cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Nurax on April 06, 2011, 08:33:37 pm

Title: Are lolstabbes gonna be fixed??
Post by: Nurax on April 06, 2011, 08:33:37 pm
I think the heading tells everything,someone know concret information about that?
Title: Re: Are lolstabbes gonna be fixed??
Post by: Rakaz on April 06, 2011, 09:48:49 pm
Please try using downblock and it might change your opinion.  It is prolly the easiest to block, unless you are talking about some other aspect of stabbing then my argument is invalid.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Furax on April 06, 2011, 10:17:44 pm
There is no diffrence in any kind of block, the main problem with lolstab is, its still so damn fast and if the opponent has good foot/mousework you cant tell the diffrence between right swing and lolstab(atleast I cant). 9/10 times in melee versus 2hander sword I die to lolstab.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Teeth on April 06, 2011, 10:24:52 pm
Lolstab has really high damage, the stab is really fast and if you spin it a lot there is delay between the animation hit and actual hit, also it is long ranged. Compared to polearms the 2h stab is about 155 polearm reach. Just look at the amount of German Greatswords you see lying on the battlefield. Everyone realizes its potency for quick kills.
Nothing more tiresome than have everyone I duel chamber his thrust as soon as they get a little room, always forcing me to block with my supposedly 'long' hafted blade.

So I think this stab could be made a little less powerful.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Torak on April 06, 2011, 10:43:05 pm
and thay can tunr the stab so it dosent matter if you side step they just turn with you that is what im getting mad at

the speed is fine aslong as they fix what i just said
Title: Re: Are lolstabbes gonna be fixed??
Post by: Penitent on April 06, 2011, 10:47:09 pm
Can't it be made so that a "spinning" stab doesn't do damage?  You really should have both feet firmly planted for a proper thrust.  Maybe spinning too fast can remove the hitbox on the weapon or something...I don't know...

But lolstabs shouldn't work..they should be taken out.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 06, 2011, 10:59:57 pm
The only thing needing fixing is removing the spin stabbing (from all weapons, not just 2H) so the stab is an attack you use from distance, at close range it would just bounce and be useless. Otherwise it is fine imo.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Rhade on April 06, 2011, 11:04:24 pm
If you're going to nerf that, nerf mouse-turn as people have been turning their mouse with their swings forever.

I, personally, don't do it and think it's a pretty cheap and stupid mechanic, but people need crutches.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Gortha on April 06, 2011, 11:18:06 pm
nööööörf plx
Title: Re: Are lolstabbes gonna be fixed??
Post by: Leesin on April 06, 2011, 11:58:26 pm
Isn't this down to the coding of the actual game i.e Native itself rather than cRPG, infact yes it is, cRPG never created lolstabs, you can thank Taleworlds for +80 range and + speed on thrusts on 2h weapons.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Laufknoten on April 07, 2011, 12:51:25 am
Just reduce the stab-damage and thats it. I'm sure it's gonna be nerfed, it's just overused at the moment, but not really a problem. 
Title: Re: Are lolstabbes gonna be fixed??
Post by: Farrok on April 07, 2011, 01:59:30 am
The only thing needing fixing is removing the spin stabbing (from all weapons, not just 2H) so the stab is an attack you use from distance, at close range it would just bounce and be useless. Otherwise it is fine imo.

and with that all spears will be useless and the only thing which stay is twohander over all
Title: Re: Are lolstabbes gonna be fixed??
Post by: Nemeth on April 07, 2011, 02:36:28 am
and with that all spears will be useless and the only thing which stay is twohander over all

Afaik, all the spears have 4 attacks. That's hardly useless if lolstab gets removed. And your assumption that everyone will use 2h... Polearms already have longer reach on swings and fast animations, there would be no reason to stay with 2h if there is no more lolstab.
If anything, there would be less 2h and more polearm users.
Title: Re: Are lolstabbes gonna be fixed??
Post by: cmp on April 07, 2011, 03:05:31 am
Polearms already have longer reach on swings

wat
Title: Re: Are lolstabbes gonna be fixed??
Post by: Patricia on April 07, 2011, 03:13:28 am
Polearms already have longer reach on swings

wat
Title: Re: Are lolstabbes gonna be fixed??
Post by: Felagunda on April 07, 2011, 04:57:59 am
how would you even suggest that they are fixed?  How are they broken?
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 07, 2011, 07:48:47 am
Polearms already have longer reach on swings and fast animations...

