cRPG

cRPG => General Discussion => Topic started by: Angantyr on September 02, 2012, 05:39:51 pm

Title: Turn rate nerf
Post by: Angantyr on September 02, 2012, 05:39:51 pm
What does the community think about the turn rate nerf?


I'm just curious and can see arguments both for and against - please take this as an invitation to debate and not to flame post.

At first I thought it was great; no more roflcopter spinning and silly lolmoves, and I thought the irritating restricted feeling would diminish with time as I got more used to it.

It hasn't though. The free form fighting system that I love about this series seems obstructed somewhat and it limits the skill ceiling as far as I can see, making the game slower and clunkier, where faster less limited movement makes for more room to experiment and do 'advanced' (without too much emphasis on the wording here..) attacks and tricks the turn rate nerf makes combat more predictable - though arguably prettier and more 'natural'. As a case in point, players now do side swings more than any other attack (though this also has to do with the b0rked stab and overhead hitboxes, at least for 2h swords), and I see people complain about team wounding and tk's that wouldn't have happened before the nerf, something I also experience myself, and you would suppose people have accustomed themselves to the lower speed by now. The camera moves faster than the character model imposing an intrusive feeling of dragging your character after the POV, which I guess is what confuses people when trying to land their (primarily overhead and stab) attacks now.

Usually I'm all for 'realism' over arcade gameplay but this may be the one exception, because unlike most other games I play the combat system is my main reason for playing the M&B games and I simply think the current limited turn rate subtracts from the fun factor, which is probably also why TaleWorlds didn't go through with it when it was attempted in one of the beta patches (where it was also downvoted by beta testers).

On paper this seems like a good idea, imo, but as a gameplay mechanic I have personally begun to dislike it, and I think pro and con arguments should be based not on 'realism' or 'lolmoves' which though important is (to me) less central than the feeling of character control, which right now seems much slower and awkward than it used to, emphasized by an already slow game experience compared to most other modules. But admittedly, my experience with it may also be affected by more than 3 years of WB, or me primarily being a 2hander, though I have really tried to get used to the change. But mainly I see no reason for it, let people look stupid if they wish and the rest of us feel less restricted.

Thank you for your time and please share your thoughts.
Title: Re: Turn rate nerf
Post by: bilwit on September 02, 2012, 05:47:21 pm
After everyone learned how to adjust to it instead of bitching about it it's fine. The overhead nerf though..
Title: Re: Turn rate nerf
Post by: Turboflex on September 02, 2012, 05:48:22 pm
Was completely unnecessary to nerf overhead so hard, especially for short/light weapons. It wasn't even OP attack, so no urgent balancing was achieved, all that happened was combat diversity was reduced.
Title: Re: Turn rate nerf
Post by: Torben on September 02, 2012, 05:48:44 pm
ya,  overhead nerf is what pisses me off and takes away again quit some freedom and possibilities
Title: Re: Turn rate nerf
Post by: Son Of Odin on September 02, 2012, 05:50:38 pm
ya,  overhead nerf is what pisses me off and takes away again quit some freedom and possibilities

I wouldn't have to post anymore if you posted more Torben :D

ps. voted for 3rd option. My opinion is to keep the stabbing limit, but ease the nerf on overheads. I know it was done because of the ezimode maulers turning their overhead to the target after they've missed the hit and the animation is at the ending part. Is it possible to keep the overhead limit on mauls and remove from other weapons?
Title: Re: Turn rate nerf
Post by: Angantyr on September 02, 2012, 05:51:40 pm
Yeah, I'm mostly concerned about the overhead nerf myself.
Title: Re: Turn rate nerf
Post by: Torben on September 02, 2012, 05:53:44 pm
I wouldn't have to post anymore if you posted more Torben :D

: ) 

well than you post some more so i can retire.  my fingers are getting old,  every letter i write seems to shorten.. my... life..... eehrg.
Title: Re: Turn rate nerf
Post by: Tzar on September 02, 2012, 05:54:25 pm
M&B is such an amazing game
CRPG was fucking amazing when i started it, i had a lot of fun because i could play how i want and wasnt forced to use range, i was using an elegant poleaxe with 98 speed, i could duel with it and would rape every shielder in battle... sure it wasnt the best for duel, but god damn was it fun in battle...

it had the same melee combat as native, animations werent clunky, bouncing was way way way less "dominating" (less goretooth like herp derp rely on bounce to get kills) and yes there was a couple of player who sucked ass and were still in the top 3 of every map (beatrix, kesh, etc), but atleast i wasnt afraid of fighting them because i could flawless them without being afraid of my trust bouncing due to fucking retarded animations and screen turning speed, you could kill every bads in second because the game actually promoted single player skill and you could feint/abuse twitchy animations combo to make bads spin their screen around to not see anything.

now my fucking poleaxe has 92 speed, the mod is clunky as fuck and overhead (my favorite swing) is barely usable unless you do no twitch at all (so killing a bad now takes 5 years) and you just get zerged down because nobody kills nobody otherwise because mod is clunky, everybody stacks str and armor looms, mod is slow as hell and animations are just plain fucking retarded compared to native.

now that melee is boring and doesnt get the job done to kill people fast enough to not get zerged, cav numbers are increased, which makes playing melee even more frustrating so those who find cav boring go archers, because they dont want to quit such a great game where you have so many good memories, but little do they know is those memories are long gone, just like player skill in battle.

only legit post ive ever done on these forums, yall bads anyway, nobody ever duels on native, gotta crutch on this slowness/clunkyness/levels/armor some more jellybean.

