cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: a_bear_irl on July 15, 2012, 07:30:19 pm

Title: what is the reason for slowing down overhead spinning
Post by: a_bear_irl on July 15, 2012, 07:30:19 pm
i could see stabs, maybe, because of how weird and buggy they are. but there's no reason to nerf overhead turn speed, it just slows down combat and makes combat even more awkward and clunky. also leads to situations with two guys spinning around each other trying to land an overhead. it's not really a nerf to great mauls or other crushthrough weapons because it only requires a small amount of playstyle adjustment to make it work in the crushthrough role but it definitely reduced depth in duels between other weapons. also a giant nerf to all 1/2 direction weapons, which were already under-used.

what is the reason for the change?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Zerran on July 15, 2012, 07:40:42 pm
I don't get it either.

While I don't agree with the reasons for slowing down stabs, I can see why they did it.

Overheads, however, were already quite possibly the hardest type of attack to aim properly, and now it's an absolute pain in the ass to hit anyone with one if they aren't just standing still. They were also the best attack to use while in a large group, but now they run almost as high a chance as sideswings of TWing, and have far less chance to actually hit the intended target.  :|

Running headlong into a pack of decent players used to mean you would find your head being cleaved open very shortly, now it's just a way to get a few easy kills.
Title: Re: what is the reason for slowing down overhead spinning
Post by: a_bear_irl on July 15, 2012, 07:48:30 pm
yeah i've definitely noticed an increase in "gauntlet* runners" too, cheesy but it works since nobody can really hit you.
Title: Re: what is the reason for slowing down overhead spinning
Post by: San on July 15, 2012, 08:38:08 pm
This really nerfed teamwork a lot. It just makes teammates team wound each other and makes it easier to fight against groups just by weaving through opponents.

Not sure what was trying to be fixed here with the change. Active hitboxes while sliding along the ground at the end of the overhead animation was the only annoying thing I could think of, but that was tolerable and reducing the turn speed wouldn't have changed this much.
Title: Re: what is the reason for slowing down overhead spinning
Post by: rustyspoon on July 15, 2012, 09:07:40 pm
I'm okay with the turning nerf affecting overheads, since it made the 1h stab so great.

I love the new 1h stab.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 16, 2012, 05:31:36 pm
This was a really bad way to go about what I assume was a nerf targetting at 2h dragging their overheads at end of swing. Should have just lessend the weapon's active time a bit at end.

Overhead was never an overpowered attack for any weapon class, but now it is just dangerous to try and use it.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Elindor on July 16, 2012, 05:39:58 pm
was it a nerf to "overhead spinning" or just a nerf to spinning in general?   which, of course, would effect overhead tracking.

it was my understanding that the spin nerf was aimed at the awlpike/longspear spinstabbing no?  unfortunately it affected everything...

kinda getting used to the new spin speed but its still weird.  overheard are def more TW prone now.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 16, 2012, 06:13:56 pm
I overhead just like I always did. Quit spinning your mouse. It isn't a Top!

visitors can't see pics , please register or login
Title: Re: what is the reason for slowing down overhead spinning
Post by: Vkvkvk on July 16, 2012, 06:59:44 pm
I overhead just like I always did. Quit spinning your mouse. It isn't a Top!

I overhead just like I've always been overheading too.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 16, 2012, 08:54:55 pm
The limitations are a lot more noticable at shorter ranges. You only have like 30-40 degrees of adjustment now while a moving target can easily track out of that range at point blank range (only takes like 2 steps). The only way to compensate now is to lead before you release instead of adjusting while it comes down, and taking this extra time is straight up a nerf to the attack, since it makes you more vulnerable by increasing the wind up time.

Again the overhead attack was not OP before, it was already a slow attack that was only used situationally, and this nerf just made it very weak. So what exactly positive was accomplished here? All I see is a negative in the game becoming slightly more boring as diversity of attacks is diminished.

As others have said, it has also indirectly nerfed teamwork/formations since overhead was the most accurate attack around teammates, so nerfing it increases the survivability of kamikaze weavers who run into 5 guys.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Teeth on July 16, 2012, 09:00:23 pm
I cant chamber lances anymore and then hit the horse in the ass, not even close. I can't chamber stabs anymore and hit the player if they sidestep with a decent amount of athlethics. I can fight off ganks by doing quick turns and overheads. 1h was so much fun because it had 4 amazing animations, even though most shielders only use 1. Now you fucked up two of those and made me a leftswingspammer like everybody else.

