cRPG

cRPG => General Discussion => Topic started by: rustyspoon on June 22, 2012, 03:00:50 pm

Title: Turning speed nerf effects 1h more than 2h/pole.
Post by: rustyspoon on June 22, 2012, 03:00:50 pm
So after doing a bit of testing, I feel that the turning speed nerf has more of a detriment to 1h than 2h or pole.

It comes down to 2 factors:
1. 1h have shorter range, meaning it's more difficult for them to compensate for enemy movement.
2. 3 out of 4 1h attacks originate from the right side of the model. This is especially detrimental for the stab.

Let's look at the stab for example. The stab animation extends straight from the right side of the model. This requires a 1-hander to turn just to place the sword at a point where it can even hit the other player. 2-handers and poles stab from the center of their model. They do not need to turn at all in order to hit an enemy player. Due to the fact that 1-handers always had to turn somewhat to even connect, limiting their ability to turn makes it even more difficult to connect with an enemy.

Basically, your chances of landing a stab in a 1v1 are terrible unless you are fighting an idiot. All they have to do is strafe to their right and you will never be able to hit them. The point of rotation not being centered on the weapon combined with the short length makes stabbing with a 1-hander a joke.

Now for some pictures! Obviously these aren't to scale, but I only had a few minutes since I have to run to work. I made the 2hander longest, pole in the middle and 1h shortest for stab reach. Doesn't make too much of a difference though. On the second set, I rotated each one 45 degrees with a point of rotation of the center of the circle. Notice how the 1-hander has the shortest horizontal distance by a LARGE margin. That's why this hurts 1-handers more than anything else.

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Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: MrShine on June 22, 2012, 03:44:13 pm
I think they were planning on adjusting the thrust turn change based on weapon length... rumor but I think it would be very beneficial.

For long weapons like pikes & long spears the further away the enemy is the better the chance they'll be within the turn radius of the pike...not so with shorter stabby polearms or 1Hs.  As you said when people are very close to you there is a better chance they'll be able to avoid your thrust 'arc' simply by moving left and right, and you are no longer able to compensate by following them with your thrust.

What the change effectively did that was good was the closer you get to the long stabby weapons, the less effective they are.

What the change effectively did that was bad was it then naturally made the shorter stabby weapons less effective.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 22, 2012, 03:52:48 pm
You're right, rustyspoon.

But I must admit that I'm sick of turning and spinning in this game. Hopefully next Mount and Blade will have realistic combat, not this dancing bullshit everyone is abusing atm.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Teeth on June 22, 2012, 04:08:44 pm
Yes it is completely horrible. Because the 1h overhead is quite fast, I can spin about 20 degrees between starting my attack and ending my attack. Effectively this renders stab chambers quite useless. If I chamber a stab and they move to the side, in the really short time it takes to complete my overhead, I cant keep up with the enemy moving to the side.

The turn rate slowdown was too drastic as its incredibly hard to keep an opponent centered in your screen when doing an overhead or stab.

Same goes for the stab, which the OP overlooked. Not only is it shorter so you can turn less, its also much faster so you get less time to turn. You can't surprise stab anyone, even when they are almost in front of you.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tazman on June 22, 2012, 04:13:48 pm
Fail-post. Sry
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 22, 2012, 04:16:42 pm
That's not a ghost range. Under certain angle, you're able to reach longer than if you're standing still. That's why people are turning around like ballerinas. They tried to fix it, community cried.

I won't be satisfied until we see proper face to face combat, everything else is fantasy bullshit.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tor! on June 22, 2012, 04:20:08 pm
I used to love chambering lances, then hitting the horse in the ass.
(click to show/hide)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 22, 2012, 04:29:25 pm
Because the 1h overhead is quite fast.

If I chamber a stab and they move to the side, in the really short time it takes to complete my overhead, I cant keep up with the enemy moving to the side.

The turn rate slowdown was too drastic as its incredibly hard to keep an opponent centered in your screen when doing an overhead or stab.

As u can see here, u are saying that the overhead is fast. But u cant follow em, when they are goin around u.

Like u are saying urself here, the overhead on 1h is fast. Specialy compared to any other class. So if anyone is gonna have a shot at hitting people with an overhead when they are goin around them, its the 1h.

And i rly wanna test that out with u. Because i am 100% sure, that the only way they can get around u so fast, that in the short amount of time it takes for the 1h to do and overhead, they are alrdy too far around u. Is if u mess up your footwork.
Same goes for the stab, which the OP overlooked. Not only is it shorter so you can turn less, its also much faster so you get less time to turn. You can't surprise stab anyone, even when they are almost in front of you.

Well as u said earlier in this post, 1h is the fastest weapon out there for sure. And u also said that goin around an enemy is faster than the speed u can turn with. So the fast 1h stab would be a good thing, since they wouldent have enough time to accelerate away from the swing.

And if anyone can surprise stab somebody, then its 1h. Since its the fastest, with the shortest stab. As u said urself here in the post.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 04:33:31 pm
Gtx pls.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: [ptx] on June 22, 2012, 04:35:01 pm
But, as Paul said in a different topic, stab hitboxes are different now, easier to hit people with, apparently. So, there should be less need for spin-stabbing, right? Doesn't that even out?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: oprah_winfrey on June 22, 2012, 04:37:17 pm
I am just sad that I can't do the left-swing-feint-stab-from-the-same-direction-so-it-looks-like-a-left-swing anymore.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 22, 2012, 04:50:58 pm
Gtx pls.

yeah i see, u completely proved me wrong.  :rolleyes:

Well lets test it then teeth? or any 1h really. Aslong as he has an average build.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 04:55:48 pm
I don't really want to prove you wrong, I'm just saying that your continued whiningcritique at everything that doesn't start with G and end with reatsword is getting a bit old.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BaleOhay on June 22, 2012, 05:02:41 pm
maybe it will take some getting use to but 1 hand fighting with my iberian is much more difficult. Spent a little time on battle and having a very hard time landing hits. People just walk out of range. Fighting multiple people became much harder as well. I will have to pop on my two hander see if I notice it as much.. but considering a lot of two/pole use the S key fighting style might not hurt them as bad
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 22, 2012, 05:06:08 pm
I don't really want to prove you wrong, I'm just saying that your continued whiningcritique at everything that doesn't start with G and end with reatsword is getting a bit old.

And im not denying what the op is saying, since the 1h stab naturally is more to the right. I just dont want to act like something completely overreacted is the truth.

And as i said, since there is the possibility im wrong, that we should test it. Instead of arguing.

And if im not trying to the defend the class i played on my main the entire time, who is then? Every possible trick in the book for the 2h got nerfed, or well the ones i know, which was quite alot.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Thovex on June 22, 2012, 05:12:11 pm
And im not denying what the op is saying, since the 1h stab naturally is more to the right. I just dont want to act like something completely overreacted is the truth.

And as i said, since there is the possibility im wrong, that we should test it. Instead of arguing.

And if im not trying to the defend the class i played on my main the entire time, who is then? Every possible trick in the book for the 2h got nerfed, or well the ones i know, which was quite alot.

I'M NOT PART OF THIS MADNESS.

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Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Nessaj on June 22, 2012, 05:14:04 pm
Why don't you just test it your self, why drag cmp into it? Do the test and post your findings.

(click to show/hide)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Phazey on June 22, 2012, 05:15:58 pm
(click to show/hide)

cmp: it was fixed with latest update

 :D
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Bulzur on June 22, 2012, 05:26:03 pm
1h complaining ?

Believe me, longspear user have it way harder than you.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: oprah_winfrey on June 22, 2012, 05:28:42 pm
1h complaining ?

Believe me, longspear user have it way harder than you.

Yeah, it sure sucks that your support/anti cav weapon is now a support/anti cav weapon. That being said, I think the devs should change it back to 2 slots, readd the overhead attack and remove blocking with it. I guess they could take off the unbalanced tag as well.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: [ptx] on June 22, 2012, 05:41:07 pm
1h complaining ?

Believe me, longspear user have it way harder than you.
lolnowai, it is actually way easier now, or at least feels that way.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 05:42:08 pm
lolnowai, it is actually way easier now, or at least feels that way.

I think he means 1v1.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: [ptx] on June 22, 2012, 05:43:50 pm
Well, apart from the lost option of doing 360 degree spinstabs, 1v1 feels easier too, whatever you did to hitboxes (according to Paul), has made landing counterattacks in 1v1 with a longspear much more reliable.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 05:45:08 pm
Sweetspots, not hitboxes.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Bulzur on June 22, 2012, 05:46:50 pm
Come play in eu1 and let me watch and learn from you ptx. I really feel like hitting the guy, but it just always goes "beyond". And he hits me just fine, ofc.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 22, 2012, 05:47:28 pm
Why don't you just test it your self, why drag cmp into it? Do the test and post your findings.

(click to show/hide)

Because CMP answered to my post. With 2 words, pretty much telling me to shut up. Which i think is a bit of an asshole move, since i expected a proper answer.

I need someone to do the test with, and it would be ideal to do it with teeth, so he could see it with his own eyes. Instead of me telling him, i did the test and he were wrong. That might be a little bit hard for him to trust. :)

Edit: Recording with fraps would also fuck it up a little :P. Fraps is a bitch, takes waaay too much power.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: engurrand on June 22, 2012, 05:54:41 pm
You're right, rustyspoon.

But I must admit that I'm sick of turning and spinning in this game. Hopefully next Mount and Blade will have realistic combat, not this dancing bullshit everyone is abusing atm.

Fight IRL or hook up your computer to brain...

Think... you have mosue and keyboard.

What do you want then?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Chasey on June 22, 2012, 06:01:33 pm
I did some testing with the longspear and found that turning into your swings (which you can still do with the turn speed change) no longer makes it so you hit the sweet spot.I tested it on some 1 that was

mid range and i glanced 8 out of 10 hits with spinning, but a straght stab hit 10 out of 10. So the sweet spots have somehow been changed so that straight hits, actualy hit most of the time which is good.