In other words stop catering potheads and seniors with the reflexes of a zombi...
Title: Re: Turn rate nerf
Post by: Wojtek_the_Kurwa_Great on September 02, 2012, 05:58:37 pm
This thread is pointless.  It absolutely doesn't matter because cmp will come in here and say "combat seems fine to me, no hitbox issues here i know because i play"

.... just like he did in the original turnspeed nerf thread.

Title: Re: Turn rate nerf
Post by: Adamar on September 02, 2012, 06:03:52 pm
It should be adjusted acording to the weight of the weapon.
Title: Re: Turn rate nerf
Post by: Zlisch_The_Butcher on September 02, 2012, 06:12:16 pm
This thread is pointless.  It absolutely doesn't matter because cmp will come in here and say "combat seems fine to me, no hitbox issues here i know because i play"

.... just like he did in the original turnspeed nerf thread.
...and CMP will be correct...
Title: Re: Turn rate nerf
Post by: sF_Guardian on September 02, 2012, 06:20:36 pm
Turnspeed should be the same like before for all but long stabby weps like Pike or Long Spear, weps over 160 lenght should stay restricted to prevent lolstabbin a bit.
Title: Re: Turn rate nerf
Post by: Patoson on September 02, 2012, 06:26:18 pm
It was probably changed due to QQ about longspear, maul and lolstab, but it has just made everyone fight like cripples. It was perfect the way it was before.
Title: Re: Turn rate nerf
Post by: Butan on September 02, 2012, 06:41:26 pm
I'm really dissapointed by the turn nerf, but im not sure if there was another possibility for the dev to nerf the lolstab without acting on the turn speed.

The main problem of that nerf is that it is almost impossible to fight a gank squad when you are heavily surrounded, old turning speed was very rewarding for people who had very good reflex.
Title: Re: Turn rate nerf
Post by: Ptolemy on September 02, 2012, 06:54:54 pm
Reverting isn't a bad thing, nor is it admitting a mistake was made. An idea was tested, it's been unpopular with the majority, thus it should be removed.
Title: Re: Turn rate nerf
Post by: Peasant_Woman on September 02, 2012, 07:02:41 pm
Better than a turnspeed nerf imo, would be some mechanic like 'dizzyness' where yes you can spin in circles as much as you want. Do it too much in too short a time and you lose balance and fall over.
Title: Re: Turn rate nerf
Post by: Piok on September 02, 2012, 07:17:43 pm
Turn rate nerf:Anti piker feature that actually raise their number, epic fail :mrgreen:
Title: Re: Turn rate nerf
Post by: Rantrex on September 02, 2012, 07:56:00 pm
Well, it never was about the possible turn of these weapons, but DMG they deal.

1. Lolstab(2h) = 3/5 hp
2. Lolstab(long pole) = 1/2 - 3/4hp
3. Overhead(mauls in general) - 3/4hp (i suppose)

There are still a lot of ways to spin with thrust and deal real damage (sI love youtab?)
Title: Re: Turn rate nerf
Post by: San on September 02, 2012, 08:55:50 pm
Only issue I have with overheads is active hitboxes after the weapon has already 'completed' its swing. It's annoying on both the giving and receiving end. An end to this would also hopefully end random bounces on the ground with overheads. Overheads didn't need any reduced turn speed.

For helicopter stabs, it would have been fine to restrict turning only in midair, since jumping is the only way they can get sizable distance.  Not sure what else people had issues with regarding turning stabs.
Title: Re: Turn rate nerf
Post by: Patoson on September 02, 2012, 09:07:53 pm
I'm really dissapointed by the turn nerf, but im not sure if there was another possibility for the dev to nerf the lolstab without acting on the turn speed.
Well, like I've said many times in the past, I would agree with a replacement of the stab of the greatswords with that of polearms (and I am and will always be a two-hander).

In my opinion, stabbing with a Danish greatsword like it is now looks unreal. Even if it's our best (and quite easy) way of dealing with cavalry, it would make more sense to me that longswords could stab like they do now yet greatswords could only stab like the secondary mode.

This would make us two-handers learn how to deal with cavalry again, and I'm sure it would still be possible (in a different way), while, at the same time, giving an end to "lolstab".

Edit: now that I think about it, the same anger that produces lolstab to some people is what longspears (and other stabby polearms) give to me, so it would just be best to revert to how it used to be in the beginning. Afterall, it's just a matter of skill. LESS TALKIN', MORE RAIDIN'!!!
Title: Re: Turn rate nerf
Post by: Toodles on September 02, 2012, 09:31:24 pm
As nice as it would be to tie speed reduction with weapon weight and / or length I'm not sure it would be possible. As a one hander I'll say this : stab sure, overhead - good god why?
Title: Re: Turn rate nerf
Post by: Vkvkvk on September 02, 2012, 10:07:41 pm
My only complaint is instead of people spazzing around and spinning with overheads/stabs chambered, people just do their fancy spins on the sideswings so the game looks like absolute shit either way.
Title: Re: Turn rate nerf
Post by: Tzar on September 02, 2012, 10:16:56 pm
I miss the old turn rates instead of the new ones simply because its too easy to go ballistic bezerk in large crowds with fx a morningstar an just spamming mindless left n right because people cant do a overhead on you  :mrgreen:

Its fun when your the one doing it but its still annoying as hell when you watch your team mates or yourself get cut to peices trying to hit that one guy in the middle of the blob  :D