Oh and pikes and longspears are still really powerful, its just all the shorter ones and 1h that got raped by this change. I thought lolpiking was the reason, but I'm not even sure now.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 16, 2012, 09:02:44 pm
I use a 70 length mace. I think I know how it handles. The only difference in the old way and the new way, is after you miss, you can no longer lol-drag your sack across their face with a mouse spin for the same damage as a fully connected overhead to the brain.  :P
Title: Re: what is the reason for slowing down overhead spinning
Post by: Waylit on July 16, 2012, 09:21:15 pm
I've seen people jump-180 stab with the Longspear and Pike still, you just have to guide your mouse more smoothly.  Trying to whip it around like you used to doesn't work because the nerf kicks in as you try to spin faster.  But spinning smoothly at the max rate it allows, you can still jump-spin stab.
Title: Re: what is the reason for slowing down overhead spinning
Post by: San on July 16, 2012, 09:58:51 pm
I cant chamber lances anymore and then hit the horse in the ass, not even close. I can't chamber stabs anymore and hit the player if they sidestep with a decent amount of athlethics. I can fight off ganks by doing quick turns and overheads. 1h was so much fun because it had 4 amazing animations, even though most shielders only use 1. Now you fucked up two of those and made me a leftswingspammer like everybody else.

Oh and pikes and longspears are still really powerful, its just all the shorter ones and 1h that got raped by this change. I thought lolpiking was the reason, but I'm not even sure now.

I agree, although I wouldn't necessarily say raped. Ironically it buffed the left swing even more, even though it was already our best swing anyways. It definitely raped overhead chambers. If I chamber, I will hit ~30-40% of the time on infantry, and like 15% on cav(easier just to completely dodge it). Regular overheads I have gotten used to but I'm more worried about slaughtering my teammates.

1h has a fast overhead animation, so it was usable right after a block, but now if someone sees the overhead animation coming out, they can strafe away and sideswing again, since you are forced to hold, block, or miss. There were times where a 1h overhead was going to clearly hit me, but I moved a few cm out of the way and it missed.

Reverting the change won't buff 1h, it will tone down the left swinging again and make overhead less frustrating to use. I think 1h is fine with the stab, though, although someone needs to clarify for me.
Title: Re: what is the reason for slowing down overhead spinning
Post by: ThePoopy on July 16, 2012, 10:13:21 pm
I've seen people jump-180 stab with the Longspear and Pike still, you just have to guide your mouse more smoothly.  Trying to whip it around like you used to doesn't work because the nerf kicks in as you try to spin faster.  But spinning smoothly at the max rate it allows, you can still jump-spin stab.
or just spin before releasing the attack.

Enyway,  this is a very goodthe only buff to real footwork and not just backpeddling "rangecontrol", after constant nerf to it by making glancing obsolete with oversized sweetspots.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Shatter on July 16, 2012, 10:56:03 pm
I'm not a fan of the change either, especially, as some people have mentioned, with chambers. Chambering an incoming lance and hitting the rider with the rotation nerf is not reliable at all.

In regular melee fights, the change is not that big of an adjustment, but it does make an already slow attack even slower with having to hold your attack to aim.

The stab change was fine, 2h stab was ridiculous at times, but, if possible, overheads should be reverted back to their old way.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Teeth on July 16, 2012, 10:58:33 pm
an already slow attack
Wat?

1h overhead is not slow.
Title: Re: what is the reason for slowing down overhead spinning
Post by: duurrr on July 16, 2012, 11:57:20 pm
how to try to make crpg cater to as many bads as possible?
-> remove every twitchy movement you can do and slow everything down each patch, genius.

next patch will probably reduce all melee weapon speed by 3 or 4, also make every 2h now 3 slot and buff the heavy lance for 20 length. this is a horse driving simulation game bro, aint no player skilled game for a few to shine in no more
Title: Re: what is the reason for slowing down overhead spinning
Post by: Shatter on July 17, 2012, 12:47:58 am
Wat?

1h overhead is not slow.
2h and polearms also exist in the game, but I could have been more specific.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Torben on July 17, 2012, 12:50:19 am
This really nerfed teamwork a lot. It just makes teammates team wound each other and makes it easier to fight against groups just by weaving through opponents.


absolutely.   its a buff to lone 1handers,  as they can plow through groups swinging and dodging.
Title: Re: what is the reason for slowing down overhead spinning
Post by: rustyspoon on July 17, 2012, 01:46:06 am
I'm of the opinion that the people who have the most problem with this are whiny babies or strength builds. The nerf to turning speed is TERRIBLY easy to adjust for. It made combat more skill based. You need to rely more on footwork and positioning instead of how fast you can slide your mouse.

It nerfed teamwork in the sense that it's more difficult for 10 retards to mob up on a single guy and spam. In those situations, if people actually gave a shit and thought about where their swings would land it wouldn't be a problem at all.

It is true that 1-handers need to adjust more for this nerf as most of their attacks originate from the right, but once you figure that out it's easy.

Use your movement keys to adjust more than your mouse. Problem solved.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Torben on July 17, 2012, 01:54:45 am
I'm of the opinion that the people who have the most problem with this are whiny babies or strength builds. The nerf to turning speed is TERRIBLY easy to adjust for. It made combat more skill based. You need to rely more on footwork and positioning instead of how fast you can slide your mouse.