However a straight hit still glances 100% of the time when some 1 is face hugging you. The only way to hit people that were so close to you before was to spin and hit the sweet spot but because thats been

removed its now near impossible to hit people that face hug you. Which has in fact made 1v1's alot harder imo. But hey the games not balanced around 1v1s so i dont really mind, just my observations so far =)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BlindGuy on June 22, 2012, 06:12:34 pm
Long polearms should not be viable in 1v1 against non-idiots anyway, you should not be able to dominate the gank world and duel world.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 22, 2012, 06:30:14 pm
cmp the soo promised better wpf curvE?

no becouse combat is becoming boring and boring and slower at every patch.         i play 1h since this mod got 20 ppl online, and never changed my class in what 2 years and half? 3?    ,   now   follow someone "agile" with 6+ athletics and make overhead is almost impossible,  withouth considering strange things like,  you do overhead, the target is there, you made the swing , but suddently you hit nothing and he hits you from flank,  than he appear near your flank.         there is a void of animation and comunications between client, target position and your swing.


did you try 1h  cmp? seams we are glued or webbed to the ground when we try an overhead tryng to follow a fast target, fact is the camera and the char follow the target but the sword dont,  so you do lets say a 90 degree turn,  you do it and you aim correctly but when the sword start  move, he pull you back at minor degree, missin the target leaving you like an idiot hitting air
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BlindGuy on June 22, 2012, 06:32:20 pm
cmp the soo promised better wpf curvE?

no becouse combat is becoming boring and boring and slower at every patch.         i play 1h since this mod got 20 ppl online, and never changed my class in what 2 years and half? 3?    ,   now   follow someone "agile" with 6+ athletics and make overhead is almost impossible,  withouth considering strange things like,  you do overhead, the target is there, you made the swing , but suddently you hit nothing and he hits you from flank,  than he appear near your flank.         there is a void of animation and comunications between client, target position and your swing.


As always, LOL at the engrish, but as usual, vicious is right.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Nessaj on June 22, 2012, 06:34:10 pm
Fraps is a bitch, takes waaay too much power.

Well, duh, Fraps is so 2010!

(click to show/hide)

All the cool kids use PlayClaw (http://www.playclaw.com/) now. Not only does it record amazingly better than horrible fraps, it also provides you with a ton of other excellent features such as an teamspeak overlay.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: [ptx] on June 22, 2012, 06:48:51 pm
Come play in eu1 and let me watch and learn from you ptx. I really feel like hitting the guy, but it just always goes "beyond". And he hits me just fine, ofc.
Not this weekend, sorry :)

I did some testing with the longspear and found that turning into your swings (which you can still do with the turn speed change) no longer makes it so you hit the sweet spot.I tested it on some 1 that was

mid range and i glanced 8 out of 10 hits with spinning, but a straght stab hit 10 out of 10. So the sweet spots have somehow been changed so that straight hits, actualy hit most of the time which is good.

However a straight hit still glances 100% of the time when some 1 is face hugging you. The only way to hit people that were so close to you before was to spin and hit the sweet spot but because thats been

removed its now near impossible to hit people that face hug you. Which has in fact made 1v1's alot harder imo. But hey the games not balanced around 1v1s so i dont really mind, just my observations so far =)
Dunno, i can hit people facehugging me just fine, by starting the attack facing just to their side and then turning it into them, which i find easier to do now than before.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Bulzur on June 22, 2012, 06:56:30 pm
Not this weekend, sorry :)
Dunno, i can hit people facehugging me just fine, by starting the attack facing just to their side and then turning it into them, which i find easier to do now than before.

No problem, have a nice weekend.
I'll practice on Eu3 with friends, because it really annoys me currently. I even managed to teamkill a friendly when going for an overhead against one beyond him, first time it happen.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 22, 2012, 08:10:41 pm
I've thought a bit about turning issue and came to conclusion that we should blame cmp for current state of melee combat.

Before "early active attacks", hiltslashing wasn't easy to pull of like it's now. Thanks to that change, in situation when I'm standing at enemies side, if he swing aiming at my teammate I'll be the one to take the hit. While that is realistic and makes sense it add a lot of randomness to melee combat.

Attacks being active so early in the animation is the reason why combat shifted from proper timing (both attacks and blocks) to what I call dancing which is nothing more than attempt to confsue the enemy, playing on lucky card that your hit will connect and deal damage. This style of fighting is something that abuse people who can't block held attacks very well.

While I like this slight turning nerf because it's realistic (although it's still possible to turn for 1080 degrees in less than a second) I think that you should first try to adjust your own invention, early active attacks in order to prevent cheesy way of fighting that's prevalent these days.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Miley on June 22, 2012, 08:17:07 pm
I don't understand this. Does this have to deal with a new patch or something? I haven't noticed anything different than from like 3 or 4 days ago when I was playing Medieval 2. Then again, I've been playing on Community since NA 1 was down and everyone was in Community. I don't know if they're all patched.

And affects* Lolz...
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 08:19:31 pm
I've thought a bit about turning issue and came to conclusion that we should blame cmp for current state of melee combat.

Before "early active attacks", hiltslashing wasn't easy to pull of like it's now. Thanks to that change, in situation when I'm standing at enemies side, if he swing aiming at my teammate I'll be the one to take the hit. While that is realistic and makes sense it add a lot of randomness to melee combat.

Attacks being active so early in the animation is the reason why combat shifted from proper timing (both attacks and blocks) to what I call dancing which is nothing more than attempt to confsue the enemy, playing on lucky card that your hit will connect and deal damage. This style of fighting is something that abuse people who can't block held attacks very well.

While I like this slight turning nerf because it's realistic (although it's still possible to turn for 1080 degrees in less than a second) I think that you should first try to adjust your own invention, early active attacks in order to prevent cheesy way of fighting that's prevalent these days.

Your whole argument is invalid, because it's based on the assumption that the "early active attacks" change applies to enemies. It doesn't. It applies only to attacks on teammates and scenery.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 22, 2012, 08:21:06 pm
Unless I'm grossly misremembering things, earlier active attacks only affected swings vs teammates and (iirc) map props/hills. Swings versus opponents were unaffected.

The increase in community skill led to the tricks we see now. There are a large number of players who can block 1v1 without error for a long time. That is boring, and you don't want a long fight in battle anyways.

edit: Beaten.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 22, 2012, 08:28:01 pm
Your whole argument is invalid, because it's based on the assumption that the "early active attacks" change applies to enemies. It doesn't. It applies only to attacks on teammates and scenery.

Then, why it's possible to kill an enemy just like you kill your teammate with a flamberge overhead from behind?

Was it always like that?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 08:31:14 pm
I think so? Don't recall changing anything that could affect that.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Christo on June 22, 2012, 08:33:49 pm
I think so? Don't recall changing anything that could affect that.

It's a lot more drastic&noticeable since one of the updates though.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 08:35:33 pm
What exactly are you talking about? Hitting enemies early in an animation?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Christo on June 22, 2012, 08:36:39 pm
Getting killed/hit by, usually swords from behind via a side-slash/overhead. It's really frustrating.

Other weapons do it sometimes, but most often I see it happen with greatswords.. heh, what a surprise.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: oprah_winfrey on June 22, 2012, 08:39:05 pm
What exactly are you talking about? Hitting enemies early in an animation?

Pretty sure you increased damage on hitting enemies early in an animation. Which makes killing people behind a lot easier and hilt slashs/castor swings a lot easier because there is less chance that you will glance.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 08:40:17 pm
Pretty sure I didn't.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 22, 2012, 08:41:13 pm
Pretty sure you increased damage on hitting enemies early in an animation. Which makes killing people behind a lot easier and hilt slashs/castor swings a lot easier because there is less chance that you will glance.
You can do massive damage immediately after the end of your chamber animation in native too (with the 1h left swing, both 2h sideswings, and the polearm right swing). That's just the way Warband is.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Christo on June 22, 2012, 08:41:29 pm
Something must've happened though, I ain't hallucinating.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tot. on June 22, 2012, 08:43:44 pm
It's true that one-handers get stuck on surroundings/teammates way too often. Even with overheads, and one-handed stabbing is still as unreliable as ever (even without turning nerf, though from my understanding it won't be applying to short weapons?). I always thought the idea of early active animations was a way to boost short weapons performance in a group fight (loose range, gain ability to swing in tight spaces), which is good thinking, though I don't believe it works as it should at the moment.

I made the 2hander longest, pole in the middle and 1h shortest for stab reach. Doesn't make too much of a difference though. On the second set, I rotated each one 45 degrees with a point of rotation of the center of the circle. Notice how the 1-hander has the shortest horizontal distance by a LARGE margin. That's why this hurts 1-handers more than anything else.

While this looks right on paper, the facts are that 1h max distance stab glances most of the time. So the actual usable 1h stab is almost facehug distance to be honest. So what you're saying is even more true.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 22, 2012, 08:46:12 pm
If anything, I added animation progress based sweetspots to swings (previously only overhead and thrust had them) in addition to angle based sweetspots, but that can only decrease damage on early hits, not increase it.
Maybe it was Urist's armor soak/reduce change?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: oprah_winfrey on June 22, 2012, 08:47:11 pm
Maybe it was Urist's armor soak/reduce change?

Yeah, I was thinking that may have been it.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 22, 2012, 08:48:47 pm
Maybe it was Urist's armor soak/reduce change?
The soak/reduce change made marginal (near-glance) hiltslashes more effective, but well executed ones hit for near full damage anyways. I honestly just think that people got better at hiltslashing. Nothing wrong with that, it adds more mind-games to fights.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BaleOhay on June 22, 2012, 09:30:17 pm
lets just put the turning speed back to normal and pretend it never happened?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vkvkvk on June 22, 2012, 11:04:27 pm
The soak/reduce change made marginal (near-glance) hiltslashes more effective, but well executed ones hit for near full damage anyways. I honestly just think that people got better at hiltslashing. Nothing wrong with that, it adds more mind-games to fights.

If I get caught in a hiltslash, I don't see any more mind-games than having to block twice and then alt+f4'ing due to the growing brain tumor in my head that has occured during the duel and is now killing me in real life.


I think the biggest problem in the community is how split it is, one side wants a sort of simulator (I would be on this side, I'm fine with taking a bit of freedom and stuff but hiltslashes and spinning just looks ridiculous to me and apparently to alot of other people.)

And then the other side which want some sort of Arcade version where archers/crossbows/throwers are twitch-based quake railgunners and where everyone is spinning like a top to score skills.

This game reminds me a bit of GunZ, if anyone ever played that. I played back when it was relatively new, everything was good and dandy, players used the game mechanics as they were meant to be used. Fast forward to about a year, everyone was now glitching animations to do fucked up BUTTERFLY 360 SHOTGUNTOYOURFACE jAHFSJASHF bullshit, I don't exactly want cRPG to turn into this (Even though both Native and cRPG turned like that to a certain degree already, spazfeinting comes to mind.)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tanken on June 22, 2012, 11:06:14 pm
Further proof to revert nerf. Give me my helicopter back.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Jarlek on June 23, 2012, 01:35:08 am
If I get caught in a hiltslash, I don't see any more mind-games than having to block twice and then alt+f4'ing due to the growing brain tumor in my head that has occured during the duel and is now killing me in real life.