Not really. (http://forums.taleworlds.com/index.php/topic,118906.0.html) The overhead swing animation for two-handed weapons gives them the reach of a polearm 30 length longer. The side swing animations for two-handed weapons gives them the reach of a polearm about 20 length longer. I recently tested the new thrust animation for two-handed weapons and determined that it gives them the reach of a polearm of about 65 length longer. You can test the thrust reach difference yourself with a practice longsword, scythe, long awlpike, and a wall if you need more convincing.

I have shown that it takes the same amount of time to complete an attack (http://forum.c-rpg.net/index.php/topic,2531.msg43795.html#msg43795) with a two-handed weapon and polearm with the same weapon speed. I would guess there is probably very little difference in the actual time between releasing a swing and it landing a hit for both types of weapons as I have seen roughly equal number of claims of two-handed weapons and polearm each seeming to be faster than the other.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Vibe on April 07, 2011, 08:41:28 am
Polearms already have longer reach on swings

Quote
2h
Overhead = +15
Left-to-right = +17
Right-to-left = +13
Thrust = +30

2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19

trololo

But I don't actually mind that. Or the lolstab damage. I just hate the fact that it can be machinegunned. It's so damn fast.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 07, 2011, 08:41:44 am
and with that all spears will be useless and the only thing which stay is twohander over all

So you find it natural to be able to stab at point blank with a spear but not with a 2H.

trololo

The +80 on thrust is the old pre-patch animantion, now it has been nerfed to ~+30. Try fighting vs a Glaive with a German Greatsword and you will see the 158 range right swing outreaches your stab.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Vibe on April 07, 2011, 08:47:44 am
The +80 on thrust is the old pre-patch animantion, now it has been nerfed to ~+30. Try fighting vs a Glaive with a German Greatsword and you will see the 158 range right swing outreaches your stab.

Ah didn't know that. I just know I'm having a hard time outreaching a german lolstab with my LHB.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Gnjus on April 07, 2011, 08:59:21 am
....but...but......if you remove/nerf the lolstab then Bjord & Co. will become just a bunch of average players.....?   :?
Title: Re: Are lolstabbes gonna be fixed??
Post by: Corwin on April 07, 2011, 09:25:39 am
Polearms already have longer reach on swings and fast animations, there would be no reason to stay with 2h if there is no more lolstab.
If anything, there would be less 2h and more polearm users.
This.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Opium.dk on April 07, 2011, 09:32:17 am
I agree that lolstab is OP, however lolstab is also the only fucking reason to pick 2h over polearm.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 07, 2011, 09:36:09 am
I agree that lolstab is OP, however lolstab is also the only fucking reason to pick 2h over polearm.

+1, that's why I think for the sake of balance the only thing that needs fixing is removing point blank spinthrusts from ALL weapons, so the thrust attack is useful from distance, otherwise it bounces. Nerfing it's damage, speed or range(that was already nerfed with the new animation) would just make it useless.
Title: Re: Are lolstabbes gonna be fixed??
Post by: RandomDude on April 07, 2011, 10:58:52 am
you wouldnt have to reduce all piercing damage

if it's a problem then pierce damage for particular weapons can be reduced
Title: Re: Are lolstabbes gonna be fixed??
Post by: Nemeth on April 07, 2011, 12:02:40 pm
Not really. (http://forums.taleworlds.com/index.php/topic,118906.0.html) The overhead swing animation for two-handed weapons gives them the reach of a polearm 30 length longer. The side swing animations for two-handed weapons gives them the reach of a polearm about 20 length longer. I recently tested the new thrust animation for two-handed weapons and determined that it gives them the reach of a polearm of about 65 length longer. You can test the thrust reach difference yourself with a practice longsword, scythe, long awlpike, and a wall if you need more convincing.