It nerfed teamwork in the sense that it's more difficult for 10 retards to mob up on a single guy and spam. In those situations, if people actually gave a shit and thought about where their swings would land it wouldn't be a problem at all.

It is true that 1-handers need to adjust more for this nerf as most of their attacks originate from the right, but once you figure that out it's easy.

Use your movement keys to adjust more than your mouse. Problem solved.

you do realize support classes like pikemen and longmaulers have to react according to the teammate infront of them?  slowing down turnspeed=less ability to react = less possibilities = less room for skill.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Vkvkvk on July 17, 2012, 02:19:56 am
you do realize support classes like pikemen and longmaulers have to react according to the teammate infront of them?  slowing down turnspeed=less ability to react = less possibilities = less room for skill.

You do realize support classes like pikemen have to react according to the teammate infront of them(?) and can just stab right through them by curving the tip (Because only the tip is an actual physical object, the haft is only a metaphysical manifestation of the pikeman's ego) around teammates?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Torben on July 17, 2012, 03:49:58 am
You do realize support classes like pikemen have to react according to the teammate infront of them(?) and can just stab right through them by curving the tip (Because only the tip is an actual physical object, the haft is only a metaphysical manifestation of the pikeman's ego) around teammates?

so you are supporting my point,  good man!
Title: Re: what is the reason for slowing down overhead spinning
Post by: Gricks on July 17, 2012, 05:09:09 am
I've seen people jump-180 stab with the Longspear and Pike still, you just have to guide your mouse more smoothly.  Trying to whip it around like you used to doesn't work because the nerf kicks in as you try to spin faster.  But spinning smoothly at the max rate it allows, you can still jump-spin stab.

No, you just release the attack later in the spin. I know cuz I'm an expert at piking.

EDIT: What the poop guy said.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Vibe on July 17, 2012, 09:00:51 am
Well, it was more fun with the spin stab, but I do well without it too.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Angantyr on July 17, 2012, 02:26:42 pm
I agree something had to be done about the lolstab (though it still needs tweaking) but overheads feel very unnatural and restricted now even when becoming used to the change.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 17, 2012, 03:44:53 pm
I'm of the opinion that the people who have the most problem with this are whiny babies or strength builds. The nerf to turning speed is TERRIBLY easy to adjust for. It made combat more skill based. You need to rely more on footwork and positioning instead of how fast you can slide your mouse.


Ahahaha, you mean "you need to rely more on left swing'.

It nerfed teamwork in the sense that it's more difficult for 10 retards to mob up on a single guy and spam. In those situations, if people actually gave a shit and thought about where their swings would land it wouldn't be a problem at all.


As someone who does this a lot, it doesn't take much skill to run into a group of people and start bouncing off of them, Thanks to this change, I induce a lot more TKs when I bounce off a guy and he overheads into the guy behind me. It's not healthy for game if formations, which are difficult to keep together & effective, are easily wrecked by one guy cannonballing like a maniac, which is not difficult.

It is true that 1-handers need to adjust more for this nerf as most of their attacks originate from the right, but once you figure that out it's easy.

Use your movement keys to adjust more than your mouse. Problem solved.

We all know about this, but the absolute fact is that any extra adjustment needed, that previously did not exist, is now a nerf since it added time to swing. It's not hard to figure out, but it's still a nerf by any definition, and a completely unneccessary one.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 17, 2012, 05:34:07 pm
I agree something had to be done about the lolstab (though it still needs tweaking) but overheads feel very unnatural and restricted now even when becoming used to the change.

Really??

Take an axe and 2 chopping blocks.

Place one chopping block directly in front of you. Place the 2nd chopping block 90 degrees to your left. Hell, place it at a 45 degree angle so you don't have to turn as far.

Now, facing the first chopping block. Swing the axe with an overhand swing towards the first chopping block hard enough to split a piece of wood.

While you are still swinging, turn your body that 45 or 90 degrees and make the blow that started towards the first chopping block land and split the wood on the 2nd chopping block.


What happened? Yeah, wasn't possible was it? Now what were you saying is "unnatural" again?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 17, 2012, 06:40:06 pm
If you want to bring in the realism arguement... In combat you don't actually have to split wooden blocks, when you turn and adjust your strike, your overhead turns into a diagonal slash which maybe won't split a wood block, but will damage flesh & bone. If warband  had more dynamic animations this would be represented visually, but it only has 4 directions of animation so it has to be abstracted so don't be so anal.
Title: Re: what is the reason for slowing down overhead spinning
Post by: a_bear_irl on July 17, 2012, 09:11:04 pm
crpg isn't real life, enough said
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 17, 2012, 09:13:37 pm
If you want to bring in the realism arguement... In combat you don't actually have to split wooden blocks, when you turn and adjust your strike, your overhead turns into a diagonal slash which maybe won't split a wood block, but will damage flesh & bone. If warband  had more dynamic animations this would be represented visually, but it only has 4 directions of animation so it has to be abstracted so don't be so anal.