I think the biggest problem in the community is how split it is, one side wants a sort of simulator (I would be on this side, I'm fine with taking a bit of freedom and stuff but hiltslashes and spinning just looks ridiculous to me and apparently to alot of other people.)

And then the other side which want some sort of Arcade version where archers/crossbows/throwers are twitch-based quake railgunners and where everyone is spinning like a top to score skills.

This game reminds me a bit of GunZ, if anyone ever played that. I played back when it was relatively new, everything was good and dandy, players used the game mechanics as they were meant to be used. Fast forward to about a year, everyone was now glitching animations to do fucked up BUTTERFLY 360 SHOTGUNTOYOURFACE jAHFSJASHF bullshit, I don't exactly want cRPG to turn into this (Even though both Native and cRPG turned like that to a certain degree already, spazfeinting comes to mind.)
So true.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Kafein on June 23, 2012, 01:44:41 am
So true.

Even though inevitable, I think that could have been slowed down if the encouraged mindset wasn't 100% about competitive gameplay.

Where are these level 40 knight boss fights that spiced up the mod gone ?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Dexxtaa on June 23, 2012, 01:48:37 am
*affects
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tot. on June 23, 2012, 01:51:23 am
Can we get a confirmation that turning speed limitation won't be affecting short weapons? It's kind of a big deal right now for 1h since one can quite easily sidestep out of possible turning cone during the (especially) overhead animation.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 23, 2012, 01:57:28 am
Can we get a confirmation that turning speed limitation won't be affecting short weapons? It's kind of a big deal right now for 1h since one can quite easily sidestep out of possible turning cone during the (especially) overhead animation.

Not completely sure about that. Needs to be tested i think.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tot. on June 23, 2012, 02:00:40 am
Not sure about what? I believe that cmp said somewhere that it's not really meant to affect short weapons, just wanted to make sure that it's still the idea.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tindel on June 23, 2012, 02:01:49 am
Please do something about 1h stab,  its so weird now.

I used to be able to twist my stabs into peoples sides with a long espada,  but now its like moving in water............ :/   

It was hardly overpowered, i was the only one doing it.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 23, 2012, 02:04:23 am
Not sure about what? I believe that cmp said somewhere that it's not really meant to affect short weapons, just wanted to make sure that it's still the idea.

It should have some kind of effect, it would be kinda lame to limit the 2h and polearms to 45(or 90?) degress max. While u can do 360 stuff. That would be very unbalanced. But yeah, they did talk about doing it differently with shorter weapons.

I used to be able to twist my stabs into peoples sides with a long espada weapon,  but now its like moving in water............ :/   

There u go, exactly like i feel aswell :).
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 23, 2012, 02:10:06 am
If I get caught in a hiltslash, I don't see any more mind-games than having to block twice and then alt+f4'ing due to the growing brain tumor in my head that has occured during the duel and is now killing me in real life.
Hiltslash is counterable with footwork and a left slash. The mind game begins with your opponent cancelling after he sees the correct counter. He can then fake the footwork for a hiltslash again, but then go for a chamber instead. You can see the chamber, and cancel for your own chamber (or footwork opposite the swing and block it).
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BaleOhay on June 23, 2012, 04:07:42 am
hey saul come to duel. been looking for you since the change to test some adapting moves
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 23, 2012, 04:11:05 am
hey saul come to duel. been looking for you since the change to test some adapting moves
I only play native at the moment. I'd be willing to do some duel in there.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Christo on June 23, 2012, 04:19:56 am
I don't exactly want cRPG to turn into this (Even though both Native and cRPG turned like that to a certain degree already, spazfeinting comes to mind.)

Yeah, too late.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Voester on June 23, 2012, 04:43:45 am
Yeah i agree with the OP, Melee is garbage now. rerolling archer
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: TurmoilTom on June 23, 2012, 04:45:45 am
Yeah i agree with the OP, Melee is garbage now. rerolling archer

inb4toppingboardswithwoodenstickandzeropowerstrike
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Strider on June 23, 2012, 04:48:45 am
Its because the shorter reach and higher speed rating makes the turn slower
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BaleOhay on June 23, 2012, 04:51:45 am
I only play native at the moment. I'd be willing to do some duel in there.

never really played native. be interesting to try some dueling there I bet
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vkvkvk on June 23, 2012, 07:05:42 am
Hiltslash is counterable with footwork and a left slash. The mind game begins with your opponent cancelling after he sees the correct counter. He can then fake the footwork for a hiltslash again, but then go for a chamber instead. You can see the chamber, and cancel for your own chamber (or footwork opposite the swing and block it).

I'd agree if chambers actually meant shit, unfortunately, unless your character is physically too slow in stats/weapon to block said chamber, any self respecting player (Which is almost fucking everyone because blocking is so easy and everyone's a master duelist) can and will easily block chambers, making your "mind games" total garbage and you're back to square one with a still-growing brain tumor.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Teeth on June 23, 2012, 12:29:28 pm
Even though inevitable, I think that could have been slowed down if the encouraged mindset wasn't 100% about competitive gameplay.

Where are these level 40 knight boss fights that spiced up the mod gone ?
Agreed, I blame the multiplier.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 23, 2012, 12:52:49 pm
I'd agree if chambers actually meant shit, unfortunately, unless your character is physically too slow in stats/weapon to block said chamber, any self respecting player (Which is almost fucking everyone because blocking is so easy and everyone's a master duelist) can and will easily block chambers, making your "mind games" total garbage and you're back to square one with a still-growing brain tumor.
Sideswing chambers with the same footwork as a hiltslash are often unblockable. It's just sideswing chambers with any distance between the players that are nearly useless. This is true in native too, even with the faster speed - seeing somebody not block and hearing the very distinctive chamber sound is just too much of a telegraph for distant chambers to be very useful.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: SirCymro_Crusader on June 23, 2012, 01:16:38 pm
never really played native. be interesting to try some dueling there I bet

Native is even more dancing around and acrobatic bullshit than cRPG is. Native is solely footwork based rather than major skill/blocking based. Well thats what its like to play in the ENL with these shield 180 degrees spinners that kill you in one damn hit.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 23, 2012, 01:30:13 pm
Quote
Native is solely footwork based rather than major skill/blocking based
Being able to block in native duel is absolutely vital. If you miss a single block, you're often dead (sometimes two depending on how marginal the hits are). Blocking is also harder, so the skill ceiling is higher. A player can footwork all day, but if he can't block and he faces off against an opponent who can, then he's going to lose damn near every single fight.

Native battle is sadly almost all 1h based, since ranged is so powerful. It's a shame that shields don't require some sort of manual blocking. It would greatly increase the skill required to usefully contribute in native battle.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: SirCymro_Crusader on June 23, 2012, 01:33:37 pm
Being able to block in native duel is absolutely vital. If you miss a single block, you're often dead (sometimes two depending on how marginal the hits are). Blocking is also harder, so the skill ceiling is higher.

Native battle is sadly almost all 1h based, since ranged is so powerful. It's a shame that shields don't require some sort of manual blocking. It would greatly increase the skill required to usefully contribute in native battle.

It maybe vital in some cases however nearly everybody takes a shield, 2H/polearm (except war spear) cant outspam the shielders, most high tier shields  rarely break in fights as its always sword and board. Natiive combat is faster paced because people die quicker but its a lot less exciting, and youve got the nutters in clans like IG who have 5 hour training sessions.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tydeus on June 23, 2012, 03:19:12 pm
It maybe vital in some cases however nearly everybody takes a shield, 2H/polearm (except war spear) cant outspam the shielders, most high tier shields  rarely break in fights as its always sword and board. Natiive combat is faster paced because people die quicker but its a lot less exciting, and youve got the nutters in clans like IG who have 5 hour training sessions.
I can't stand native battle or siege servers. From the class/equipment system down to the weapon balance. On the other hand, I enjoy native (fastest speed, specifically) duel servers so much more than crpg duel servers. Still, both have a lot of room for improvement. I don't exactly like getting 1 shot in native 50% of the time, and I don't think anyone actually believes crpg battle/siege(especially the latter) is perfect.

Without having a thrust though, I can't say I've noticed the turning speed nerf on much other than when I fight pikemen. I like to chamber or block then immediately overhead, so when they're jumping around, turning to hit them becomes rather difficult. Not that it's a bad thing, I'm just not sure it's necessary; since I am then forced to delay my attack, they're allowed extra time to turn farther before releasing their second thrust. This means the situation hasn't really changed too drastically, is all.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Turboflex on June 23, 2012, 04:32:10 pm
1h overhead is really useless now with a short weapon.

My axe is 73 length (I also us 53 length throwing weapons in melee) so I am using it at very close range and my target is ALWAYS moving quickly, when I made a hit with overhead my target was commonly 30-45 degrees off from where it started. Now that I can no longer make anywhere near that adjustment and am constantly missing.

This fix went way too far to nerf lolstab and overhead toedrags. I knw cmp is working on adjustments, but please take into account weapon length AND weight when you do. Short OR light should no be effected, only long AND heavy. A lot of short weps are heavy, and they need overhead turning the most to actually land blows.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tydeus on June 23, 2012, 05:16:41 pm
Short OR light should no be effected, only long AND heavy.
Just because a weapon is relatively light, doesn't mean it's balanced and thus easy to to control. Imo, all "long" weapons and all unbalanced weapons, should be affected.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Teeth on June 23, 2012, 05:21:39 pm
Just because a weapon is long doesn't mean it's unbalanced and thus hard to control.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tydeus on June 23, 2012, 05:35:49 pm
Just because a weapon is long doesn't mean it's unbalanced and thus hard to control.
That's why I added the quotes. But certainly unwieldiness is proportional to length in the case of weapons.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Turboflex on June 23, 2012, 06:19:55 pm
The only exceptions would be a few weapons designed to overhead like hafted blades and katana.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: bruce on June 23, 2012, 07:30:29 pm
Yeh. But a Katana isn't a long weapon compared to say, a greatsword (or, in fact, almost any 2h sword); nor is hafted blade a long polearm (or that good), as far as polearms go.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tzar on June 23, 2012, 07:44:24 pm
Yeah big weapons are really hard to control.....  :lol:  :arrow: http://www.youtube.com/watch?v=_hfLZozBVpM&feature=player_detailpage#t=210s  :arrow: http://www.youtube.com/watch?v=_hfLZozBVpM&feature=player_detailpage#t=310s
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: bruce on June 23, 2012, 08:05:30 pm
No video shows man turning 360 degrees in under a second while jumping a meter and a half in the air, while stabbing a target half a meter away with a nearly 3.5m long pike   :lol:
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tydeus on June 23, 2012, 08:33:07 pm
Yeah big weapons are really hard to control.....  :lol:  :arrow: http://www.youtube.com/watch?v=_hfLZozBVpM&feature=player_detailpage#t=210s  :arrow: http://www.youtube.com/watch?v=_hfLZozBVpM&feature=player_detailpage#t=310s
What exactly are your purporting that video shows?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 09:21:03 pm
Being able to block in native duel is absolutely vital. If you miss a single block, you're often dead (sometimes two depending on how marginal the hits are). Blocking is also harder, so the skill ceiling is higher. A player can footwork all day, but if he can't block and he faces off against an opponent who can, then he's going to lose damn near every single fight.