I have shown that it takes the same amount of time to complete an attack (http://forum.c-rpg.net/index.php/topic,2531.msg43795.html#msg43795) with a two-handed weapon and polearm with the same weapon speed. I would guess there is probably very little difference in the actual time between releasing a swing and it landing a hit for both types of weapons as I have seen roughly equal number of claims of two-handed weapons and polearm each seeming to be faster than the other.

Yes, I know about the bonus reach for 2h, but the currently most used polearms, which are LHB and probably Glaive have both longer reach on swings than 2h even after you do the math. Also, I'm not saying it swings faster, only that the animation is fast. The part of animation where you chamber your attack is slower but the act of actual swinging the polearm is fast. I guess that's one of the reasons many people find chambering polearms harder than anything else.

And as far as I know, when cmpx was discussing this in some other thread, he made it clear that the change of stab would be for all weapons, not just 2h. (but hey, dont take my word on it, that's what I remember from the thread)
Title: Re: Are lolstabbes gonna be fixed??
Post by: v/onMega on April 07, 2011, 12:29:57 pm
I agree that lolstab is OP, however lolstab is also the only fucking reason to pick 2h over polearm.

True.
Funny thing, there is german and danish sword that give you just one real adv. - the stabdmg. + stabrange.

Thats 2 weapons and one ONE attack direction (danish is more of a long allrounder).

I got a german and a 2h masterw. and only german has that one adv. Its cut dmg. is ok but nothing special.

Okay, now polearms.

There is atleast 4 if not more weapons that have drasticlly better (or absolutly equal) output/range/ in 3/4 of the attack
directions, specially when loomed.

LHSM doing 40+ BLUNT with knockdown.
GLA doing 53 cut + shield eater
Glaive just being loooong.
LHB the most spamable weapon ever.
and so on...

Thats all ok, but taking the stab away will kill 2handed play whenever you are not going to blockcrush.

Would simply be stupid.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Spawny on April 07, 2011, 12:45:13 pm
Afaik, all the spears have 4 attacks. That's hardly useless if lolstab gets removed.
And rendering awlpikes useless (not a spear, I know). It's too short to be an effective support weapon and with any turnstabbing, it's useless in 1v1 too.

And your assumption that everyone will use 2h... Polearms already have longer reach on swings and fast animations, there would be no reason to stay with 2h if there is no more lolstab.
If anything, there would be less 2h and more polearm users.

Wut? 2h has longer reach on swings and faster animations than polearms.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Nurax on April 07, 2011, 01:05:47 pm
One way to "nerf" lolstab a bit, is to fix hitting thorugh the ground. I mean on stone gorund you cant hit through the ground. Just do it on "normal" ground too. Just an idea ;)
Title: Re: Are lolstabbes gonna be fixed??
Post by: Teeth on April 07, 2011, 02:11:45 pm
Afaik, all the spears have 4 attacks. That's hardly useless if lolstab gets removed. And your assumption that everyone will use 2h... Polearms already have longer reach on swings and fast animations, there would be no reason to stay with 2h if there is no more lolstab.
If anything, there would be less 2h and more polearm users.
LIES!

Edit: Oh wait there was another page, my post isnt really relevant anymore.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Fluffy_Muffin on April 07, 2011, 02:15:06 pm
Lolstab has really high damage, the stab is really fast and if you spin it a lot there is delay between the animation hit and actual hit, also it is long ranged. Compared to polearms the 2h stab is about 155 polearm reach. Just look at the amount of German Greatswords you see lying on the battlefield. Everyone realizes its potency for quick kills.
Nothing more tiresome than have everyone I duel chamber his thrust as soon as they get a little room, always forcing me to block with my supposedly 'long' hafted blade.

