cRPG

cRPG => Suggestions Corner => Topic started by: Rebelyell on July 07, 2012, 10:22:46 pm

Title: Hammertime
Post by: Rebelyell on July 07, 2012, 10:22:46 pm
Warhammer
weapon length: 65
weight: 2.5


Military Hammer
weapon length: 80
weight: 2.3

Two Handed Sword
weapon length: 110
weight: 2.2

Danish Greatsword
weapon length: 124
weight: 2.5

I request 1h mode for danisch  "Can use on horseback" tag....

anyway what is wrong with that hamers, because i think then they are in wrong section,
to heavy weapon in my opinion lets make them unbalanced or just move that to 2h section
btw

Mace
weapon length: 70
weight: 2

Really what is point of that?
Title: Re: Hammertime
Post by: Haboe on July 07, 2012, 10:32:28 pm
What is the problem here?
a long thin sword can be as heavy as a short big hammer, so what do you think should be changed here?
Title: Re: Hammertime
Post by: Rebelyell on July 07, 2012, 10:35:05 pm
so what
 lets take danisch and weld with it in 1 hand,
at last danisch have weight point on handling, that hamers have on the end of shaft or clouse to hammer head
Title: Re: Hammertime
Post by: Haboe on July 07, 2012, 10:45:38 pm
A danish sword is way too long to wield 1handed. not only does the weight count more on the tip, if you hit something it pushes back because it has mass you are trying to move. If you try to hit something with a 1.2m wep you will feel that much much more then with a hammer for example. This will result in your hand not being able to hold on and you drop the sword.

This is why there was a limit to the lenght of 1handed weapons.
Title: Re: Hammertime
Post by: sF_Guardian on July 07, 2012, 10:46:51 pm
Weight is an important stat cuz of stun and all that, 1h maces are balanced, no need to fuck around.. :D
Title: Re: Hammertime
Post by: Haboe on July 07, 2012, 10:48:28 pm
Maybe this is better to understand:

How fast you can swing something depends on the weight of the sword.
Wheter oor not you can hold on depends on the impact when it hits. A longer wep gives much more leverage and thus is harder to hold on to.
Title: Re: Hammertime
Post by: Rebelyell on July 07, 2012, 11:05:08 pm
Ireally know how that works
really good understand that,

I know then it is short and you can rage on me but IMO warhamer is big mistake

65 lenghtis nothing,
but weight lenght of that = unbalanced
simply that weapon have weight point on end of the shaft
high spead and 31 dmg -_-

when

Mighty Long Hafted Spiked Mace
weapon length: 138
weight: 3.5
difficulty: 16
speed rating: 91
weapon length: 138
thrust damage: 22 blunt
swing damage: 35 blunt
slots: 2
Unbalanced
Knockdown

In my opinion devs really should take a look on that weapons

Title: Re: Hammertime
Post by: Haboe on July 07, 2012, 11:36:17 pm
Long hafted is way longer, so has more momentum when the hit lands = more damage, what wrong with that? :P

Please dont come with: thses 2 weapons dont make sence together, devs take a look at it,
Its us forum users that should discuss on these things and come with detailed alternatives :P

So dont only say what is wrong atm and specify it, also say what it should be and why thats better then before.
Title: Re: Hammertime
Post by: Rebelyell on July 07, 2012, 11:51:53 pm
it is about damange

and with that polearm you can reduce that effect by changing your hands position
and weight of that polearm is 3

warhamer is 1 handed weapon soo you can't reduce momentum on that weapon
single handling, high weight, high speed awesome damange

what do you need more?

That weapon needs balance

edit: 31 damange is for regular warhamer
I showed you +3 LHM

+3 warhamer have more weight and DMG(34 i think)
Title: Re: Hammertime
Post by: Haboe on July 08, 2012, 12:00:32 am
Like i said, on the forum you dont say it needs balance, you come with an alternative if you want devs to take you serious.

So what do you suggest for the stats on it?

Title: Re: Hammertime
Post by: Rebelyell on July 08, 2012, 12:07:01 am
Like i said, on the forum you dont say it needs balance, you come with an alternative if you want devs to take you serious.