 It's a shame that shields don't require some sort of manual blocking. It would greatly increase the skill required to usefully contribute in native battle.

I disagree,  The only reason I ALWAYS use shield, is because the blocking system with a weapon in M&B is horse*hit, and unrealistic to boot.


Shields take ALL kinds of manual manipulation - you have to watch your sides, watch your up block, avoid shield breakers etc. 

They ARE easier than manual blocking, but not because manual blocking requires more skill, (even though it does).

Its easier, because manual blocking in M&B is is over simplified in the engine, and thus requires more attention by the user to overcome its clunkiness,  but if manual block was more like shield blocks (but with more failure points), it would be more realistic, and a better system - not the other way around, from how i see it... You shouldnt have to manipulate your mouse and movement and thus your view, as much just to block left or right etc. If you could 'button bind the directions, it would be an improvement.

What would be nice, is if the NEXT M&B WB, made weapons block more like shields (in other words, EXACT angles via mouse, rather than 4 directional choice then a button, with the new system I would imagine requiring a button to determine angle of block- or 2 block buttons/or a button that with each click switches horizontal to vertical back to horizontal again, actionable DURING the opponents swing animation , and the weapon on an axis like the shield is now.)

  Shield blocking SHOULD be easier as well - blocking with a shield, has ALWAYS been easier in rl, its why they used them. Yes, you might say in later medieval times, when 2handers came into their own, they learned to block with it, but it was a much more time invested skill than blocking w/ a shield, AND blocking with a one hander, even against another one hander, much less a larger weapon, is much harder in rl with anything other than a pair of balanced rapiers, than it is in this game.  Crush through would be much higher on weapon blockers, and blocking would be more of an attempt to redirect the opponents swing slightly to one side, as you side step to the other direction.

BUT, an axis based manual block (like shields) with a button to choose horizontal or verticle stance, would be a gigantic improvement to the current clunky 4 directional manual block with a required 'tell of foot movement' and annoying jarring view change caused by using the mouse to choose the block direction.

Shields as they are now, are much better mechanically than manual blocking is, in this game. The only thing to really complain about is the 'force-field' and the clunky engine that limits manual blocking mechanics.

/start flaming



Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 23, 2012, 09:38:26 pm
Quote
I disagree,  The only reason I ALWAYS use shield, is because the blocking system with a weapon in M&B is horse*hit, and unrealistic to boot.
Realistic or not, the blocking system in Warband is quite mechanically sound (if maybe too simple). Blocks go exactly where you put them, and will always work if you do everything right - there's no random fuzz. Without manual blocking player skill would be far less important than it currently is. Warband is also the only game that's actually done a good job making blocking feel fairly natural.

Shield vs shield combat right now is boring. Good players know to listen for the 'thwock' blocking sound, so a fight with two or more competent shield users can drag out for a really long time*. Reducing shield health, making shields take absolutely no damage on a successful block (so you could potentially keep your shield alive forever), and increasing shield speed (to compensate for having to re-block feints) would make things a lot more interesting.

The more ways there are for players of every weapon class to shine (in terms of player skill), the more satisfying the game becomes.

*There have been several occasions in the past where I have had to break Matey's shield to get him to die. With a scimitar. This takes minutes.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Angantyr on June 23, 2012, 09:43:12 pm
Four-directional manual blocking is about 50% of the game experience :wink:
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 09:50:14 pm
Four-directional manual blocking is about 50% of the game experience :wink:

Not for me  :lol:

I dont like how my field of view gets twitched all over the place while trying to block, and my manual blocks dont always go where I want them because shield is block first direction after, and manual is direction first block after, and it screws up my rhythm, while the jarring mouse twitch to select block direction throws off my 'field awareness'.

So i take a shield every time, and absolutely love it.

I know I'm kinda alone here on this, because most people in this game use weapon blocking primarily.  I prefer not to, I dont like its mechanic in this game. Too jarring to my field view, not realistic, (I'm a Simulator fan) and because its opposite - (shield is block first direction after, and manual is direction first block after) it feels unintuative, and somewhat arcade-like.

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 23, 2012, 10:15:49 pm
Guys. I challenge all of you to use a long dagger. Go on! Do it!
Daggers got nerfed more than any other weapon in the patch.  1h got hit harder than other weapons? True. Faster 1handers got hit harder? true. Shorter 1handers got hit harder? true.
Try using a dagger.

You'll thrust and you can't turn it more than 10 degrees MAX. People dodge out of the way of it effortlessly, and if you try to do a straight-ahead stab... you can't! it'll almost always glance! Now try chambering for your method of defense, Sure I can block myself with them, but my chamber overheads and thrusts WON'T hit the enemy. The attacks complete far before I can turn the 15 degrees into the enemy. I don't do that dumb turny bullshit everyone liked to do wqith long weapons, I always keep enemies in the center of my screen, and it got nerfed HARD. So hard I die to every random in battle because hitting the enemy is so hard so they just step to the side and keep side swinging.

I guess since nobody uses them nobody noticed and was vocal about it. I challenge you to go stab enemies with daggers.
This turn nerf shouldn't even apply to daggers, or 1h for that matter really.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 10:17:43 pm


Shield vs shield combat right now is boring.


Well, thats an opinion, and its probably more popular than mine.

I prefer a longer fight though, where people's lives are on the line, and theyre trying not to die.  not a video game KD style, 300/movie style mountain of quick kills for instant gratification, so many other games do that kinda thing already. -just my preference.

And taking MINUTES to kill Matey?   What the hay?  Shouldnt killing an armored man ready to face you with a shield take more than a few seconds?  :shock:

I'm happy to hear if people like the manual blocking as it is, but, to say that using a shield properly is 'easy mode' is crap. (not that you were saying that)  Its easier than manual block because manual blocking regardless of how much better it is than other games, is STILL clunky, and over simplified, that it hampers the manual blocker to an extent

A shield should be easier to block with,  Hell, most weapons shouldnt be able to block hardly anything but something within their own size range, and even then they should fail more. 

Personally, alot may not like it because of what theyve gotten used too here, but I feel that it would be a better game, if people that wanted consistent blocking, HAD to pretty much bring a shield, or become a two handed specialist. Blocking with one handers against large weapons, and the quick blocking with polearms in this game is kinda silly.

I dunno, maybe thats balance, and what makes it fun for people, but what I proposed (Not for this version of M&B but possibly in the future) would force everyone besides an archer and a two handed duelist, to either have a shield or expect to die quicker,  would create a battle field with more shields as it should be, and better medieval battlefield sim mechanics.

Meh, just dreaming outloud...

 
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 23, 2012, 10:19:08 pm
Guys. I challenge all of you to use a long dagger. Go on! Do it!
Daggers got nerfed more than any other weapon in the patch.  1h got hit harder than other weapons? True. Faster 1handers got hit harder? true. Shorter 1handers got hit harder? true.
Try using a dagger.

You'll thrust and you can't turn it more than 10 degrees MAX. People dodge out of the way of it effortlessly, and if you try to do a straight-ahead stab... you can't! it'll almost always glance! Now try chambering for your method of defense, Sure I can block myself with them, but my chamber overheads and thrusts WON'T hit the enemy. The attacks complete far before I can turn the 15 degrees into the enemy. I don't do that dumb turny bullshit everyone liked to do wqith long weapons, I always keep enemies in the center of my screen, and it got nerfed HARD. So hard I die to every random in battle because hitting the enemy is so hard so they just step to the side and keep side swinging.

I guess since nobody uses them nobody noticed and was vocal about it. I challenge you to go stab enemies with daggers.
This turn nerf shouldn't even apply to daggers, or 1h for that matter really.

It should apply to 1hs... lol. Or that would be completely unbalanced to limit all others weapons like that. But regarding the dagger(and a few other rly short 1hs), that is probably right. I will try it sometime on duel :P.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 10:21:35 pm
If I'm gonna add a mechanic that differentiates between quick parries and blocks might as well do something like that for shields.
Turtle fights bore me to death.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Ramza on June 23, 2012, 10:28:47 pm
(click to show/hide)

I guess I'm the one who would enjoy more influence of arcade mechanics.

About the GunZ experience, I saw it through from beginning to end (up till they started a cash shop and now it's pay to win). I think the glitches were what made the game into what it was, an insanely fast-paced game with a steep learning curve. That appealed to me as a gamer, more than the other passive grinding and aim and shoot MMOs. The downside was it threw every sense of realism out the window, and people only started using shotguns and katanas from the high variety of weapons.

I hope these future patches are aimed towards an equal mix of realism, balance, and difficult mechanics. I play this game because I get better and learn new things every day. The less difficult this game becomes, the smaller the skill gap between new and experienced players. That's when I will start to lose interest in the game.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: TugBoat on June 23, 2012, 10:35:01 pm
If I'm gonna add a mechanic that differentiates between quick parries and blocks might as well do something like that for shields.
Turtle fights bore me to death.

CMP I love you but you gotta buff turn stabbing for shorter weapons especially 1handers and short daggers and stuff
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 10:46:47 pm
If I'm gonna add a mechanic that differentiates between quick parries and blocks might as well do something like that for shields.
Turtle fights bore me to death.

What exactly does that mean?

I wouldnt go changing things because you personally dont like a particular playstyle, if its somewhat balanced.  Its not like Sword and board guys are owning the field, at best theyre utility as it is.   :rolleyes:

But to be honest, i dont even know what exactly quick parries and blocks by weapon blockers has to do with shielders, or what one would do to improve anything on that front. 

Meh i dunno, i'm really tired of the sentiment against shielders.  So they survive longer - YEAH, thats why they have a shield, thats why they used em in rl, and thats why all this manual blocking perfection if I choose the right direction regardless of physics/concussion/size of weapon, etc is, well lame and arcade like, and from my perspective, the lamest part of M&B and subsequently, a limiter on CRPG.