So I think this stab could be made a little less powerful.

 The long halfted blade sideswing outreaches the lolstab, and the animation is fast if not faster that the
lolstab.

But i agree the stab should be nerfed as should the LHB

Title: Re: Are lolstabbes gonna be fixed??
Post by: Christo on April 07, 2011, 02:19:24 pm
Polearms already have longer reach on swings and fast animations, there would be no reason to stay with 2h if there is no more lolstab.
If anything, there would be less 2h and more polearm users.

lol.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Teeth on April 07, 2011, 02:19:41 pm
The long halfted blade sideswing outreaches the lolstab, and the animation is fast if not faster that the
lolstab.
LIES! I tested this and the stab outreaches the long hafted blade swing by about this much |--------|
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 07, 2011, 02:23:59 pm
Stab adds about +30 range, so a German Greatsword outreaches a LHB righswing indeed. It doesn't outreach the Glaive though.

And talking about OP weapons, let's take a look at the different melee weapon classes:
1h: Steel Pick, Side Sword
2h: German Greatsword, Barmace, Long Iron Mace (these were confirmed to lose crushthrough next patch so don't really count anymore)
polearms: Long Hafted Blade, Long Hafted Spiked Mace, Long Hafted Knobbed Mace, Glaive, Great Long Axe (this was confirmed to get unbalanced next patch so doesn't really count anymore)

But yes, 2H are ridiculously OP, NERF THEM NOW !!!!!!!!!!!!11111111111


Edit: To make it clear I'm not saying the lolstab shouldn't be nerfed, as I said before just fix the spinstabbing so you can only use the stab from range, otherwise it bounces and you're stunned. But do it for all weapons, not just 2H.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Fluffy_Muffin on April 07, 2011, 02:35:04 pm
Ah ok its just me then, somehow i always thought that my stab outreached the sideswing of a LHB and i always tried to do it but i got struck every time. Bad timing or movement i guess
Title: Re: Are lolstabbes gonna be fixed??
Post by: Farrok on April 07, 2011, 04:29:23 pm
So you find it natural to be able to stab at point blank with a spear but not with a 2H.

No, but because of the bad weapon mechanics it is needed to stab pointblank...normally you can hold an enemy on distance with a spear or a pike...
ingame: stab->downblock/hit->come near->cant stab anymore

->
Quote
Afaik, all the spears have 4 attacks. That's hardly useless if lolstab gets removed.
And rendering awlpikes useless (not a spear, I know). It's too short to be an effective support weapon and with any turnstabbing, it's useless in 1v1 too.

yeah spears have 4 attack directions but all except stab are mostly for distraction and do too less damage (even the stab[as a stabbing weapon] have less damage than twohanders)
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 07, 2011, 04:39:21 pm
Spear's sideswings are very good, they stun in like 90% of the times so you can stun the enemy than stab him.
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 07, 2011, 08:50:44 pm
The +80 on thrust is the old pre-patch animantion, now it has been nerfed to ~+30.

Where are you getting the +30 range value? My testing puts the current reach of a practice longsword thrust (length 117) as longer than a two-handed scythe thrust (length 182) and shorter than a long awlpike thrust (length 185). This puts the reach of the two-handed thrust animation at about +85 if Stabbing Hobo's +19 value (http://forums.taleworlds.com/index.php/topic,118906.0.html) is still correct for the two-handed polearm thrust animation.
Title: Re: Are lolstabbes gonna be fixed??
Post by: IG_Saint on April 07, 2011, 08:54:25 pm
I should leave math to people that can actually do it...

great sword (110 range):
(click to show/hide)
scythe (182 range)
(click to show/hide)

Screens taken from the same spot using the view outfit key (to make sure I didn't move) while spamming thrusts.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 07, 2011, 09:12:53 pm
Where are you getting the +30 range value? My testing puts the current reach of a practice longsword thrust (length 117) as longer than a two-handed scythe thrust (length 182) and shorter than a long awlpike thrust (length 185). This puts the reach of the two-handed thrust animation at about +85 if Stabbing Hobo's +19 value (http://forums.taleworlds.com/index.php/topic,118906.0.html) is still correct for the two-handed polearm thrust animation.