This game could use a good revert back to the faster paced action its become a block fest atm  :cry:
Title: Re: Turn rate nerf
Post by: Lt_Anders on September 02, 2012, 10:24:08 pm
There's supposed to be a change based on the item(so like long poles have a nerf like now, where as 1h is more like it was before). I thought that that was  what they were going to eventually add.
Title: Re: Turn rate nerf
Post by: Angantyr on September 02, 2012, 10:38:12 pm
Turn rate nerf is also an indirect buff to shielders as manual blockers struggle to get behind their shields with the limited turn ability, compared to before it's now more of a patience game as blows are exchanged.
Title: Re: Turn rate nerf
Post by: Nessaj on September 02, 2012, 10:44:30 pm
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Title: Re: Turn rate nerf
Post by: Sarpton on September 02, 2012, 10:50:18 pm
I actually really like the spin nerf for stabs,  but the over head one is just a touch too much.  Right now over heads are so rare that most of the time when I do one it not blocked and simply dodged.  As I do when someone does an overhead.  It's kind of laughable.    Sping nerf is cool overhead is too much.   But then again I don't wish a return to the days of having to block 2h swords twice because they could stab and drag that fucker all OVER the place before stabbing into your foot and doing full damage.
Title: Re: Turn rate nerf
Post by: Angantyr on September 02, 2012, 10:54:58 pm
The main problem of that nerf is that it is almost impossible to fight a gank squad when you are heavily surrounded, old turning speed was very rewarding for people who had very good reflex.
Yes, it has had a dramatic effect in this area; if people are fast and proficient enough to fight off large groups by themselves why shouldn't they be allowed to, or at least why should they be severely handicapped while doing so, successes like these are a major quality of the game to many players.
Title: Re: Turn rate nerf
Post by: Jarlek on September 02, 2012, 11:28:35 pm
Whenever I get frustrated because I can't turn my character as fast as I want to, I play some NW. After seeing all the dolphin jumps all over the place, cRPG starts looking way better again.

I also like how overheads are harder to do now. I still do them and have it easy enough to hit with them, but now people don't expect them so they more often mess up the block. Me like!
Title: Re: Turn rate nerf
Post by: TugBoat on September 02, 2012, 11:41:37 pm
I think the problem was more pole stagger rather than the turn speed. Turn speed really gimps 1handers more than anything which need the most help honestly. If they would get rid of turn speed nerf or make it so that it applies only to certain weapons or weight or something it would be more balanced overall
Title: Re: Turn rate nerf
Post by: Renegat on September 02, 2012, 11:42:35 pm
The turn rate nerf fucked up hard 1h overhead and 1h stab (which was already fucked up anyway) and i still see poeple doing helicopter with long spear and very long weapon. So i'm pretty disappointed by this nerf which killed 1h overhead more than nerfing long spear imo :(
Title: Re: Turn rate nerf
Post by: ThePoopy on September 02, 2012, 11:54:24 pm
stop this 1h got affected more bs allready, if something crap become crappier it doesnt get fucked up more then something good that become less good.

This. Very skilled melee´s (be it polearm, 1h or 2h) were able to win situations of 4 vs 1 or 5 vs. 1 or sometimes even 7 or 8 vs. 1 (seen all of this). Right now that simply is not possible, even if you have the skill and reflexes.
this isnt cus of the turn nerf, first days with turn nerf allowed alot of 1vX footwork that was lost cus of the soak changes.
but then they increased stab/overhead sweetspots for some reason, thats what made it impossible.
Title: Re: Turn rate nerf
Post by: rustyspoon on September 02, 2012, 11:59:47 pm
The turn rate nerf fucked up hard 1h overhead and 1h stab (which was already fucked up anyway) and i still see poeple doing helicopter with long spear and very long weapon. So i'm pretty disappointed by this nerf which killed 1h overhead more than nerfing long spear imo :(

The new 1h stab is WAY better than the old stab. With the new one, you can land a stab at really close range which is good for short weapons like 1-handers. It makes it terribly easy to land 2 hits on someone in quick succession.

The new overhead does take more skill than the old one, but it's still easy to consistently land overheads. You just need to compensate more with your movement keys instead of your mouse.

Honestly if the people in this thread spent their time learning the new overhead and stab instead of complaining about it, they would be able to do it perfectly by now.
Title: Re: Turn rate nerf
Post by: Teeth on September 03, 2012, 12:06:35 am
Away with you, vile nerf!
Title: Re: Turn rate nerf
Post by: Jarlek on September 03, 2012, 12:10:23 am
The new 1h stab is WAY better than the old stab. With the new one, you can land a stab at really close range which is good for short weapons like 1-handers. It makes it terribly easy to land 2 hits on someone in quick succession.

The new overhead does take more skill than the old one, but it's still easy to consistently land overheads. You just need to compensate more with your movement keys instead of your mouse.

Honestly if the people in this thread spent their time learning the new overhead and stab instead of complaining about it, they would be able to do it perfectly by now.
I definitely agree that landing a 1h stab (without glancing) is way easier now. Made a lot of double and triple hits with surprise stabs. But what I noticed a lot after the change is that these stabs aren't very damaging... Mainly using a Military Hammer right now, so I'm not stabbing a lot (as mentioned earlier, I love me some overheads :D), but when I take my italian/Long Arming/Long Espada, I feel like they do less damage then before... Having to stab people 5+ times for the most part. Fewer glances, but less overall damage :)
Title: Re: Turn rate nerf
Post by: [ptx] on September 03, 2012, 07:46:52 am
Whenever I get frustrated because I can't turn my character as fast as I want to, I play some NW. After seeing all the dolphin jumps all over the place, cRPG starts looking way better again.