I dunno, I've grown tired of every game focused on killing, with no regard for SURVIVING. Surviving should be rewarded, and not just as a result of killing the other guy as quickly as possible. But i guess everyone has their preferences.

So, what did you have in mind, if you dont mind me asking?

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 10:49:50 pm
It means you get less stun/shield damage if you raise the shield right before the weapon hits instead of turtling and waiting for the hit sound.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 23, 2012, 10:53:07 pm
It means you get less stun/shield damage if you raise the shield right before the weapon hits instead of turtling and waiting for the hit sound.
sounds cute
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 10:53:11 pm
It means you get less stun/shield damage if you raise the shield right before the weapon hits instead of turtling and waiting for the hit sound.

maybe I'm a little daft or missing the point, but how is that an improvement?

Turtlers btw are shielders who are just more disciplined than your average shielder.  your not supposed to constantly drop your shield arm once your engaged, thats just asking for trouble and not realistic - a real soldier would turtle as much as possible, we're talking about ones life here, not a larp session...?

-I guess I could see how moving your shield into position might reduce damage/ stun, but, even a turtler has to do that unless theyre using a gigantic shield, or their opponent is within 45 degrees directly in front of them. -you constantly have to turn the shield into the blocks, and the height level too. But a bonus because your not holding up your shield in a proper comfortable and strategic position, and you fling it up at the last minute?  Sounds wrong to me,  sounds somewhat spiteful of a shielder doing his job properly tbh...  I think you have to remember, that a shielder is making a stategic choice between either holding it up, or faster foot speed already as well. So theyre already 'penalized' for turtling...

I dunno
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: San on June 23, 2012, 10:57:25 pm
Not having too much difficulty with the steel pick, although I did cry a little bit on the inside after I kept missing all of my overhead chambers from stabs. I will be patient for the staff to fix this in a way they deem appropriate. I think the short 1h CUT weapons will find it much harder than their blunt/pierce counterparts.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 23, 2012, 11:02:23 pm
Not having too much difficulty with the steel pick, although I did cry a little bit on the inside after I kept missing all of my overhead chambers from stabs. I will be patient for the staff to fix this in a way they deem appropriate. I think the short 1h CUT weapons will find it much harder than their blunt/pierce counterparts.
well yeah, steel pick is mostly side swings. It's the thrusting 1handers that got hit hard.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:04:05 pm
maybe I'm a little daft or missing the point, but how is that an improvement?

Sounds more like a nerf to turtlers out of spite rather than objectivity or realism or game improvement (Unless your idea of game improvement is getting battles over as quickly as possible at the expense of realism and a class in the game that already has a hard enough time as it is with the rail guns and guys swinging  a 6 foot blade/12 foot pike, that somehow never have any lactic acid build up  :rolleyes:),

Turtlers btw are shielders who are just more disciplined than your average shielder.  your not supposed to constantly drop your shield arm once your engaged, thats just asking for trouble and not realistic - a real soldier would turtle as much as possible, we're talking about ones life here, not a larp session...?

It's an improvement because it discourages an extremely boring style of fighting and rewards skill. Might not be super-realistic, but at least it wouldn't be silly-looking like spin stabs.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: San on June 23, 2012, 11:05:34 pm
Well, I can't use overhead so I only have 1 truly viable swing against a competent opponent... Right swing is usable as a stab but is not reliable enough as a frontal assault attack. I can still do overheads sometimes, but it's not as reliable as before.

EDIT: What I mean is that you have to be really close for overheads, so slight movements on your opponent's part means a miss if you already released it.


About parrying, it'll have to be really good since it'll make fighting multiple opponents much harder since you can't parry more than 1 person if non-parried blocks are nerfed in any way. If I can't fight multiple opponents at all with shield, I might as well go 0 shield and get an extra point in PS or something since manually blocking is fine 1v1.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:07:51 pm
About parrying, it'll have to be really good unless it'll make fighting multiple opponents much harder since you can't parry more than 1 person.

Or just don't use them against multiple opponents, unless you're feeling confident. That would be one of the advantages of having a shield, being able to drop back into turtle mode at will.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 23, 2012, 11:08:57 pm
Well, I can't use overhead so I only have 1 truly viable swing against a competent opponent... Right swing is usable as a stab but is not reliable enough as a frontal assault attack. I can still do overheads sometimes, but it's not as reliable as before.

EDIT: What I mean is that you have to be really close for overheads, so slight movements on your opponent's part means a miss if you already released it.


About parrying, it'll have to be really good since it'll make fighting multiple opponents much harder since you can't parry more than 1 person if non-parried blocks are nerfed in any way. If I can't fight multiple opponents at all with shield, I might as well go 0 shield and get an extra point in PS or something since manually blocking is fine 1v1.
nonon, adding that if you were to raise it jsut before the strike then you'd be stunned less to retalliate faster. not a nerf to regular shielding.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:14:01 pm
Well, I would increase damage taken/stun when blocking and decrease damage taken/stun when parrying. To encourage shielders to learn parrying and to discourage turtle fights.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 11:20:04 pm
It's an improvement because it discourages an extremely boring style of fighting and rewards skill. Might not be super-realistic, but at least it wouldn't be silly-looking like spin stabs.

Yeah, but theyre already penalized with slower foot speed while holding the shield up.

Also, you have to remember NOT EVERYONE thinks fighting a good shielder, or bieng one, is boring.  I would be leery of changing this based on your own class preferences. Like I said before, shielders dont get much already in terms of glory, and I dont think a mechanic such as that would do anything but make a shield last LONGER, (Which everyone except shielders would then b**** about)

Unless. your inferring MORE damage for a shield that isnt flung quickly into position, which would be, well, lame to anyone thats a shielder- that takes the front and blows for the team, takes the blocks for their spamming 2handed and pole friends, kills horses, takes the kills on ladders for the team, protects archers and non-shielders, and gets blown away on the KD round after round.

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:23:52 pm
Also, you have to remember NOT EVERYONE thinks fighting a good shielder, or bieng one, is boring.  I would be leery of changing this based on your own class preferences.

Well, that's what I did for spin stab and many other changes. Would be unfair not to do it here...
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 23, 2012, 11:24:06 pm
Well, I would increase damage taken/stun when blocking and decrease damage taken/stun when parrying. To encourage shielders to learn parrying and to discourage turtle fights.

you ever played 1h+shield in your  m&b life cmp? i not remember you being 1h,         you like the pope wanna teach sex   to ppl who know more than you about.

1h have less dmg than others
1h have less range
1h have less mobility
1h have less wpf
1h only advantage is the shield , who can make you stay alive longer, if you make shield work exactly like a normal 2h parry, there is no more advantage, considering also that shield gonna broken, while mister 2h or pole keep  parryng 4 EVER even with a wood stick my  STEEL  sword.
Shield also have dead moments between raise up an  down while 2h-pole can parry istantly left and right with no delay.

considering the mess you already did with the turning speed, why you keep adding  "gameplay feature" over and over when the ones you already put in are still broken?

today i one shooted GTX while my still pick was still   in "loading"  overhead animation,     i  released he died, but  i not see my animation and he  did not see that also.      (and we not where hugging each other)

i just wanna ask you one thing, when you do this  balancement at list get competent  ppl, for balance, chose top player of various class and make tests , becouse you clearly have no clue, dont take it wrong but if you not see how  turning  is eating animations and is already all messed up, means that you dont understand what you are doing wrong.     

many 2h top player agree.        and many 1h,  and pole also,  when you have 3 completely different class of player agreeing on one things. tbh you should listen for once.   

i think that this ideas are ok, but the  implementation is poorly tested and very bugged  becouse you keep doing it probably  between you and another ppl from dev team,  instead make it tested by top players,       i am not sayng to do what they tell you but to at list listen, becouse cmp there is many player in this mod who can rape you 1 vs 1. so clearly they know more about  fight dinamics.


and trust me nobody will talk that clear with you becouse they fear to speak openly to a dev.  you have a good community use it as your strenght, for improve the mod, but you keep it outside even from the testing.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 23, 2012, 11:28:44 pm
Well, that's what I did for spin stab and many other changes. Would be unfair not to do it here...

Now your just trolling me, lol

What do you think you did with the spin stab?, It effects 1 handers quite abit as it is, unless its changed for shorter weapons as discussed. I'm a somewhat skilled one hander (regardless of my KD lol), I used it all the time, now  you want me to unrealistically drop my shield between every block now too, because you dont like the survivability of shielders, which, btw, is the only thing they have compared to all the other fighting classes?



Meh.  I dunno man, Shielders should have more survivability,  so unless your talking about RAISING dmg on those that dont fling thier shield up at the last minute, then we will just learn to drop our shield more often, and we will last LONGER.  And if your talking about RAISING the dmg against someone who holds the shield up, it would be rewarding shielders that are doing it wrong. Your supposed to hold the damned thing up -thats what its there for!
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:33:55 pm
you ever played 1h+shield in your  m&b life cmp? i not remember you being 1h
i just wanna ask you one thing, when you do this  balancement at list get competent  ppl, for balance, chose top player of various class and make tests

That isn't a bad idea, actually.

(click to show/hide)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Sir Ryden on June 23, 2012, 11:38:05 pm
I can't do the helicopter dick now to impress girls, how will I ever get that one chicks poon? I demand that you put lolspin thrusts back in, OR I WILL GET A FULL ATTACK SQUADRON OF B-52'S AND I WILL STRATEGICALLY BOMB ALL OF EUROPE, With low yield nuclear warheads.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 23, 2012, 11:44:12 pm
That isn't a bad idea, actually.