Are you illiterate?  :?:

but overheads feel very unnatural and restricted now

Here the realism argument was introduced. Learn to read.  :idea:

And again! Let's see you start a crushing blow and then after the weapon travels at least 1 foot in the vertical direction, turn so that it hits 90 degrees to your right. Couldn't do it could you?

Even if you know ahead of time that you are going to do it and using a blade into a sideways arc, your ass is so off balance you are just as likely to hack into your own damn leg as you are the opponent.
Title: Re: what is the reason for slowing down overhead spinning
Post by: CrazyCracka420 on July 17, 2012, 09:15:52 pm
I don't like the change.  I'd rather go back to spinning lol-pikers.  The advantage is clearly on the person with high athletics running through the enemy ranks as long as you keep changing directions.  The enemy can't easily overhead or stab if you keep rotating, and they risk hitting each other with side swings.  Hard to line up a stab or overhead on someone who's constantly changing directions, even a slight direction change and my stab or overhead hangs out in no man's land.

Lately I've been saying fuck it and "wildly" swinging my long bardiche from side to side.  I'm really good at hitting QQA to apologize on the fly.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 17, 2012, 09:21:28 pm
Are you illiterate?  :?:

Here the realism argument was introduced. Learn to read.  :idea:

derpderp it feels unnatural within the game mechanics... you are like a bird hitting glass when your ability to rotate while overheading with weapons (including short/light/1h weapons!) is so constrained compared to a character's normal range of movements, include non-constrained rotation for left/right attacks.

Others have covered the unintended consequences of a buff to bouncing cannonball players vs formations who's ability to stop them nerf.
Title: Re: what is the reason for slowing down overhead spinning
Post by: HardRice on July 17, 2012, 09:22:04 pm
All I know is I can easily run through whole teams of enemies no matter what mix is in the group.

(Except archers, fucking archers man...  :rolleyes: )

Couldn't ever do that before, would get shredded so hard.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 17, 2012, 09:23:23 pm
L2P?  :twisted:
Title: Re: what is the reason for slowing down overhead spinning
Post by: CrazyCracka420 on July 17, 2012, 09:29:20 pm
It was always a pretty good tactic to run through enemy lines than be on the outside trying to back pedal away and fight the outer people. Now it's way better than before the nerf to do.  Which doesn't make sense.  If 10 people can see someone running around in between them, it would be very easy for 10 trained military men to tear that guy to shreds, it wouldn't be nearly as hard as it was before the nerf, and would certainly not look like the cartoon it does now when someone runs around in an enemy infantry group.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 17, 2012, 09:35:22 pm
It was always a pretty good tactic to run through enemy lines than be on the outside trying to back pedal away and fight the outer people. Now it's way better than before the nerf to do.  Which doesn't make sense.  If 10 people can see someone running around in between them, it would be very easy for 10 trained military men to tear that guy to shreds, it wouldn't be nearly as hard as it was before the nerf, and would certainly not look like the cartoon it does now when someone runs around in an enemy infantry group.


Ummm, we don't have trained military men playing c-RPG. When you have 10 enemy in a cluster, they are more likely to be the Keystone Kops than they are any kind of "trained" unit. Let's see you try that versus a Clan, not random pubbies.

And yes, a team that has to watch out for friendly fire vs a solo guy who has NO concern about hitting teammates will have to deal with it if they were stupid enough to let him inside their perimeter in the first place!

Oh yeah, when you can sidestep an overhead to avoid it if you have enough athletics? It means finally the Agi build is able to use its key statistic in a fight, instead of it being a LOLSTRENGTHSPINNINGTOP dominated game.
Title: Re: what is the reason for slowing down overhead spinning
Post by: CrazyCracka420 on July 17, 2012, 09:49:31 pm

Ummm, we don't have trained military men playing c-RPG. When you have 10 enemy in a cluster, they are more likely to be the Keystone Kops than they are any kind of "trained" unit. Let's see you try that versus a Clan, not random pubbies.

And yes, a team that has to watch out for friendly fire vs a solo guy who has NO concern about hitting teammates will have to deal with it if they were stupid enough to let him inside their perimeter in the first place!

Oh yeah, when you can sidestep an overhead to avoid it if you have enough athletics? It means finally the Agi build is able to use its key statistic in a fight, instead of it being a LOLSTRENGTHSPINNINGTOP dominated game.

I agree about your agility part, but like the xbow thread, I think they need to fix the problem, not create more with these buffs and nerfs.  CMP said they are retweaking each weapon's hit boxes, why not also decide if they individually should have the stab/overhead spin nerf?  Smaller/lighter weapons should still be able to move more than they do now (maybe not unrestricted like before).  But I would agree that the strength heavy pikes/long spear or maul users shouldn't be able to lol-spin stab, or do the spinningtop with their mauls.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 17, 2012, 09:51:39 pm
Okay, yes I agree with that. The lighter, shorter weapons should have some greater flexibility in that department over the heavier, longer weapons. Totally with you. Like limit the longer to an effective 30 degree arc, while letting the 70 length ones go 90-120 degrees.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Digglez on July 17, 2012, 11:37:42 pm
This really nerfed teamwork a lot. It just makes teammates team wound each other and makes it easier to fight against groups just by weaving through opponents.