I also like how overheads are harder to do now. I still do them and have it easy enough to hit with them, but now people don't expect them so they more often mess up the block. Me like!
This. People expect overheads less now = better for people that can land them. :)

Also, being able to dodge past most maulers is awesome!
Title: Re: Turn rate nerf
Post by: Vibe on September 03, 2012, 07:52:49 am
Well the most fucked here because of this I believe is 1h, then stab/overhead only polearms, then 2h. Overhead on all weapons became pretty much useless with this.

unnerf
Title: Re: Turn rate nerf
Post by: [ptx] on September 03, 2012, 08:01:01 am
Well the most fucked here because of this I believe is 1h, then stab/overhead only polearms, then 2h. Overhead on all weapons became pretty much useless with this.

unnerf
Lies and slander!
Title: Re: Turn rate nerf
Post by: Jarlek on September 03, 2012, 03:53:12 pm
This. People expect overheads less now = better for people that can land them. :)

Also, being able to dodge past most maulers is awesome!
Oh yeah, forgot that! So badass that we can dodge sideways now, and not just gay-ass jump in and out of range. Sidestep FTW!

(click to show/hide)
Title: Re: Turn rate nerf
Post by: bagge on September 03, 2012, 04:00:17 pm
Turn rate nerf very very bad
Title: Re: Turn rate nerf
Post by: Zanze on September 03, 2012, 04:41:56 pm
I was one of the biggest anti-turn rate nerf peoples, it is fine now. You can actively dodge attacks and that definitely makes up for the turn speed loss. Plus, it buffed hoplites as a result so I'm doing that now.
Title: Re: Turn rate nerf
Post by: Macropus on September 03, 2012, 04:42:04 pm
Turn speed is ok. I like it.

                          Shielder.
Title: Re: Turn rate nerf
Post by: Zlisch_The_Butcher on September 03, 2012, 04:45:09 pm
Turn speed is ok. I like it.

                          Shielder.
Real shielder or left swing scimmy spammer?
Title: Re: Turn rate nerf
Post by: Macropus on September 03, 2012, 04:53:31 pm
Real shielder or left swing scimmy spammer?
Neither of those.
Just average-skilled shielder.
Title: Re: Turn rate nerf
Post by: San on September 03, 2012, 04:59:35 pm
Stabs' hitboxes activate earlier as compensation for the turn nerf, but nothing was done to overheads to compensate. Stab noobs like me like this change, and I can stab reliably with 1h now. Previous 1h masters of the stab dislike it.

It would make sense for overheads to be faster (and remove lingering hitboxes once the weapon reaches the ground), but it sounds more complicated compared to just returning it to how it was before. Overheads aren't that difficult to land, but missing can be quite punishing and there's always that little chance that you will miss through a sliver of error, often appearing like your overhead ghosts through someone.

 I just don't like that teamwounds are much more common because of it, and that can be annoying because you know that it partly wasn't even your teammate's fault, just limiting game mechanics.
Title: Re: Turn rate nerf
Post by: Voester on September 03, 2012, 05:09:09 pm
Imo keep the changes for weapons over 200 length and weapons with crushthrough. Revert everything else.
Title: Re: Turn rate nerf
Post by: Zlisch_The_Butcher on September 03, 2012, 05:14:23 pm
Imo keep the changes for weapons over 200 length and weapons with crushthrough. Revert everything else.
Since  2h greatswords got like 200 reach with the animation...
Title: Re: Turn rate nerf
Post by: Teeth on September 03, 2012, 05:18:40 pm
Stab noobs like me like this change, and I can stab reliably with 1h now.
I can't, its friggin crap and unreliable.
Title: Re: Turn rate nerf
Post by: Renegat on September 03, 2012, 10:35:50 pm
The new 1h stab is WAY better than the old stab. With the new one, you can land a stab at really close range which is good for short weapons like 1-handers. It makes it terribly easy to land 2 hits on someone in quick succession.

The new overhead does take more skill than the old one, but it's still easy to consistently land overheads. You just need to compensate more with your movement keys instead of your mouse.

Honestly if the people in this thread spent their time learning the new overhead and stab instead of complaining about it, they would be able to do it perfectly by now.

(are you a shielder or a 1h without shield?)

Well, i don't share your view about the stab, my stabs were more efficient before the nerf. But i guess i didn't adapt myself well according to poeple who think stabs is better now.

About the overhead, which where i'm a bit more proficient than stabing, i definitly don't understand how you can like it as it is now. It is so easy to avoid it for another melee nowadays. Due to its speed and the small length (i think) you don't have time to follow the guy you're fighting with (llike you can do for 2h and pole) and he can easily avoid it in turning around you and then spam. (i mean going right or left as soon as he see the one hander using overhead and spam instead of blocking).

I'm a polearm now (using a poleaxe) and each time i'm fighting against a shielder, i go left/right while spamming as soon as i see him using overhead cause his sword can't follow so miss me 90% of the time.
Title: Re: Turn rate nerf
Post by: duurrr on September 04, 2012, 02:11:32 am
(are you a shielder or a 1h without shield?)

Well, i don't share your view about the stab, my stabs were more efficient before the nerf. But i guess i didn't adapt myself well according to poeple who think stabs is better now.

About the overhead, which where i'm a bit more proficient than stabing, i definitly don't understand how you can like it as it is now. It is so easy to avoid it for another melee nowadays. Due to its speed and the small length (i think) you don't have time to follow the guy you're fighting with (llike you can do for 2h and pole) and he can easily avoid it in turning around you and then spam. (i mean going right or left as soon as he see the one hander using overhead and spam instead of blocking).