So what do you suggest for the stats on it?

k
I will make up my first post a lite bit
Title: Re: Hammertime
Post by: rustyspoon on July 08, 2012, 12:22:42 am
You know, with enough athletics that warhammer user will never, ever be able to hit you, right? The warhammer user literally needs to be in your face to be able to hit you.

As the long hafted spiked mace user won't be using a shield, you have more points to spend on athletics. Not to mention you don't have the added weight of a shield slowing you down. Unless you're fighting a shielder with high athletics, it's pretty easy to counter.
Title: Re: Hammertime
Post by: isatis on July 08, 2012, 01:20:48 am
You know, with enough athletics that warhammer user will never, ever be able to hit you, right? The warhammer user literally needs to be in your face to be able to hit you.

As the long hafted spiked mace user won't be using a shield, you have more points to spend on athletics. Not to mention you don't have the added weight of a shield slowing you down. Unless you're fighting a shielder with high athletics, it's pretty easy to counter.

hahahaha!!

good one!

now what happen if I press X and throw them at you?

this is why hammer should be throwable

thanks to you rusty for pointing this out!
Title: Re: Hammertime
Post by: Rebelyell on July 08, 2012, 01:46:23 am
You know, with enough athletics that warhammer user will never, ever be able to hit you, right? The warhammer user literally needs to be in your face to be able to hit you.

As the long hafted spiked mace user won't be using a shield, you have more points to spend on athletics. Not to mention you don't have the added weight of a shield slowing you down. Unless you're fighting a shielder with high athletics, it's pretty easy to counter.
yea but I still think then warhamer have really strange stats
Title: Re: Hammertime
Post by: BlueKnight on July 10, 2012, 07:07:59 pm
Ok guys remember 1 thing. When you attack with right swing with a warhammer, It gets additional reach because your hand is straight. Therefore Reach is around 90. Therefore 90 reach with 2,5 weight on the top of the weapon means you have to be very strong not to get out of balance while swinging. Arm 90 weight 2,5 on top. No way it is balanced. Also knocks down everybody but you can still have full control over it by 1 hand. I mean that 2h axe the worst one with 30 cut dmg isn't long and has pitiful dmg. Also it's weight is just 2 and is wielded in 2 hands. Why isn't it balanced then? Fighting axe is the only 2h axe that is balanced. (In fact it is 1h axe with secondary mode tbh) Also some weapons' stats are crazy
FOR EXAMPLE:

Flanged Mace
weapon length: 70
weight: 2

difficulty: 9
speed rating: 99
weapon length: 70
swing damage: 25 blunt
Knockdown

Mace
weapon length: 70
weight: 2

difficulty: 8
speed rating: 98
weapon length: 70
swing damage: 28 blunt
Knockdown

Mace has penalty when used with shield and flanged mace is 1h and doesn't, but why? Stats are the damn same!

Fighting Axe
weapon length: 84
weight: 2
difficulty: 12
speed rating: 95
weapon length: 84
swing damage: 32 cut
slots: 1
Bonus against Shield
Secondary Mode

Axe
weapon length: 94
weight: 2
difficulty: 6
speed rating: 91
weapon length: 94
swing damage: 30 cut
slots: 2
Unbalanced
Bonus against Shield

Also remember that these stats are for 1h wielding so 2h Fighting Axe deals more dmg and is faster. but why is it balanced when in 1 hand and other 2h axes are unbalanced despite similar weight and better holding?

ALSO

Military Cleaver
weapon length: 92
weight: 2.5
difficulty: 14
speed rating: 96
weapon length: 92
swing damage: 35 cut

cool heavy, long and fast 1h that is balanced *clap clap*
Title: Re: Hammertime
Post by: Dalhi on July 10, 2012, 07:22:21 pm
Yes, add unbalanced flag to 2h Great swords   :P
Title: Re: Hammertime
Post by: Gurnisson on July 10, 2012, 07:31:04 pm
Mace has penalty when used with shield and flanged mace is 1h and doesn't, but why? Stats are the damn same!

-3 damage is the same? Especially when we're talking about weapons with low base damage :rolleyes: