrior is not going to be winded after five or six minutes.
^What would you spam in AoC, slam? Also not sure if you were being sarcastic, but the stamina system there sucked.
Age of Chiverlry not Age of Camelot
:arrow: http://www.age-of-chivalry.com/
Stamina's unrealistic in 5-6 minutes skirmishes.
Fight for 2 minutes with all you have for your life, and let's see. And yes, even trained soldiers start to breath heavily after a few minutes of real fighting.
I think the stamina should be completely different from what people know from game like Skyrim for example. Actually I would make it so that without enough stamina you can still perform any action you want, but it will be weaker/slower than normal. As soon as you stopped performing stamina consuming actions your stamina goes up rapidly. For the whole bar to fill from 0 to 100% you need like 5 seconds. And let's say a blow which inflicted damage or got blocked costs 5% stamina, a blow which got stopped by you costs 10%. (It's because you need to waste energy to stop your blow again). That way you would already have that mass feinting lowered. Of course the value can get modified by weapon weight and length. Running takes about 2% per second (for horses too). Again this is modified by item weight.
The less stamina you (or your horse) have, the slower you (or it) will run. Your hits will deal less damage if you approach the bottom of the stamina bar, and your swings will be slower. Blocking a few times will give you time to recover.
I would like to see a reason to make "light equipment" viable again.
Why does everyone fix on that feint thing? I just mentioned it because I think it looks unrealistic and idiotic.
And in my eyes limitations don't make fights dull. If anything, the opposite. Becuase being allowed to run around the battlefield and swing your weapon without any limitations seems more dull an plain to me than having to look for your fatigue and to take care you don't overstrain yourself.
But, as always, it's a matter of taste.
So u like an even slower game, where can u do even less hits, as more fun?. Anyway yeah, matter of taste.
Just one thing: U cant use realism as a valid reason for balancing this mod....
I wonder how this will affect the short 1h cut weapons. It will be nice to have a special hilt/fist hitbox for that.
Why does everyone fix on that feint thing? I just mentioned it because I think it looks unrealistic and idiotic.
And in my eyes limitations don't make fights dull. If anything, the opposite. Becuase being allowed to run around the battlefield and swing your weapon without any limitations seems more dull an plain to me than having to look for your fatigue and to take care you don't overstrain yourself.
But, as always, it's a matter of taste.
Back to Runescape with you.
That's what I always say myself. But this is not about balancing two things with each other ("The one weapon is much longer and has a curved blade, it should...") or certain minor aspects ("If a horse runs you over you should be dead..."), it's about reworking the entire combat system. Which will need to be done anyway, if the feature of this topic will get implemented. And I am never against realism itself. I always think one should implement the maximum amount of realism, unless it starts to break balance. (Which, to be honest, happens quite fast, because reality isn't know for its fairness :rolleyes: ).
And stamina doesn't neccessarily need to slow down the game. And by the way fast games are not everyone's taste. I for example HATE CoD, it's a hectic, unrealistic and worst of all mindless piece of shit. Watching the multiplayer videos with all those super fast knife stabs, thrown grenades and recoilless rifles which reload in 2 seconds makes me sick.
It would be possible, but I'd rather keep polestagger out of it entirely.
Weapons that have small blades will likely receive damage buffs.
How could something has big as a GLA or GLB ever be balanced ?
GLB is unbalanced. GLA is short with the polegrip already, doesn't need an unbalanced tag.Blatantly self serving.
Blatantly self serving.
Since I last picked up a GLA months ago and that I've never used a GLB. Think before you writeMy bad, I missed you during my trip to eu servers, very pleasant by the way. I assumed from your avatar you toted a Great Long Axe.
My bad, I missed you during my trip to eu servers, very pleasant by the way. I assumed from your avatar you toted a Great Long Axe.
Eh, looks like a regular 2H Great Axe to me...Regular Great Axe is shorter. It's my weapon of choice when vacationing in euland.
umm.. i cant see how this change would affect or even prevent facehugging with short weapons at all
umm.. i cant see how this change would affect or even prevent facehugging with short weapons at allRemoving facehugging from a 70 or less reach weapon would be retarded. That's pretty much how you have to fight with them. it's facehugging with weapons that are really long that's gonna be dealt with.
Question for Dear leader CMP.
While all of this sounds very interesting n stuff how do you plan for when everyone will be using short 1h´s and 2h assault weapons since any weapon with that hilt dmg nerf will become obsolete once every1 gotten used to the change an facehug their opponents :?:
Since u said you where to implement some sorta of punishment for backpedaling it wont take long before those weapons affected by this change will become complete trash or more or less support pike/spears with swing able attacks :lol:
Anyways you did say you would take your time to make sure some weapons and classes didn't become obsolete hope you figure it out lol
EDIT: also what will happen after you change the entire game will people switch to ranged like they done in the past once u taken out or slowed down melee combat :?: or will they go cav it has happened before dont want more ranged or cav then we all rdy have on eu1 tbh
I can see it just now:
That people will rage so much because of the shaft hits are blunt, this leads to knockdown especially with heavier weapons.
:lol:
Anyway, realistic damage values for weapon shafts would be about that of a quarterstaff.
cmp plz+1
Not all Polearms are support weapons, Joker.
This would just nerf polearmers to oblivion once more, it needs to be done differently.
I don't want to see even more kuyak wearing 2h über pikesword heroes.
1. Slow down both top tier 2h and top tier polearms
2. Increase server speed to fast or fastest
3. ???
4. Game broken
1. Slow down both top tier 2h and top tier polearms
2. Increase server speed to fast or fastest
3. ???
4. Game fixed
Fixed.Native works quite well on fastest. Pretty much the only difference is that you have to be faster with your blocks and counters.
Native works quite well on fastest.
Curious as to how this would work for 1hers. Seems to me that no matter how you look at it, it's likely going to be a rather brutal nerf for 1hers.
What? 1h is the only melee class that would be pretty much unaffected (i.e. buffed) by this.This is what i think might happen
You don't even know how the system would work, so you are just speculating (and doing it wrong).Sounds good then. I was just thinking that anything close to the center of rotation would be doing less damage. Considering that a lot of strong 1hers prefer a closer range rather than farther, that it would naturally mean a higher frequency of hilt damage than blade damage compared to other weapon types.
The contact point used to determine whether it was a hilt or a blade hit is the farthest one, not the closest one (i.e. pretty much every 1h sword hit will end up being a blade hit because of the short length).