(click to show/hide)

if you take only ppl who agree on what you think you will have many problems in your life,           also release the name, what there is to bee afraid?  or for become a tester we need  agree on everything you do  or be your friend?

what make a game , a society, grow is not ass lickers,       but confrontation.       get 10  top 1h,   and make them agree, i am sure you will not win,  is easy to take 1,  your friend and make him agree.     the fact you post his k/d ratio but not his name proof that.

there is ppl with much bigger k/d ratio like tommyyy, but on foot i kill him much more often than he kill me, but he do 40-1 much more often than me in game. maybe becouse is a horseman+spear?   


ps: i now you will never take me  but get 10  NOT YOUR FRIEND from your clan or dev, for example :

Muffin (when he play 1h)
Olwen
Lizardman
Lor
Cyber   
kansuke   and others, i am sure  you will not have all yes , cool, nice idea.        but i am also sure you will never do that, becouse if you do something like this  probably none of this fantastic ideas  will be released.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:45:56 pm
if you take only ppl who agree on what you think you will have many problems in your life,           also release the name, what there is to bee afraid?  or for become a tester we need  agree on everything you do  or be your friend?

visitors can't see pics , please register or login
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 23, 2012, 11:54:03 pm
visitors can't see pics , please register or login


you still not releasing that name. 

wow you get 1 guy for testing probably a dev or your friend,  and you are surprised i not  do a standing ovation??      there is players  in this mod  that are stronger than any dev  at playng this game  (no i am not talking about me so you cant use jocke in this sense)
maybe you should listen to them at list sometimes.

becouse for example gtx,  bjord, stig, and many others  own you 1 vs 1,    maybe instead jocking about this ppl, you should listen for once.     you are human you make mistake also, not becouse you a dev you are right  in everything cmp. i know that if you take a 1h char and i play vs you you gonna lose 100:0, now who know more about 1h? you ? or me playng this char since 2 years and half 5-10h day ?

is not about arrogance,    you are much more arrogant than  10 vicious, becouse you chose to not listen ANY PLAYER even the ones wich have more ability and experience than you  in fighting this mod.  ( all i am asking is to give    much more importance to this ppl, to involve more the community     in choice that  can make better or worst the mod they likes , anyway the final choice is your so why  you are soo afraid to make a solid confrontation with your own players? )
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 23, 2012, 11:57:09 pm
You're a bright guy, Vicious; I'm sure you'll figure it out.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 24, 2012, 12:02:00 am
You're a bright guy, Vicious; I'm sure you'll figure it out.

yeah is pointless talk with you , you always skilled at avoiding questions and confrontations,  anyway whenever the community not agree, you can always hide behind, we do the stuff as we like, not as player like,  that is a good     way to say  we never make mistakes.

ps: thx for invisibile insta overhead , i guess i will need to enjoy it, instead pointing out that you messed up the animation right? as you prefer
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Jarlek on June 24, 2012, 12:04:46 am
Oh god. He really doesn't get it, does he xD
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: sjarken on June 24, 2012, 12:04:58 am
You're right, rustyspoon.

But I must admit that I'm sick of turning and spinning in this game. Hopefully next Mount and Blade will have realistic combat, not this dancing bullshit everyone is abusing atm.

The dancing is what makes it fun. outdance your foe's!!!!!
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 24, 2012, 12:05:27 am
That isn't a bad idea, actually.

(click to show/hide)

Saint?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Jarlek on June 24, 2012, 12:06:07 am
The dancing is what makes it fun. outdance your foe's!!!!!
May I have the next dance, miss?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 24, 2012, 12:13:21 am
As your testing please note the following:

KD and dueling, has very little to do with the shielders vast responsibilities on the battlefield, and thus, you need to test against its other situationals:

Can he/she still be affective leading the charge into a group of maulers etc at the top of a ladder?

Can he still provide archer support and anti-cav with a weakened shield that he isnt allowed to hold up anymore without penalty? etc...


I dunno, the only way you can accomplish what you were saying  is a nerf, not a buff for not holding your shield up. Logically you'll just have the same people gratuitously dropping their shields a little more often, and them lasting even longer.

Thats why I said all this, because you said your intent was to break up the turtling, this wont do it-  you will just buff the turtler slightly, (because they'll drop their shield every now and then, thus making their shield last even longer) and the savy shielder even more.

So i see a nerf coming, not a buff, and I really dont think thats going to help anything.  Shielders have it tough in almost every other aspect but shielding, and they arent exactly owning the boards the way it is now, so...
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Turboflex on June 24, 2012, 12:15:22 am

Wow cmp you really hate shield/1h wtf?? Acting arrogantly and constantly insulting them as "turtlers", and attempting to balance it out while you never even played the class. That is kind of discouraging to see such contempt from someone in charge of balance.

Shielder's best (and one of few) advantage in melee is being able to take on multiple opponents really well cuz your shield gives you a chance to to move yourself into good position to attack, and to time in quick swings between multiple opponent hits. While a 2h will get cut down really fast against multiple opponents as long as they are smart enough to attack in 2 different directions.

Beating multiple opponents is the highest satisfaction of shielding, and quite challenging, the equivalent of what intense dueling is for non-shielders. Sounds your proposed change will just ruin these fights because now when you are taking on the challenge of fighting 2-4 guys (which I love to do) they will basically get an auto-win unless I start the fight in great position, cuz I will no longer be able to hold off the blows for even a few seconds since they will now be stunning me as they rain in.

If you really wanna nerf "turtlers" just go nerf super heavy shields that take forever to break and cap shield skill at 5 or 6. I use a +3 heavy round shield and 4 shield skill, and it only takes 5-10 hits to break with a normal weapon and like 2-4 with a shield breaker, I don't think that is unreasonable turtling.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 24, 2012, 12:20:44 am
Wow cmp you really hate shield/1h wtf?? Acting arrogantly and constantly insulting them as "turtlers", and attempting to balance it out while you never even played the class.

Is this the Vicious armada or what?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tot. on June 24, 2012, 12:21:59 am
...

Where exactly was said by anyone that the proposed mechanics means shielders cant block 1+ attacks at once? All I saw in here is that shielders would be given additional mechanics apart from holding RMB which would reward them with lower damage to the shield.

me playng this char since 2 years and half 5-10h day ?

Jesus...
 (http://www.youtube.com/watch?v=WnS_5tR-K9U#t=15s)

edit Actually, so if the average is 7.5h a day that gives 6750 hours which equals about 281 days of constant steelpicking.
(click to show/hide)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 24, 2012, 12:27:47 am
cmp vs misunderstood blind misdirected rage: the Thread.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 24, 2012, 12:30:46 am
Correct me if I'm wrong, but cmp won't nerf shielders. You're still be able to do the same as before, it's just that those shielders who are more active will have better chance against single oponent of other classes than those who like to turtle until their teammates come to rescue them. Also, in shielder vs shielder fights the one who attack more often will faster kill his defensive fellow shielder (compared to how it's now).

It's just making the less cheesy playstyle more rewarding. He did similar with other classes but because he couldn't buff them, he decided to nerf cheesy dancer playstyle.

Or I misunderstood what cmp said?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: cmp on June 24, 2012, 12:43:33 am
Correct me if I'm wrong, but cmp won't nerf shielders. You're still be able to do the same as before, it's just that those shielders who are more active will have better chance against single oponent of other classes than those who like to turtle until their teammates come to rescue them. Also, in shielder vs shielder fights the one who attack more often will faster kill his defensive fellow shielder (compared to how it's now).

It's just making the less cheesy playstyle more rewarding. He did similar with other classes but because he couldn't buff them, he decided to nerf cheesy dancer playstyle.

Or I misunderstood what cmp said?

Well, I said I would consider making turtling less effective than it's now. I didn't really elaborate on that because of the Vicious Armada showing up.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Leshma on June 24, 2012, 12:55:30 am
Turtling is only effective if you want to buy some time for your team. Or if you're impatient player facing them like I often am against turtles. Yes there turtles who are good against groups like kinngrimm but I think it's unfair punishing every single turtle because of kinngrimm who has pretty damn obvious advantages like cheesy high level build and super low ping.

Better just buff aggressive playstyle, giving incentive to shielders to play differently instead of holding right mouse button until US cavalry comes and rescue them.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: San on June 24, 2012, 01:03:03 am
I'm just intrigued by what you mean here:

Well, I would increase damage taken/stun when blocking and decrease damage taken/stun when parrying. To encourage shielders to learn parrying and to discourage turtle fights.

I hope I may be interpreting this incorrectly, but it sounds like in situations where you can't really parry opponents (2+ v 1), your shield would take more damage than it does now. All I really ask is that shield has the same effective performance against multiple foes as it does now if the change is ever implemented.

The parrying sounds interesting, but I am puzzled how it would be any better than fighting without shield at all if you can block somewhat decently. That's why I said that the parry would have to be good if it points to shield being better at 1v1 and worse in group fights. If shield is going to be fine in group fights, then I am all for it. Adding any additional stun to turtling would make the right swing nigh useless. I am also wondering how much one will be punished from failing to parry, since the heavy shields + high shield skill can easily take ~30 hits from a non shield breaker.

EDIT: What I mean to say is that turtles are the ones who have such heavy shields and high shield skill. Regular shielders with only 4-5 shield and non-huscarl might have their shield break much more when fighting more than 1 person, when it already doesn't take that many hits if you don't have much shield.

This is coming from an aggressive shielder. I learned a long time ago that turtling isn't even that good and only a few people can do it well. I just hope you can elaborate to clear any worries.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 24, 2012, 02:31:38 am
Well, I said I would consider making turtling less effective than it's now. I didn't really elaborate on that because of the Vicious Armada showing up.

get over man,  i dont know who that guys is , maybe he just agree on what i writed  , incredible for you i know, is  strange  that exist ppl that not like your ideas.   


ps: only mediocre shielders wait for the sound of shield block for attack, and yes they are annoyng but also easy to fool or outmanouver, they are not a problem from anyone

ps2: i suggest you to play 1 month as 1hander cmp, so you will understand why the top 10 player of this game are all 2h-pole and none is a 1handers, in fact 95% of 1hander SUCK, and rarely top score.



Vicious666 Leader of the VAACBI     (Vicious Armada Against Cmp Bad Ideas) :rolleyes:
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: bruce on June 24, 2012, 08:17:47 am
Cmp, airing your k/d?  :lol:

Anyway, sounds interesting, with different hilt damage and perhaps s-key heroism, also a shield change.

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: EyeBeat on June 24, 2012, 10:12:46 am
I'm just intrigued by what you mean here:

I hope I may be interpreting this incorrectly, but it sounds like in situations where you can't really parry opponents (2+ v 1), your shield would take more damage than it does now. All I really ask is that shield has the same effective performance against multiple foes as it does now if the change is ever implemented.

The parrying sounds interesting, but I am puzzled how it would be any better than fighting without shield at all if you can block somewhat decently. That's why I said that the parry would have to be good if it points to shield being better at 1v1 and worse in group fights. If shield is going to be fine in group fights, then I am all for it. Adding any additional stun to turtling would make the right swing nigh useless. I am also wondering how much one will be punished from failing to parry, since the heavy shields + high shield skill can easily take ~30 hits from a non shield breaker.

EDIT: What I mean to say is that turtles are the ones who have such heavy shields and high shield skill. Regular shielders with only 4-5 shield and non-huscarl might have their shield break much more when fighting more than 1 person, when it already doesn't take that many hits if you don't have much shield.

This is coming from an aggressive shielder. I learned a long time ago that turtling isn't even that good and only a few people can do it well. I just hope you can elaborate to clear any worries.