I compared the range of a Glaive's right swing (160-2=158) with the range of the German Greatsword thrust (123 lenght). The Glaive's right swing outreaches the German Greatsword's thrust, so the max range you can get from the stab animation is 157-123=34.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Christo on April 07, 2011, 10:19:36 pm
I compared the range of a Glaive's right swing (160-2=158) with the range of the German Greatsword thrust (123 lenght). The Glaive's right swing outreaches the German Greatsword's thrust, so the max range you can get from the stab animation is 157-123=34.

Polearm grip is a -22 my friend.

But I agree with you on the Glaive. It's got really long swings.  :)
Title: Re: Are lolstabbes gonna be fixed??
Post by: Memento_Mori on April 07, 2011, 10:34:56 pm
Shogun mod for Warband fixed spinning and stabbing, don't know how they did it. You were no longer able to spin your character as fast as mouse sensitivity would allow, made your character kind of twist at normal-ish speeds & made lolstabbing(spinning while thrusting to hit close range) pretty impossible, at least for me due to the character not being able to turn at warp speed.

I don't know how to explain it very well lol
I didn't test the other lolstab (aiming at the ground thrusting and pointing the camera to your opponent)
Title: Re: Are lolstabbes gonna be fixed??
Post by: woody on April 07, 2011, 11:03:44 pm
You do have to grip poles up the shafts so arnt the anims right?
Title: Re: Are lolstabbes gonna be fixed??
Post by: Siiem on April 08, 2011, 03:56:50 am
Spinstab removed... have fun fighting high agi, high shield, high athletic fachuggers xD yeah I went there.

inb4 flame
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 08, 2011, 07:20:18 am
Don't post while stoned kids, walt isn't right. 110+85=195 vs 182-19=163. So the great sword should outreach the scythe. Which it clearly doesn't

The example I gave was the with the length 117 practice longsword. So the math should be:

Practice longsword: 117 + at least 85 = at least 202
Scythe: 182 + 19 = 201

Here is a video (http://www.youtube.com/watch?v=woesVWoCtkM) of me being in range with the practice longsword thrust but not in range with the scythe thrust. I remapped the attack button to my keyboard to insure that the orientations of the attacks was constant during the test.

The reach of the practice longsword thrust is certainly less than the length 190 heavy lance thrust. There seems to be very small variations in the weapon animations or the distances between objects as I could find positions at which both the practice longsword thrust and length 185 long awlpike thrust would both hit some attacks but not others without moving. Because of this, I think that the reach of the practice longsword thrust is nearly identical to the long awlpike thrust. This puts the reach of the two-handed thrust animation at about +87.

EDIT: Fixed typo.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Banok on April 08, 2011, 08:24:16 am
stab animation was sooo much better before. crpg team really broke it tbh.
Title: Re: Are lolstabbes gonna be fixed??
Post by: John on April 08, 2011, 11:26:53 am
Shogun mod for Warband fixed spinning and stabbing, don't know how they did it. You were no longer able to spin your character as fast as mouse sensitivity would allow, made your character kind of twist at normal-ish speeds & made lolstabbing(spinning while thrusting to hit close range) pretty impossible, at least for me due to the character not being able to turn at warp speed.