I'm a polearm now (using a poleaxe) and each time i'm fighting against a shielder, i go left/right while spamming as soon as i see him using overhead cause his sword can't follow so miss me 90% of the time.
and if you do get hit its barely gonna hurt so who cares   :rolleyes:
Title: Re: Turn rate nerf
Post by: dreadnok on September 04, 2012, 09:22:40 am
ya,  overhead nerf is what pisses me off and takes away again quit some freedom and possibilities
,   awwwe booooohooooo i cant like a jerkoff having aseizure
Title: Re: Turn rate nerf
Post by: Vibe on September 04, 2012, 09:55:41 am
What I don't like about it is the ghost overheads.

Check out this gif I made, teamkilling a guy to my left but clearly missing him on my screen. Had this happen more than once.

visitors can't see pics , please register or login


lol nice, gif doesn't work for me unless i open it in a new window btw
Title: Re: Turn rate nerf
Post by: Tears of Destiny on September 04, 2012, 10:42:37 am
Aye, nice gif but you need to right click on the image itself for the real url if you want to embed it, so http://s12.postimage.org/ot8rwy9zf/bug.gif

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Title: Re: Turn rate nerf
Post by: Corsair831 on September 04, 2012, 11:37:21 am
overhead nerf completely changes the way i have to fight with a 1h/shield, spinning overheads are just a huge no-no now ... the only way i ever attempt them is part of rhythmic face-face fighting, and they rarely EVER result in a hit (the slowest, most obvious attack) ...

using them as a target-switch attack is just suicide, it will never hit, ever, since the change.
Title: Re: Turn rate nerf
Post by: Butan on September 04, 2012, 04:41:08 pm
overhead nerf completely changes the way i have to fight with a 1h/shield, spinning overheads are just a huge no-no now ... the only way i ever attempt them is part of rhythmic face-face fighting, and they rarely EVER result in a hit (the slowest, most obvious attack) ...

using them as a target-switch attack is just suicide, it will never hit, ever, since the change.


That is so true, and the gif of Kulin_ban should clearly tell the devs that the Overhead must be reworked.


Like Corsair said,  when you're smart about fighting you almost NEVER use it atm; it is so uber hard to land a hit (except on poor teammates), and EXCEPTIONNALY HARD to do a "ghost Overhead" that hits (or like I say, the lolOH) that you cant use it against people that arent complete trash.

This change to the game kind of broke the balance between every 4 attack directions being chosen to attack: before the patch, for almost every kind of 4 directional attack weapons (except some who never had good stab/OH or a terrible swing) you could efficiently use THE FOUR OF THEM in almost every battle situation.

Now, without exaggerating, the smart thing to do with 4 directional attack is :

- 70% swing left or right: mostly dependent of opponent position, type of weapon (some have a better right, some a better left) and for chambering purposes;
- 20% stab : to initiate an attack or to try and pull a face-stab glance combo, or even a lolstab, because it still works at some degree;
- 10% overhead : when you feel lucky or want to add some variety to the fight  :rolleyes: even if the rarity of this attack influences the fact that it is somewhat harder to block and that it still powns in a duel when you can turn around an opponent or use it in some godly combo


Its almost the same parameter for siege, battle & duel; the only thing that changes is when you're ganking someone you often use the OH to not kill your teammates (which is paradoxically harder to do due to the overhead ghost hit in the previous post).



This + game speed issue is what is making the game boring for people who played A LOT, and they represent the majority of the players (or did represent since some just doesnt play anymore, or not as much).
Title: Re: Turn rate nerf
Post by: rustyspoon on September 04, 2012, 06:48:14 pm
This is why I like the new overhead:

Adds more skill to the game. Positioning, footwork and timing become more important instead of who can turn their mouse fast.
People expect overheads less now. So for people who can consistently land overheads, it's pretty great. Same thing with stabs.

Now, without exaggerating, the smart thing to do with 4 directional attack is :

- 70% swing left or right: mostly dependent of opponent position, type of weapon (some have a better right, some a better left) and for chambering purposes;
- 20% stab : to initiate an attack or to try and pull a face-stab glance combo, or even a lolstab, because it still works at some degree;
- 10% overhead : when you feel lucky or want to add some variety to the fight  :rolleyes: even if the rarity of this attack influences the fact that it is somewhat harder to block and that it still powns in a duel when you can turn around an opponent or use it in some godly combo

I would say this was the average attack breakdown before the change. Most people did left and right swings most of the time anyway. Overheads were always riskier moves than left/right swing just due to the fact that you can't turn into an overhead.

Really if you just used your movement keys more instead of your mouse, and spent 5 minutes learning it no one would have problems with the turn speed nerf.

As it stands now, you should really only be having trouble if you have incredibly low athletics or you use an incredibly slow weapon. With practice though, you can even overcome that. I can consistently hit people with long maul overheads and that weapon is ridiculously slow.

Whenever any mechanic gets changed in this game (especially one that requires more skill) people cry about it. Eventually people will get used to it and you'll never hear of it again.
Title: Re: Turn rate nerf
Post by: Butan on September 04, 2012, 06:57:52 pm
Swings were always more common, but it wasnt the smartest thing to do, when you knew how to play smart.

OH, riskier as an initiating attack ? sure.

Now its just risky both as initiating and after-block attack, because it just wont land on your target if he uses the footwork you described.


Movements keys AND mouse = skill. Not just movement keys. Thats the combination of both, with all the attack direction that gives the cRPG's thrill. You lower mouse speed precision, you lower the overall potential of the game, plain and simple.