Not sure what was trying to be fixed here with the change. Active hitboxes while sliding along the ground at the end of the overhead animation was the only annoying thing I could think of, but that was tolerable and reducing the turn speed wouldn't have changed this much.

Actually quite the opposite, makes highly disciplined teamworkers even better.  OMG you mean I might have to use my shield to BOX someone in so they cant pingpong around the 3 tards chasing him?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rhekimos on July 17, 2012, 11:47:41 pm
Actually quite the opposite, makes highly disciplined teamworkers even better.  OMG you mean I might have to use my shield to BOX someone in so they cant pingpong around the 3 tards chasing him?

Unfortunately, due to the game mechanics being what they are, people slip and warp through each other.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Adamar on July 18, 2012, 12:07:52 am
Im doing overheads just fine with my mace. The spinning nerf makes it so a person can't just drag a missed hit and make it successful. More skill required now.
Title: Re: what is the reason for slowing down overhead spinning
Post by: San on July 18, 2012, 01:16:44 am
Actually quite the opposite, makes highly disciplined teamworkers even better.  OMG you mean I might have to use my shield to BOX someone in so they cant pingpong around the 3 tards chasing him?

Box them in like this? http://www.youtube.com/watch?v=3AIWodyQvq4

You should know that video well.

Shielders are some of the easiest to get by since their short reach/slowness make them easy to dodge, and their low damage means you can just ignore them half the time.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 18, 2012, 06:04:49 pm
Im doing overheads just fine with my mace. The spinning nerf makes it so a person can't just drag a missed hit and make it successful. More skill required now.

Haha, I like how you got a -1 already. Exploiters HATE their exploits removed! What's funny is how many of these people complaining about taking out a jacked game mechanic were the SAME people who lobbied to take out the ability to jump and shoot a bow at the same time.

KARMA BITCHES!!  :twisted:
Title: Re: what is the reason for slowing down overhead spinning
Post by: Joker86 on July 18, 2012, 06:30:47 pm
Didn't cmp say somewhere that the turn speed will be changed according to the weapon length?

If this means normal (= old) speed for 1hd weapons, slightly reduced speed for 2handers/poleaxes and highly reduced speed for polearms, I am fine with this. And I am polearm user. But I have to add that I expect some kind of buff to make up for the turn speed and pole stagger nerf.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 18, 2012, 06:59:48 pm
Haha, I like how you got a -1 already. Exploiters HATE their exploits removed! What's funny is how many of these people complaining about taking out a jacked game mechanic were the SAME people who lobbied to take out the ability to jump and shoot a bow at the same time.

KARMA BITCHES!!  :twisted:

exploits? archery jump shot? wtf are you talking about??
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 18, 2012, 07:31:14 pm
exploits? archery jump shot? wtf are you talking about??

New around here?

Infantry didn't like that archers were using an existing game mechanic to be able to jump and shoot their arrows at the same time. It was removed due to being an exploit (or maybe the game dev's used the realism argument to justify its removal).

Same thing here. Infantry using an existing game mechanic to exploit and spin their overhead as if it was a left/right slash (or maybe the game dev's used the realism argument to justify its removal).

Or was it Karma that had you confused?

Quote
Karma - 1. action, seen as bringing upon oneself inevitable results, good or bad, either in this life or in a reincarnation:
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 18, 2012, 07:45:04 pm
I could explain to you how your logic is flawed, but you sound like a weirdo. Your life might be better if you didn't process things in such stark, relativist terms.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 18, 2012, 08:56:41 pm
I could explain to you how your logic is flawed, but you sound like a weirdo. Your life might be better if you didn't process things in such stark, relativist terms.

You fail to counter it, so you resort to a personal insult instead.

Hey, no problem. You also seem to fail to comprehend that my remark about your -1 was about the people who GAVE you the -1, not you.

But you seem to be arrogant as well as ignorant. It is to be expected.
Title: Re: what is the reason for slowing down overhead spinning
Post by: oprah_winfrey on July 18, 2012, 09:04:40 pm
New around here?

Infantry didn't like that archers were using an existing game mechanic to be able to jump and shoot their arrows at the same time. It was removed due to being an exploit (or maybe the game dev's used the realism argument to justify its removal).

Same thing here. Infantry using an existing game mechanic to exploit and spin their overhead as if it was a left/right slash (or maybe the game dev's used the realism argument to justify its removal).

Or was it Karma that had you confused?