I don't know how to explain it very well lol
I didn't test the other lolstab (aiming at the ground thrusting and pointing the camera to your opponent)

Are you talking about the singleplayer?  If so, that's true of even vanilla singleplayer.  I don't recall Shogun mod having multiplayer, so that's what I'm assuming you're talking about.
Title: Re: Are lolstabbes gonna be fixed??
Post by: krampe on April 11, 2011, 03:38:52 pm
The example I gave was the with the length 117 practice longsword. So the math should be:

Practice longsword: 117 + at least 85 = at least 202
Scythe: 182 + 19 = 201

Here is a video (http://www.youtube.com/watch?v=woesVWoCtkM) of me being in range with the practice longsword thrust but not in range with the scythe thrust. I remapped the attack button to my keyboard to insure that the orientations of the attacks was constant during the test.

The reach of the practice longsword thrust is certainly less than the length 190 heavy lance thrust. There seems to be very small variations in the weapon animations or the distances between objects as I could find positions at which both the practice longsword thrust and length 185 long awlpike thrust would both hit some attacks but not others without moving. Because of this, I think that the reach of the practice longsword thrust is nearly identical to the long awlpike thrust. This puts the reach of the two-handed thrust animation at about +87.

EDIT: Fixed typo.

You can't compare their thrusts, the scythes right swing is longer than it's thrust.
One of the first things i found out as peasent, just try it on the duel server.
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 12, 2011, 03:35:12 am
You can't compare their thrusts, the scythes right swing is longer than it's thrust.

The scythe thrust adds more reach than either side swing attacks. (http://www.youtube.com/watch?v=7oLf2THbKvI) This is also true for all polearms, one handed, and two handed weapons.
Title: Re: Are lolstabbes gonna be fixed??
Post by: EponiCo on April 12, 2011, 04:07:09 am
WaltF4 there is a distance where you can block the attack but it won't hit. It could be there are differences between hitting a person, hitting a block or hitting a wall.
Not saying you are wrong, I'm just wondering how much bashing the wall is worth it. :)
Title: Re: Are lolstabbes gonna be fixed??
Post by: Memento_Mori on April 12, 2011, 04:51:20 am
Are you talking about the singleplayer?  If so, that's true of even vanilla singleplayer.  I don't recall Shogun mod having multiplayer, so that's what I'm assuming you're talking about.

really wow maybe I just didn't play enough single player or ever notice it when I did, but yes Shogun single player mod.
So why couldn't they do that to multiplayer as well?
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 12, 2011, 05:29:58 am
WaltF4 there is a distance where you can block the attack but it won't hit. It could be there are differences between hitting a person, hitting a block or hitting a wall.
Not saying you are wrong, I'm just wondering how much bashing the wall is worth it. :)

There is indeed a distance where a defender can block a thrust but would not be hit by the same thrust. However that does not change the distance between the attacker and the object that stops the thrust provided both thrusts are blocked or both thrusts strike the defender. Every test I have conducted with inanimate and live targets has yielded the same results for how the colliders interact.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Vibe on April 12, 2011, 08:15:57 am
Shouldn't the +reach on lolstab be about 30 and not 70+?
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 12, 2011, 08:33:02 am
Shouldn't the +reach on lolstab be about 30 and not 70+?

In testing they say it's 70+, no idea why. In a real-life scenario (well, in cRPG i mean :P), it has about ~30, pick a Glaive and you will see the Glaive's 158 range right swing outreaches the German Greatsword's stab. So that would mean max +range from stab is 157-123=+34.
Title: Re: Are lolstabbes gonna be fixed??
Post by: Brutal on April 12, 2011, 09:23:26 am
In testing they say it's 70+, no idea why.

Because Waltf4 tested it, explained is methodology (so everybody can try it on their own instead of making silly claim) and with proof of his claim from video.

In a real-life scenario (well, in cRPG i mean :P), it has about ~30, pick a Glaive and you will see the Glaive's 158 160 range right swing outreaches the German Greatsword's stab. So that would mean max +range from stab is 157-123=+34.