As you said, even now you can overcome the difficulty related to this out of place OH attack turn range; but it is both unnatural and clumsy, and those who adapts just stopped using it in most of the situations it was doing well. Thats what I call a step back in gameplay related to skillfull use of the game mechanic, not an improvement.
Title: Re: Turn rate nerf
Post by: cmp on September 04, 2012, 07:10:50 pm
"Ghost overhead" (the gif above) doesn't exist anymore, unless you're playing on an outdated server or with an outdated client or with heavy lag.
Title: Re: Turn rate nerf
Post by: Turkhammer on September 04, 2012, 07:36:17 pm
I'm really dissapointed by the turn nerf, but im not sure if there was another possibility for the dev to nerf the lolstab without acting on the turn speed.

The main problem of that nerf is that it is almost impossible to fight a gank squad when you are heavily surrounded, old turning speed was very rewarding for people who had very good reflex.

It SHOULD be impossible to fight a gank squad for Chis' sake!  This game should not be Rambo or Heroes of Might and Magic like some would like.
Title: Re: Turn rate nerf
Post by: Butan on September 04, 2012, 08:12:31 pm
"Ghost overhead" (the gif above) doesn't exist anymore, unless you're playing on an outdated server or with an outdated client or with heavy lag.

Still happens to me though, and easy to reproduce the situation and show it to you.

Except if EU_1 is outdated and/or 50 ping is considered lagging.



Quote
It SHOULD be impossible to fight a gank squad for Chis' sake!  This game should not be Rambo or Heroes of Might and Magic like some would like.

When you have experienced thousands of life as a warrior (respawned 10000's times in a game), you should be able to do some crazy shit.
The experience plateau in cRPG is wonderfully done, players can do extremely difficult things and sometimes succeed in doing so; the old turn speed permitted extremely good players with excellent block reflex, positioning, and general awareness (all these things are uber hard to master) to shine in very dangerous situations.
Title: Re: Turn rate nerf
Post by: Miley on September 05, 2012, 11:17:23 pm
The votes say "CHANGE IT BACK TO NORMAL!"
Title: Re: Turn rate nerf
Post by: Adamar on September 06, 2012, 11:41:38 am
the old turn speed permitted extremely good players with excellent block reflex, positioning, and general awareness (all these things are uber hard to master) to shine in very dangerous situations.

It's the opposite, the old turn speed allowed players with bad aim to make their missed hits successful. Now there's an actual difference between people who aim and maneuver properly and those who dont. Constant whining about this issue says a lot about the adaptability of certain players and classes who are not used to having their fighting mechanics messed with.
But the devs have reacted to whining before, unfortunately, if you keep it up, you might get the old turn speed back.
Title: Re: Turn rate nerf
Post by: Jarlek on September 06, 2012, 12:09:31 pm
Good players will always adapt to changes, no matter how "extreme" they are.
I still do top the score board from time to time (or at least always have a quite good score/ kD) with my pure hoplite, my pure 1h/shield, my pure 2h and my pure polearm-footman. Fighting just isn´t the same like before and it´s definitely less fun.
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Title: Re: Turn rate nerf
Post by: Thovex on September 06, 2012, 12:31:29 pm
It SHOULD be impossible to fight a gank squad for Chis' sake!  This game should not be Rambo or Heroes of Might and Magic like some would like.

Right, so we play a game to get zerged and die? No point in personal skill it is!
Title: Re: Turn rate nerf
Post by: cmp on September 06, 2012, 01:31:47 pm
The votes say "CHANGE IT BACK TO NORMAL!"

Actually, the votes are slightly in favor of the turn speed change.

But the devs have reacted to whining before, unfortunately, if you keep it up, you might get the old turn speed back.

http://forum.meleegaming.com/general-discussion/why-was-polestagger-removed/msg515276/#msg515276
Title: Re: Turn rate nerf
Post by: a_bear_irl on September 06, 2012, 01:40:14 pm
it was a bad change, cmp, i don't care about the votes. stop trying to justify slowing down an already slow game
Title: Re: Turn rate nerf
Post by: Tzar on September 06, 2012, 02:02:12 pm
Change it back man this game feels horribly slow no need for more restrictions..   :?
Title: Re: Turn rate nerf
Post by: Visconti on September 06, 2012, 02:08:47 pm
Keep the stab turn speed nerf, change overheads back to normal. Id imagine thats what most people who chose #3 want anyway. Honestly dont understand what the point of nerfing overheads was. I have never seen anyone complain about overheads being OP, it was already the worst of all 4 attack directions, its nearly useless now. Before the nerf it was already risky to do an overhead against someone who knew what they were doing, now all you have to do is slightly step to their left or right and laugh as they bounce off the ground.
Title: Re: Turn rate nerf
Post by: rustyspoon on September 06, 2012, 03:04:47 pm
Keep the stab turn speed nerf, change overheads back to normal. Id imagine thats what most people who chose #3 want anyway. Honestly dont understand what the point of nerfing overheads was. I have never seen anyone complain about overheads being OP, it was already the worst of all 4 attack directions, its nearly useless now. Before the nerf it was already risky to do an overhead against someone who knew what they were doing, now all you have to do is slightly step to their left or right and laugh as they bounce off the ground.

Or step to the left or right yourself and laugh as your weapon collides with their head. If I can consistently land overheads with the long maul in a duel, (the slowest overheading weapon in the game by a large margin) regular people can do it with a 90-something speed sword.
Title: Re: Turn rate nerf
Post by: Turboflex on September 06, 2012, 03:19:11 pm
It's the opposite, the old turn speed allowed players with bad aim to make their missed hits successful. Now there's an actual difference between people who aim and maneuver properly and those who dont. Constant whining about this issue says a lot about the adaptability of certain players and classes who are not used to having their fighting mechanics messed with.
But the devs have reacted to whining before, unfortunately, if you keep it up, you might get the old turn speed back.