There is seriously no reason to carry a shield if what cmp says is true.With how kick blocking works right now the game is insanely balanced towards 2 handers.

 Might as well just use shields as off hand arrow blockers I guess.

Let me know cmp because I will stop playing if that is the case.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: slimpyman on June 24, 2012, 10:26:07 am
i mean, me being the most prevalent and dominant piker in NA, i must say this. I know rusty has always been sword and board, and the dude is actually a decent player, all his comments are legit. But me, being a pike master of Crpg, i really see it as being a nerf, but I can adjust i believe.


In all actuality, I think its a change we must play out, or adapt with. Give it a few weeks, and then lets see where it ends up.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: slimpyman on June 24, 2012, 10:37:43 am
by the way, this is a protip from me to yall.

You can STILL aim at the regular speed that you have grown accustomed to before. Its only when you hold LMB that you spinning or mouse movement speed is affected.

This nerf affects everyone, period. We cant effectively see the effect it has until we have used it for some time. Let it stay for a bit, and then come to a conclusion after a little while.


I got sick of slapping people with my polearm, now i guess i gotta step it up to show you im 2good4u.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Teeth on June 24, 2012, 11:49:22 am
If I'm gonna add a mechanic that differentiates between quick parries and blocks might as well do something like that for shields.
Turtle fights bore me to death.
Having another way of parrying that has a little less advantages than chambering but is also less situational and difficult would be really cool. A third way to parry would add a lot of depth to the combat and raise the skill ceiling by a much needed amount.

If you are not going to speed up the game anytime soon than I really hope you will continue to seriously consider this. Very difficult to implement without breaking everything, but if you pull it off properly, I would be grateful.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Tom Cruise on June 24, 2012, 08:34:45 pm
Doesn't even matter with the 2h stab anymore, since the lolstab got nerfed up the butt. I find my self constantly glancing with 2h stab now. Even with normal stabs, not just lolstab.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: _GTX_ on June 24, 2012, 09:52:25 pm
Doesn't even matter with the 2h stab anymore, since the lolstab got nerfed up the butt. I find my self constantly glancing with 2h stab now. Even with normal stabs, not just lolstab.
yup
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Wojtek_the_Kurwa_Great on June 24, 2012, 09:55:32 pm
I'm not sure how hard it is to implement from a developers side...

Formulate a line that takes into consideration the length of the weapon and weight, factor in your normal stuff like wpf athletics etc, and you have your turn speed while you swing. 

The longer the weapon and weight, the slower the turn speed.   Relate to a point of inflection in calculus.  Take a meter stick and try to pivot 360 degrees holding it out,  now snap it in half and see how much faster you rotate.   If you want further examples look at figure skating when they're rotating on a point, they open their arms and go slow, bring them in and go ballistic.

I think for pikes and similar lengths/weights, the current turn speed is fine; it doesn't make sense when you have a shorter weapon like a 1h being governed by the same rules.   

I believe that:
- 1h's should be unchanged/reverted to previous version (although I have very little 1h experience, it just makes sense)
- Everything else past a certain length would need to be looked at.

my 2cents.


p.s. miley you're an idiot, bundle of sticks.

edit:  I know I'm not known on the EU community at all, and this is a widely and prevalent EU dominated discussion, but I think most would agree from the NA community that I would have a solid idea of mechanics.  Also I hate to see the game get noobified, like the rest of the games these days. 

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BranStark on June 25, 2012, 04:50:47 am
Wow this mod is turning to shit real fast.

First, the removal of pole stun. Then the ridiculous nerf to spin turn, and now talking about nerfing shields into the ground?

Pretty fucking clear what the devs of this mod want, a pure 2h population.

Why not just fucking remove all other weapons?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 25, 2012, 08:42:22 am
Wow this mod is turning to shit real fast.

First, the removal of pole stagger. Then the ridiculous nerf to spin turn, and now talking about nerfing shields into the ground?

Pretty fucking clear what the devs of this mod want, a pure 2h population.

Why not just fucking remove all other weapons?
what Is the I don't fruhyrduydrgse

HOW DO YOU PEOPLE DEDUCE THESE THINGS?
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: [ptx] on June 25, 2012, 08:44:09 am
Wow this mod is turning to shit real fast.

First, the removal of pole stagger. Then the ridiculous nerf to spin turn, and now talking about nerfing shields into the ground?

Pretty fucking clear what the devs of this mod want, a pure 2h population.

Why not just fucking remove all other weapons?
Wrong, they are clearly biased towards mounted crossbowmen.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Lactose_the_intolerant on June 25, 2012, 08:24:23 pm
Doesn't even matter with the 2h stab anymore, since the lolstab got nerfed up the butt. I find my self constantly glancing with 2h stab now. Even with normal stabs, not just lolstab.

no, many 2h perform nicely a lolstab, the stab clearly goes next to me and is brought back in. ask vex, he does them very well. so yea like op nicely showed, this nerf affects more 1h then 2h
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Turboflex on June 25, 2012, 08:42:42 pm
with my 73 length 1h wep I really cant overhead anymore. At that range people are often 90 degrees away from where they were when I started, while after the change I cant seem to adjust swing more than 20-30 degrees. I miss overhead more than I land it now.

Left swing is now my only viable attack.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vicious666 on June 25, 2012, 09:19:40 pm
with my 73 length 1h wep I really cant overhead anymore. At that range people are often 90 degrees away from where they were when I started, while after the change I cant seem to adjust swing more than 20-30 degrees. I miss overhead more than I land it now.

Left swing is now my only viable attack.

how you dare?  cmp is a well known  turbo 1hander he now what he is doing.  oh right i forgot you are another of my armada  so he will simply ignore you
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: San on June 25, 2012, 09:49:20 pm
The lack of turning speed nerfed short weapons in general for all melee classes the most due to sharp angles required up close. We already know it's going to get fixed so we must wait.

(click to show/hide)
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Turboflex on June 25, 2012, 09:59:11 pm
Well to be fair I think he already said he is looking to adjust it. I am just trying to provide some constructive feedback on how bad it is.

I know a thing or two about shielding since I have been playing it for 15 gens, with this short weapon. I am not a "turtler" either I have 4 shield skill and a 1 slot shield that gets destroyed in 5-10 hits. I play pretty aggressively and am usually around the top 5-10 on score charts. San who has posted a few times is even better and uses an even shorter weapon very effectively.

If cmp wants to fix "turtlers", his derogatory word for defensive shielders who don't attack much but carry a big 2 slot shield and have highish skill, I suggest instead of altering all kinds of mechanics he just directly cap shield skill at 5 and and reduce the HP/armor of some of the heaviest 2 slot shields, bring them down to 1 slot stats.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Opium.dk on June 25, 2012, 10:14:05 pm
Mod is ded, everything sucks except polespam and archers/xbow.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 25, 2012, 11:52:55 pm
Well to be fair I think he already said he is looking to adjust it. I am just trying to provide some constructive feedback on how bad it is.

I know a thing or two about shielding since I have been playing it for 15 gens, with this short weapon. I am not a "turtler" either I have 4 shield skill and a 1 slot shield that gets destroyed in 5-10 hits. I play pretty aggressively and am usually around the top 5-10 on score charts. San who has posted a few times is even better and uses an even shorter weapon very effectively.

If cmp wants to fix "turtlers", his derogatory word for defensive shielders who don't attack much but carry a big 2 slot shield and have highish skill, I suggest instead of altering all kinds of mechanics he just directly cap shield skill at 5 and and reduce the HP/armor of some of the heaviest 2 slot shields, bring them down to 1 slot stats.

I kinda agree with this^

I guess I'm not a turtler either by the defenition of some here,, in the aspect that I'm only 4 shield, and I get myself killed by trying to take the front and taking multiple blocks for my comrades, and choosing openings to attack and go agressive rather than staying turtled up, though i DO use a plate covered round shield, so i can turtle or change the pace against swords and the like.

But what turbo is saying sounds like what I was thinking when this came up. Changing the mechanix to something unintuitive (a soldier doesnt wait till the last minute to give himself the best protection), and unrealistic (see unituative lol), and buffing a shield 'dropper', wouldnt achieve 'breaking up turtling' at all.

But lowering the extreme you can go in shielding through a shield level cap, and a look at the upper end stats of some of the 2-sloters, and testing them w/ the new cap, would be a much better solution that would seemingly result in what your looking for CMP.

You might piss off a few extreme shielders, but, your saying they are somewhere they shouldnt be anyway, so just do it that way, rather than beating around the bush, and trying to pull off a desired affect through a weird unintuative nerf of the general mechanics, that also have an unitended effect on those who you werent trying to modify...


Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vodner on June 26, 2012, 12:03:54 am
The thing about capping shield skill, is that it doesn't add additional ways for skilled shield users to shine. A parrying system might do that.

Personally I would like a directional blocking system with zero shield damage on successful blocks, and somewhat reduced shield health / resistance to compensate.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 26, 2012, 12:08:39 am
Well i didnt say get rid of parrying, and just do shield capping, just do both. The discussion is getting confusing, because we're talking about several things here. I'm saying dont penalize someone for holding thier shield up/buff someone who puts it up at the last second, as Cmp was suggesting, but yes, work on parrying as he suggested.  Play w/ parrying, AND test a shield cap and adjustment.

And shielders have a chance to shine - by getting better at the offensive side of things, and learning to protect their shield, (footwork, dodging, instead of turtling)  and by learnng who they should turtle against and who they cant afford to against.  The only thing that 'shines' in this game to most people is KD.  Your not going to increase your KD by extreme turtling.

However, a shielder can be VERY satisfying to play, if you dont totally obsess on the KD.  Your a line breaker. you can be a line pusher, the' point taker' on an offensive move and an ankle biter, your an arrow magnet, you can be an archers best friend, (or worse nightmare) you can be anti cav and create a bubble around your side (if you carry a cheap spear)...

So lets get to the REAL problem:

Wth is this 'huscarl shield' anyway?  I've never seen a Huscarl anywhere else, but this game, that has a shield like that....  :rolleyes:  I'd say replace the Huscarl w/ a new shield called champions heavy round shield, with new stats, more simular to a heavy round... Or maybe something else historical with a new look?  heavy, but slower? and maybe not 'quite' as resolute, because of the aforementioned new shield cap?

And i kinda like what your saying about directional, but THAT would be a huge adjustment I would think, in item by item balancing.