I did test it and it does not, also in real life crpg there are other factor like timing, athletics, ping ......
Title: Re: Are lolstabbes gonna be fixed??
Post by: Punisher on April 12, 2011, 09:42:00 am
What I don't understand in Walt's test is the reason for using the Scythe for comparation.
Title: Re: Are lolstabbes gonna be fixed??
Post by: NuberT on April 12, 2011, 09:55:55 am
Ping is probably an important factor for stabbing.

lets say you move with 5 km/h = 1,389 m/s
your ping is 100 ms = 0,1 s

1,389 m/s * 0,1 s = 0,1389 m more reach

But I dont know if the engine is interpolating here something to reduce the effect..
Title: Re: Are lolstabbes gonna be fixed??
Post by: IG_Saint on April 12, 2011, 10:52:41 am
There is indeed a distance where a defender can block a thrust but would not be hit by the same thrust. However that does not change the distance between the attacker and the object that stops the thrust provided both thrusts are blocked or both thrusts strike the defender. Every test I have conducted with inanimate and live targets has yielded the same results for how the colliders interact.

But you used stabbing hobo's value of +19. Did stabbing hobo take into account the phantom reach? If he did that would throw your value off. Did you also test the practice sword vs scythe on someone who wasn't blocking?

As to the glaive vs german greatsword, I'd have to agree that it seems the glaive right swing has about the same reach as a german greatsword stab. However stabs bounce at extreme ranges, side swings not so much.

30 reach sounds too short, while 70 sounds too long. My gut tells me effective animation bonus is about 50. I have absolutely no proof though, just 1200 hours of mostly dueling experience.
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 13, 2011, 07:17:49 am
What I don't understand in Walt's test is the reason for using the Scythe for comparation.

The length 182 scythe was used as it is a longest polearm that has less reach with a two handed thrust than the length 117 practice longsword thrust. The next longest polearm is the length 185 long awlpike which appears to have the same reach with a two handed thrust as the practice longsword thrust, at least to the precision of this testing method. The length 190 heavy lance two handed polearm thrust has more reach than the practice longsword thrust.



But you used stabbing hobo's value of +19. Did stabbing hobo take into account the phantom reach?

None of my testing has given me a reason to doubt the accuracy of his values. Even if his values were no longer correct, the current two handed weapon thrust would still adds between 66 and 72 more reach (most likely 67) than the current two handed polearm thrust animation.

Also, what phantom reach? The weapon mesh you see in-game does not determine the weapon collider behavior. The size and position of the weapon collider is determined by weapon length and animation. I do not know of any weapons in cRPG with obviously miss-matched weapon meshes and weapon lengths.
Title: Re: Are lolstabbes gonna be fixed??
Post by: IG_Saint on April 13, 2011, 03:10:39 pm
I was talking about the stab being blockable while not actually being able to hit the enemy. If stabbing hobo's value of +19 is based on being able to hit the enemy and not just being blockable wouldn't that throw of your value?
Title: Re: Are lolstabbes gonna be fixed??
Post by: Razzen on April 13, 2011, 03:24:59 pm
lets get to the point :P

you dont want to get stabbed by 2hers so therefore you want it removed. Sometimes when I kill people by using a stab then they are always like "LOLSTAB!" and its funny cuz when you stab then its always lolstab, no way there are normal stabs. You just need to train at blocking stabs, there is really nothing else to say. The spinstab can be annoying yes, but not everybody can/use it.
Title: Re: Are lolstabbes gonna be fixed??
Post by: WaltF4 on April 13, 2011, 06:58:55 pm
I was talking about the stab being blockable while not actually being able to hit the enemy. If stabbing hobo's value of +19 is based on being able to hit the enemy and not just being blockable wouldn't that throw of your value?

Stabbing Hobo's values (http://forums.taleworlds.com/index.php/topic,118906.0.html) were found using a practice dummy. When using a thrust, the weapon collider will advance away from the attacking character until it either reaches the maximum extension of the animation sequence or until it collides with something. I have not found any case where this behavior changes when switching between a blocking target, a non-blocking target, or an inanimate target. The hit detection for a blocking target is the same as a non-blocking target that is closer to the attacker, which does not matter for the relative reach measurements.