Still a nerf even for skilled players... With old turn speed overheads you could react to spaztic movements or high agi facehuggers and still land a shot, and also you could initiate early while calculating timing so that the contact intercept predicted enemy movements. Now you gotta wait and line up target first before letting it go, this extra time you are holding is nerf time.

I dunno why you would defend it, I'm pretty sure cmp didn't even intend to nerf overhead on 1h, cuz it was by no means an OP or physics breaking attack. The goal was a 2h nerf for people who were intentionally sweeping around 2h (especially mauls) to kill people with its long/slow toe drag. The unintended consequences was it hurt short 1h even more, so you are basically just defending a mistake.
Title: Re: Turn rate nerf
Post by: SixThumbs on September 06, 2012, 03:30:37 pm
I think I use both moves about as often as I did before the 'nerf'. If you think you might miss one or the other why not try strafing with the enemy or cancelling the attack if everything is so slow now?
Title: Re: Turn rate nerf
Post by: Tzar on September 06, 2012, 03:42:02 pm
What you guys seem to don't understand is NA opinions are stupid and useless since they are all str faqs...
Title: Re: Turn rate nerf
Post by: bagge on September 06, 2012, 03:44:00 pm
Nice signature Tzar. My first reaction was "not another one of these fucking things on my screen again". I've killed a couple during the summer :x
Title: Re: Turn rate nerf
Post by: Jarlek on September 06, 2012, 04:19:40 pm
Of course this is just my opinion, nothing wrong here or?
You claim it's "definitely less fun". I find it more fun now that I can dodge enemy stabs/overheads, making it easier for me to dance through enemies.
Title: Re: Turn rate nerf
Post by: CrazyCracka420 on September 06, 2012, 04:32:48 pm
You claim it's "definitely less fun". I find it more fun now that I can dodge enemy stabs/overheads, making it easier for me to dance through enemies.

I've noticed myself doing that more as well, if I see an overhead is behind me as I'm moving, I will not block and just keep moving and start my swing early.

But I don't like on 1h's that I have to line up my stab/overhead before I release my chamber, and if the enemy is strafing at all, you're not going to hit them, or you're going to glance. 

I personally don't think the turn speed nerf was needed on any weapons besides the mauls (overhead drag would hit people long after it was in the ground...so essentially you could helicopter spin and hit anyone in your circumference).  And the long spear/pikes jump turning and stabbing and being able to be used as very effective 1v1 weapons. 

I think the con's outweigh the pro's on the turn speed nerf, and I think it should be reverted until they are able to apply the changes to exactly what they want.

Like every single nerf in c-rpg, it has unintended consequences and causes a lot of other issues besides the one it tries to address.
Title: Re: Turn rate nerf
Post by: Gurnisson on September 06, 2012, 04:37:16 pm
And the long spear/pikes jump turning and stabbing and being able to be used as very effective 1v1 weapons. 

very effective 1v1 weapons?

 :lol:
Title: Re: Turn rate nerf
Post by: Corsair831 on September 06, 2012, 04:38:45 pm
pike is not an effective 1v1 weapon :D
Title: Re: Turn rate nerf
Post by: TheAppleSauceMan on September 06, 2012, 04:45:06 pm
Good players will always adapt to changes, no matter how "extreme" they are.
I still do top the score board from time to time (or at least always have a quite good score/ kD) with my pure hoplite, my pure 1h/shield, my pure 2h and my pure polearm-footman. Fighting just isn´t the same like before and it´s definitely less fun.

Doesn't seem any less fun to me, unless I'm using an awlpike or any such weapon that's 2 directional only. Heh. Also, it's still possible to take on groups of enemies, was on a week ago and took out 9+ players on my own when I was the last left, and they were all attacking simultaneously, still possible? Yes. A bit more difficult? Yes.
Title: Re: Turn rate nerf
Post by: Gurnisson on September 06, 2012, 04:51:50 pm
ehm, it used to be quite effective 1vs1 with the old turn speed, I abused it for a long time, best I remember was around 6 guys vs. me and I killed them all with my long spear. That definitely had to go, no doubt about that, but it was a special long spear concerning problem.

With 1 attacking direction, low speed and low base damage, you can't in any way call it a very effective 1v1 weapon. It works if your enemies are complete noobs or you make moves they don't anticipate.

Anyway, he called them very effective 1v1 weapons. Compare pike/long spear to every other melee weapon in the game, and they're both one of the worst. Even though one can make them work up close by skilled play, that doesn't mean they're very effective. :wink:
Title: Re: Turn rate nerf
Post by: Jarlek on September 06, 2012, 04:56:07 pm
With 1 attacking direction, low speed and low base damage, you can't in any way call it a very effective 1v1 weapon. It works if your enemies are complete noobs or you make moves they don't anticipate.

Anyway, he called them very effective 1v1 weapons. Compare pike/long spear to every other melee weapon in the game, and they're both one of the worst. Even though one can make them work up close by skilled play, that doesn't mean they're very effective. :wink:
I'd rather have my khyber knife in a duel than a pike.

Although pike is still one of my favourite weapons :D
Title: Re: Turn rate nerf
Post by: Zanze on September 06, 2012, 05:47:44 pm
Pike and Longspear very effective? I wasn't aware downblocking was removed from the game...oh wait...