Shields last about as long as they should really, (I think) accept for the huscarl (especially loomed), that things silly. Its also too fast for its size

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: San on June 26, 2012, 03:58:41 am
I just want to have shield remain decent vs. multiple opponents. If this parrying helps against multiple opponents in any way, I'm fine. In the current definition given to me, I can picture parrying the first opponent, then every subsequent hit will deal additional damage to my shield. I won't be able to parry the first opponent because I have to block hits coming from those other directions, too. If shield speed is drastically increased so you can easily tap block with shield, then I'll be fine with parrying, too. Maybe the animation for the shield block makes me nervous, but I don't feel confident tap blocking with even the 100 speed shields compared to manual block.


 If I want to fight 1v1, I can simply put my shield away. My joy out of this game right now is charging against 3-5 people and breaking through their defenses or even take a few of them out/coming out alive. Duels are boring in comparison to 1/few vs many and I just try to sneak in as many hits as possible so fights don't last more than 10 seconds at most.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: BranStark on June 26, 2012, 04:13:39 am
what Is the I don't fruhyrduydrgse

HOW DO YOU PEOPLE DEDUCE THESE THINGS?

Well lets see, I've been playing for over a year now. Ever since I started to play, the most dominant people in the game were, and have been 2 handers.

Now, with all these changes in recent patches, we see further nerfing of the polearm and shielder class. Say what you will, but it's obvious this patch has effected 1h and pole's the most, by far. So what remains relatively unchanged and still dominating every other class? 2 fucking handers. Seems pretty clear to me what the intentions of the developers are.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Gravoth_iii on June 26, 2012, 04:15:20 am
If I get caught in a hiltslash, I don't see any more mind-games than having to block twice and then alt+f4'ing due to the growing brain tumor in my head that has occured during the duel and is now killing me in real life.


I think the biggest problem in the community is how split it is, one side wants a sort of simulator (I would be on this side, I'm fine with taking a bit of freedom and stuff but hiltslashes and spinning just looks ridiculous to me and apparently to alot of other people.)

And then the other side which want some sort of Arcade version where archers/crossbows/throwers are twitch-based quake railgunners and where everyone is spinning like a top to score skills.

This game reminds me a bit of GunZ, if anyone ever played that. I played back when it was relatively new, everything was good and dandy, players used the game mechanics as they were meant to be used. Fast forward to about a year, everyone was now glitching animations to do fucked up BUTTERFLY 360 SHOTGUNTOYOURFACE jAHFSJASHF bullshit, I don't exactly want cRPG to turn into this (Even though both Native and cRPG turned like that to a certain degree already, spazfeinting comes to mind.)

I'd like to see cRPG turn out to be something like GunZ lol, as long as it takes time to master and actually takes some skill to play.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vingnir the Wanderer on June 26, 2012, 06:01:40 am
woops (thought i was modifying but quoted myself,) 

Well i guess while i'm here - I do agree with you San in terms of whats fun as a 1h/shielder - fighting/blocking multiple people, and blocking them in sequences, while slippin in some slashes, is pretty epic. Lately, even though my KD is horrible, I'm seeming to get more dmg off than i take, almost everytime if i'm not taken out early, in 1 vs 3's and often kills to boot. (footwork, timing enemies blows, and picking sequential targets 1vs3+ is freekin adrenaline bottled, if not always the best tactic.)

I like fighting on ladders too, up or down, holding back attackers for 1/2 min at a time (If I really do well and survive that long), and throwing myself into a crowd waiting at the top of the ladder and pulling them off the rest of the assault in siege.

Bad for KD, great fun otherwise... Probably like being a running back in the NFL.

Gotta start focusing more on kills though... heh
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: EyeBeat on June 26, 2012, 01:30:02 pm
Man there should be 1h weapons that just swing left and right.... over hands are worthless.
Title: Turning speed
Post by: R_Kelly_On_You on June 26, 2012, 06:38:59 pm
What the fuck is this shit? put it back the way it was youre limiting everybodies abilities.

game is hard to play, and some weapons are completely impossible to use.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: rustyspoon on June 26, 2012, 06:53:16 pm
Man there should be 1h weapons that just swing left and right.... over hands are worthless.

Overheads are pretty broken currently. Overheads were always a risky move and now they're kinda pointless.

Also,  jump spinning pikes did need to be fixed, 'cause that was pretty damn broken. But I think that this change went too far overall. It REALLY hurt hoplites (which were bad before) and thrusting poles. Why not put turn radius back to the way it was, and just nerf turn radius when jumping? That was the real problem anyway.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: duurrr on June 26, 2012, 07:31:15 pm
i dont like melee so i make it buggy and retarded so people stop using it

also i buff range because we all know this game's point is to play ranged trolololol
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: bruce on June 26, 2012, 09:33:27 pm
Ranged has took a steady stream of nerfs, especially compared to the early days, seems a bit more during the year and something I wasn't playing. There are still ranged players which do well, but if you played old crpg for a day you would be emotionally scarred or something. Still, I think they were better balanced after the first big huge series of archery nerfs, now they took it a bit too far. At least versus horses, which were once trivial to kill, then became decently hard to kill, and now are almost tanks in regards to taking ranged fire.

It had 2x the fire rate, more then 2x the damage (depending), far more arrow speed and accuracy in general, and you could use any kind of sidearm you wanted. And before that, when I started playing, there was the platearcher - imagine a plated great maul user (well, ok, sometimes you used flamberge... the old flamberge) with a bow with equivalent killing power of a modern-day arbalest, except with excellent fire-rate and vastly more accuracy & arrow speed.

And how I raged when I would try to charge this Druzhina archer my old friend which had a strongbow; you try to lance, if he's not sleeping, jumps to the side, oneshot bodyshot with old and veery fast strongbow. Har.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: oprah_winfrey on June 26, 2012, 09:41:22 pm
Personally, the turning speed nerf effects me much less when using a 1her then it did when i was using a greatsword, although that may just be the nature of the weapons and the way the "lolstabs" are performed.

Edit: Obviously both are limited and not as fluid as they used to be, and that sucks.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Stjitalurv on June 27, 2012, 03:18:33 am
This turn-speed nerf feels just terrible. In my opinion it ruined the game. And its not just me crying. I see good players missing their hits for no reason. They do everything right, but the game physics is not. Something went really wrong with this nerf, something must be done! Im gonna play as ranged until its fixed..


Please fix it, I loved the game and mod, but now it sucks...

Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Vkvkvk on June 27, 2012, 04:44:12 am
This turn-speed nerf feels just terrible. In my opinion it ruined the game. And its not just me crying. I see good players missing their hits for no reason. They do everything right, but the game physics is not. Something went really wrong with this nerf, something must be done! Im gonna play as ranged until its fixed..


Please fix it, I loved the game and mod, but now it sucks...

If they miss then that's surely not because they did everything right.

Unless you mean hits going right THROUGH people, in which case it has nothing to do with the turn-speed nerf.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Zerran on June 27, 2012, 04:47:55 am
Overheads are pretty broken currently. Overheads were always a risky move and now they're kinda pointless.

Also,  jump spinning pikes did need to be fixed, 'cause that was pretty damn broken. But I think that this change went too far overall. It REALLY hurt hoplites (which were bad before) and thrusting poles. Why not put turn radius back to the way it was, and just nerf turn radius when jumping? That was the real problem anyway.

Funny thing is, jump spins aren't really any harder with pikes. The timing is different, but that's it. In general, soloing with a pike isn't any different aside from having to adjust the timing to release the thrust later.

What's hard now is working with teammates, because spammy sideswingers can just duck between people and no one can hit them, as overheads cant turn fast enough to aim right, and thrusts run a much higher risk of hitting teammates.

So... teamwork got nerfed, solo spamming got buffed.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Stjitalurv on June 27, 2012, 05:18:53 am
If they miss then that's surely not because they did everything right.

Unless you mean hits going right THROUGH people, in which case it has nothing to do with the turn-speed nerf.

They did everything right, but the game physics is not behaving as it should.

Before turn-speed-nerf, when you aimed at your target and followed the target while the strike was carried out, you would hit where you aimed when the strike connected. If you hit your target now, its more a matter of luck, range of weapon and footspeed than skill. You can easily move away from a strike now if you got the athletics.

This nerf affected short weapon weilders and strength builds the most i guess, because you cant step out of the hit radius as quick and outcircle the range of longer weps.

I think we will see alot of 2 handers and pole users with agi builds running around soon.

Ill counter that with archer or xbow... Is this what we want really? That archers, 2handers and cav-users will invade crpg even more?

I think it was quite equal for everyone until this nerf. Please just restore it.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: San on June 27, 2012, 06:33:40 am
For some reason, I have been more successful recently despite using a short weapon + strength build 1h. Maybe lots of people still can't get used to the change yet. I figure it makes 1 vs group fighting easier since opponents can't side swing with their long weapons and they can't follow me so easily with overheads with teammates in the way if they aren't skilled. I find stopping horses with a spear+shield harder at the moment.


I wouldn't say this is a really good thing since it means I'm just beating a bunch of cripples now. I think short 1h could still benefit in a few ways in this new system, although offensively, overhead is less reliable in many areas.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 27, 2012, 10:19:18 am
For some reason, I have been more successful recently despite using a short weapon + strength build 1h. Maybe lots of people still can't get used to the change yet. I figure it makes 1 vs group fighting easier since opponents can't side swing with their long weapons and they can't follow me so easily with overheads with teammates in the way if they aren't skilled. I find stopping horses with a spear+shield harder at the moment.


I wouldn't say this is a really good thing since it means I'm just beating a bunch of cripples now. I think short 1h could still benefit in a few ways in this new system, although offensively, overhead is less reliable in many areas.
you doing better is the nerf to teamwork since overswings and thrusts are the best for teamwork. you're better at fighting multiple people!
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: [ptx] on June 27, 2012, 10:23:55 am
I personally find the adjusted sweetspots on stabs to be a major buff to teamwork, since stabbing people is a lot more reliable now, less glancing and random crap. Honestly, the turn speed ain't that slow that you can't stab a guy going between teammates :/
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: HarunYahya on June 27, 2012, 10:24:34 am
I think that turning speed nerf completely fucked melee combat system of the game.
Thank god i have "X to win" lancer STF char and i enjoy playing rageball with my main.
Title: Re: Turning speed nerf effects 1h more than 2h/pole.
Post by: Cyclopsided on June 27, 2012, 05:59:09 pm
I personally find the adjusted sweetspots on stabs to be a major buff to teamwork, since stabbing people is a lot more reliable now, less glancing and random crap. Honestly, the turn speed ain't that slow that you can't stab a guy going between teammates :/
But Overheads. Overheads. Sure, Pikes and such stabbing are fine since they are slow.
And you might have adjusted, but the vast majority of players still haven't, and 1 v X is now more survivable as a result.