They took out jump shooting because incourages kiting archers which is boring as fuck. Spin speed makes combat more interesting.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 18, 2012, 09:13:22 pm
They took out jump shooting because incourages kiting archers which is boring as fuck. Spin speed makes combat more interesting.

Jump shooting makes the game far more interesting and challenging. Spin speed makes combat comical.

See what I did there?
Title: Re: what is the reason for slowing down overhead spinning
Post by: oprah_winfrey on July 18, 2012, 09:21:00 pm
Jump shooting makes the game far more interesting and challenging. Spin speed makes combat comical.

See what I did there?

I fail to see how jump shooting makes the game more interesting or challenging. In my opinion it does the exact opposite. In theory jump shooting is cool, but in practice its just people running away drawing their bow, jump, spin around, land to get their reticle back to normal and shoot then turn around and run off with their 7-8 athletics.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 19, 2012, 12:00:33 am
I fail to see how jump shooting makes the game more interesting or challenging. In my opinion it does the exact opposite. In theory jump shooting is cool, but in practice its just people running away drawing their bow, jump, spin around, land to get their reticle back to normal and shoot then turn around and run off with their 7-8 athletics.

visitors can't see pics , please register or login
Title: Re: what is the reason for slowing down overhead spinning
Post by: Tzar on July 19, 2012, 12:01:34 am
Trying to explain logic to an archer is pointless give it up all ready...
Title: Re: what is the reason for slowing down overhead spinning
Post by: cmp on July 19, 2012, 12:35:03 am
loves spinning, loves jumpshot <- legit
hates spinning, hates jumpshot <- legit
loves spinning, hates jumpshot <- melee elitist whiner
hates spinning, loves jumpshot <- ranged elitist whiner
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 19, 2012, 12:37:40 am
Trying to explain logic to an archer is pointless give it up all ready...

loves spinning, loves jumpshot <- legit
hates spinning, hates jumpshot <- legit
loves spinning, hates jumpshot <- melee elitist whiner
hates spinning, loves jumpshot <- ranged elitist whiner

visitors can't see pics , please register or login
Title: Re: what is the reason for slowing down overhead spinning
Post by: Vkvkvk on July 19, 2012, 03:51:06 am
loves spinning, loves jumpshot <- legit
hates spinning, hates jumpshot <- legit
loves spinning, hates jumpshot <- melee elitist whiner
hates spinning, loves jumpshot <- ranged elitist whiner

Actually, when it comes to most of the community's train of thought, it goes something like this:

Loves spinning, loves jumpshot <- pro
Hates spinning, hates jumpshot <- massive noob l2p nerd
Loves spinning, hates jumpshot <- melee elitist whiner
Hates spinning, loves jumpshot <- ranged elitist whiner

I belong  to the massive noob l2p nerd category even though I can fight perfectly fine against such players as they're usually not the most skilled, it just kills my braincells because it feels like I'm suddenly on some Cirque du Soleil stage and have to know what's going on before I break my back.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 19, 2012, 04:10:07 pm
Melee "spinning" is part of melee combat balance. Archery jumping spinshots is part of archer abilities, specifically ability to defend themselves via a kiting technique. These two issues have ZERO relation and this thread has nothing to do with archery vs melee. We'd have to probe some dark corners of Granpappy's mind to divine why he is attempting to make jump spinshot balance an issue in a discussion of melee overhead swing rotation rate.

If you think archers need better ability to jump and spinshot because they are too weak at the moment, why not make a thread about it? Personally I wouldn't comment in that thread, since I don't know much about archery, and since I carry a shield and throwing axes, they really can't kite me anyways.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rumblood on July 19, 2012, 06:29:36 pm
Game balance. It's what's for breakfast.

The point is that removing cartoon character abilities from all classes is being consistent by the Dev's. <applause>

If you want your cartoon spinning overhead, maybe you shouldn't have lobbied so hard to have the cartoon spinning jump shot removed. Like I said, Karma bitches.

But I think I have your meme.

visitors can't see pics , please register or login
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 19, 2012, 07:46:52 pm
Are you sure archer jumping spin-shot was removed because it was cartoonish? Or because people dislike kiting?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Joker86 on July 19, 2012, 08:13:07 pm
Are you sure archer jumping spin-shot was removed because it was cartoonish? Or because people dislike kiting?

People dislike a lot in this game. It was the combination of both.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Adamar on July 19, 2012, 08:36:57 pm
jump shooting doesn't help you kite, only evade. Jumping makes you move slower, which is bad for kiting.
Title: Re: what is the reason for slowing down overhead spinning
Post by: oprah_winfrey on July 19, 2012, 09:08:49 pm
jump shooting doesn't help you kite, only evade. Jumping makes you move slower, which is bad for kiting.

It is faster then drawing your bow and turn around.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Vkvkvk on July 19, 2012, 09:15:59 pm
jump shooting doesn't help you kite, only evade. Jumping makes you move slower, which is bad for kiting.

Jumping makes you move faster for the jump then you're slowed down for a bit when you impact the ground.

It made kitting absolute shit to deal with because they could jump away at the last moment, turn around and fill your face with arrows and there's absolutely nothing you could do short of dodging and having to catch up again since your dodging just made the gap worse.
Title: Re: what is the reason for slowing down overhead spinning
Post by: a_bear_irl on July 20, 2012, 04:33:36 pm
loves spinning, loves jumpshot <- legit
hates spinning, hates jumpshot <- legit
loves spinning, hates jumpshot <- melee elitist whiner
hates spinning, loves jumpshot <- ranged elitist whiner

one makes gameplay more interesting and one makes gameplay less interesting, certified bad post, un-nerf spinning

spinning = faster melee
jumpshot = kiting
Title: Re: what is the reason for slowing down overhead spinning
Post by: cmp on July 20, 2012, 05:09:46 pm
one makes gameplay more interesting and one makes gameplay less interesting

pr0 objectivity
Title: Re: what is the reason for slowing down overhead spinning
Post by: Leshma on July 20, 2012, 05:13:31 pm
It's your own problem you can't tell good suggestions from obvious lobbying. I have no reason to lobby because I'm already performing in this game better than I ever wanted to. Getting on level with Chase doesn't interest me, because if I were that effective I would probably quit playing due to boredom.

Not everyone here is lobbying and not everyone has same knowledge and experience.

For example, you are epic developer but I'm not sure you do fully understand what is current situation in cRPG when it comes to class balance, autobalance etc.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Paul on July 20, 2012, 05:17:00 pm
The scary thing is that the above poster is actually serious and not just trolling.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Leshma on July 20, 2012, 05:21:33 pm
I've decided to let you do all the trolling, you're way better than me at it.
Title: Re: what is the reason for slowing down overhead spinning
Post by: a_bear_irl on July 20, 2012, 08:37:28 pm
pr0 objectivity

most players would agree that faster melee is more interesting, and chadz even made a post to that effect. all players will end up in melee at some point. kiting is "fun" for exactly one dude, nobody else enjoys watching white bronco: crpg edition. why do you think HX makes people so mad?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Leshma on July 20, 2012, 09:13:01 pm
Weapon speed should be only slightly faster.

Players should move lot faster when they are going forward and sideways, backward speed should stay the same. Sprint mode could be useful but it shouldn't be based on stamina. The longer you're pressing W and going in same direction the faster you should until you reach the limit which should be higher than it's now.
Title: Re: what is the reason for slowing down overhead spinning
Post by: cmp on July 20, 2012, 09:29:13 pm
most players

Stopped reading there.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Miwiw on July 20, 2012, 09:31:28 pm
For example, you are epic developer but I'm not sure you do fully understand what is current situation in cRPG when it comes to class balance, autobalance etc.

Ye, because cmp cannot judge the game because he never plays himself.  :rolleyes:
And that is why you can judge it, Leshma.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Phew on July 20, 2012, 09:46:58 pm
Why couldn't overhead and thrust spin rate limit be a function of weapon length or inertia? No one was complaining about OP long dagger spin overheads, it was the great maul spin overheads and pike spin thrusts that looked ridiculous.

Title: Re: what is the reason for slowing down overhead spinning
Post by: Leshma on July 20, 2012, 09:48:53 pm
Playing is the same as conducting experiments to prove scientific theories. It's the only way of getting feedback.

cmp does play, but not much and when he does, it's always boring STR polearm char. chadz doesn't play battle. Paul plays rageball mostly.

Out of those people with developer tag only Mustikki is active and trying out various builds.

Would be awesome if they added someone like Gurnisson to balance team. Someone who is experienced, active and won't lobby for himself.

I do think they are doing decent job but player count says otherwise. It is summer, vacation and holiday time but other games/mods aren't losing players because of it.
Title: Re: what is the reason for slowing down overhead spinning
Post by: duurrr on July 20, 2012, 09:55:13 pm
cmp just because you suck at melee doesnt mean you have to slow it down every patch bro

duels are a joke in crpg now, i have to relog and hope theres players on native duels server if i wanna play the game without getting gayed, nice objectivity.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Paul on July 20, 2012, 10:16:48 pm
Gurni is one of the most obnoxious lobbyists in this forum. Luckily he keeps his mental darkness to the lobbying business though.
Title: Re: what is the reason for slowing down overhead spinning
Post by: cmp on July 20, 2012, 11:04:39 pm
duels are a joke in crpg now, i have to relog and hope theres players on native duels server if i wanna play the game without getting gayed, nice objectivity.

We know, and we don't really care. Since we can't have different weapon stats for each game mode, we do our balancing based on the main one (Battle). If you want to have nice fast duels, you're free to go to Nditions (or whatever the NA equivalent is).
Title: Re: what is the reason for slowing down overhead spinning
Post by: Leshma on July 20, 2012, 11:59:48 pm
We know, and we don't really care. Since we can't have different weapon stats for each game mode, we do our balancing based on the main one (Battle).

You did decent work balancing item stats for battle but the problem is that above stat balance comes autobalance which isn't working well.

Therefore, battle game mode isn't balanced at all.

Duel server is, which wasn't your intention as you say.
Title: Re: what is the reason for slowing down overhead spinning
Post by: cmp on July 21, 2012, 12:37:51 am
I'm pretty sure this thread is about combat mechanics, not complaining about autobalance.
Title: Re: what is the reason for slowing down overhead spinning
Post by: a_bear_irl on July 21, 2012, 01:04:05 am
well, to be fair right now autobalance seems to be back to the old bannerstack -> one team at 5x forever/other team farmed

back to the original discussion i have not spoken to a single player who wants melee slowed down, nor to anyone who thought the turn nerf was a decent idea, it makes no sense
Title: Re: what is the reason for slowing down overhead spinning
Post by: cmp on July 21, 2012, 01:11:16 am
back to the original discussion i have not spoken to a single player who wants melee slowed down, nor to anyone who thought the turn nerf was a decent idea, it makes no sense

You speak with people?
I can be the first if you want.
Title: Re: what is the reason for slowing down overhead spinning
Post by: F i n on July 21, 2012, 01:17:21 am
I cant chamber lances anymore and then hit the horse in the ass, not even close. I can't chamber stabs anymore and hit the player if they sidestep with a decent amount of athlethics. I can fight off ganks by doing quick turns and overheads. 1h was so much fun because it had 4 amazing animations, even though most shielders only use 1. Now you fucked up two of those and made me a leftswingspammer like everybody else.

Oh and pikes and longspears are still really powerful, its just all the shorter ones and 1h that got raped by this change. I thought lolpiking was the reason, but I'm not even sure now.

so true...
Title: Re: what is the reason for slowing down overhead spinning
Post by: oprah_winfrey on July 21, 2012, 02:57:55 am
We know, and we don't really care. Since we can't have different weapon stats for each game mode, we do our balancing based on the main one (Battle). If you want to have nice fast duels, you're free to go to Nditions (or whatever the NA equivalent is).

I know chadz said you guys aren't a fans of the warband weapon speed option, but can you enable that on the duel server for now without it staying in strat?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Gurnisson on July 21, 2012, 04:16:03 am
Gurni is one of the most obnoxious lobbyists in this forum. Luckily he keeps his mental darkness to the lobbying business though.

True, that's why I wanted the paulstun removed
Title: Re: what is the reason for slowing down overhead spinning
Post by: Vkvkvk on July 21, 2012, 05:49:50 am
well, to be fair right now autobalance seems to be back to the old bannerstack -> one team at 5x forever/other team farmed

back to the original discussion i have not spoken to a single player who wants melee slowed down, nor to anyone who thought the turn nerf was a decent idea, it makes no sense

Ohoho, jokes on you, I think the turn nerf is a decent idea.

It's not about Melee slowing down as much as removing all the absolutely ridiculous shit such as spinning all over the place.

I don't know for you, but waiting for a guy to finish his 360 spin takes much longer than him just outright fucking trying to stab me so that I can retaliate faster.

Same goes for other mechanics, when a player decide to hold his attack for 50 seconds and you have to block that direction for 50 seconds, it's everything but fast paced combat.
Title: Re: what is the reason for slowing down overhead spinning
Post by: Cicero on July 21, 2012, 12:34:17 pm
loves spinning, loves jumpshot <- legit
hates spinning, hates jumpshot <- legit
loves spinning, hates jumpshot <- melee elitist whiner
hates spinning, loves jumpshot <- ranged elitist whiner
from this we can understand ,

 removes jumpshot <- melee developer whiner
 removes spinning  <- ranged developer whiner

Funny that devs removed jumpshot then removed spinnin then put jumpshot ; guess whats next ?
Title: Re: what is the reason for slowing down overhead spinning
Post by: Rebelyell on July 21, 2012, 12:44:05 pm
lol you still can do that silly lol stab, there is so many ways to do that,
and you can chamber lance and hit ponnys azz,

just do not relase you attack soo fast -_-

whiners gona whine
Title: Re: what is the reason for slowing down overhead spinning
Post by: Cicero on July 21, 2012, 01:33:33 pm
lol you still can do that silly lol stab, there is so many ways to do that,
and you can chamber lance and hit ponnys azz,

just do not relase you attack soo fast -_-

whiners gona whine
Thank you so much for those tips =)
Title: Re: what is the reason for slowing down overhead spinning
Post by: Turboflex on July 21, 2012, 04:20:32 pm
lol you still can do that silly lol stab, there is so many ways to do that,
and you can chamber lance and hit ponnys azz,

just do not relase you attack soo fast -_-

whiners gona whine

why is why it just hurt short weapons more than long