All the pike/longspear jumpstabs did was capitalize on the impatience of the other player thinking they could get a second swing in or not taking the fight in a turn based fashion. I learned to play fighting Relit, Master Pikeman, and 10 days into the game I could routinely beat him. It just took patience. (Also learned how to downblock, f yeah)
Title: Re: Turn rate nerf
Post by: CrazyCracka420 on September 06, 2012, 06:05:02 pm
With 1 attacking direction, low speed and low base damage, you can't in any way call it a very effective 1v1 weapon. It works if your enemies are complete noobs or you make moves they don't anticipate.

Anyway, he called them very effective 1v1 weapons. Compare pike/long spear to every other melee weapon in the game, and they're both one of the worst. Even though one can make them work up close by skilled play, that doesn't mean they're very effective. :wink:

I was talking past tense, before the turn rate nerf.  And I probably shouldn't have said "very" effective, but they certainly were effective 1v1 weapons when they could jump away, turn 180 degrees, and stab you for good damage (because you were moving into their stab).  That, along with the maul's being able to helicopter and hit anyone in their circumference (even after the maul was 'stuck' in the ground after finishing it's swing), was what the dev's were trying to fix with the turn speed nerf.
Title: Re: Turn rate nerf
Post by: Adamar on September 06, 2012, 06:09:56 pm
Still a nerf even for skilled players... With old turn speed overheads you could react to spaztic movements or high agi facehuggers and still land a shot, and also you could initiate early while calculating timing so that the contact intercept predicted enemy movements. Now you gotta wait and line up target first before letting it go, this extra time you are holding is nerf time.

I dunno why you would defend it, I'm pretty sure cmp didn't even intend to nerf overhead on 1h, cuz it was by no means an OP or physics breaking attack. The goal was a 2h nerf for people who were intentionally sweeping around 2h (especially mauls) to kill people with its long/slow toe drag. The unintended consequences was it hurt short 1h even more, so you are basically just defending a mistake.

You need to aim better before you even start the attack, then release the same second. There's no time loss if you do it right.

And the nerf wasn't a mistake, I think it needs to be reworked according to weight, perhaps then 1 handed weapons and crapier 2handers become more attractive, but the overall idea was good.
This reminds me of the native kicking nerf, there was so much round house kicking before, that it looked retarded. Some veterans whined about that nerf, simply because they had to readapt to the game. It's the same thing here.
Title: Re: Turn rate nerf
Post by: Jarlek on September 06, 2012, 06:19:00 pm
You need to aim better before you even start the attack, then release the same second. There's no time loss if you do it right.

And the nerf wasn't a mistake, I think it needs to be reworked according to weight, perhaps then 1 handed weapons and crapier 2handers become more attractive, but the overall idea was good.
This reminds me of the native kicking nerf, there was so much round house kicking before, that it looked retarded. Some veterans whined about that nerf, simply because they had to readapt to the game. It's the same thing here.
Amen. Whiners gonna whine. Game makes way more sense now.
Title: Re: Turn rate nerf
Post by: Fartface on September 06, 2012, 06:21:48 pm
just love how those 27 agi guys can dance around and dodge my mallet overhead alot , they move faster to the side with A and D then my mallet moves with the mouse. but still they dont do any damage so who cares :lol:
Title: Re: Turn rate nerf
Post by: Turboflex on September 06, 2012, 08:25:56 pm
You need to aim better before you even start the attack, then release the same second. There's no time loss if you do it right..

Still limits it, cuz there's just situations where you just simply can't angle the aim while blocking and instantly get off the overhead, where before you could, cuz you could do your adjustment while it was swinging. Those situations are where the nerf has limited the attack's situational use.
Title: Re: Turn rate nerf
Post by: rustyspoon on September 06, 2012, 08:47:00 pm
Still limits it, cuz there's just situations where you just simply can't angle the aim while blocking and instantly get off the overhead, where before you could, cuz you could do your adjustment while it was swinging. Those situations are where the nerf has limited the attack's situational use.

You can if you use your movement keys for the big adjustments and your mouse for fine adjustment. Using both of them simultaneously you can easily and consistently land overheads.

It's harder to do for str builds than agi builds due to the much lower strafing speeds of str builds. At least athletics finally got an indirect buff.
Title: Re: Turn rate nerf
Post by: Spook Island on September 06, 2012, 09:14:38 pm
Overhead is basically a worthless attack now and stabs aren't far behind.  That's a pretty huge deal.  The nerf never should have happened.  I appreciate they have tried to fix it a little bit by giving more mobility but it's still nowhere near enough.

When the full nerf was in play, melee combat devolved into nothing but side swinging.  Overheads should at the very least have the full frontal 180 degree arc.  I'd prefer more. 
Stabs can have about 150 or so.

There isn't much point in having 4 attacks if you're going to make 2 of them nearly worthless compared to the other 2.
Title: Re: Turn rate nerf
Post by: CrazyCracka420 on September 06, 2012, 09:24:08 pm
I'm seriously debating giving a Spook post a +1...

When Spook's making sense, it's time to seriously look at the issue at hand.
Title: Re: Turn rate nerf
Post by: Tzar on September 06, 2012, 09:56:18 pm
Nice signature Tzar. My first reaction was "not another one of these fucking things on my screen again". I've killed a couple during the summer :x

Good working as intended :D all rdy have quite a few fan mails about it  :mrgreen:

EDIT: Also turn rate nuuuurf is gheeeyyyyyy
Title: Re: Turn rate nerf
Post by: Zerran on September 07, 2012, 07:32:39 pm
It actually made dueling with a pike a hell of a lot easier against the good players. Much MUCH easier to force attack directions now, so getting a 180 helicopter in is quite easy excepting in the case of the very best players, or players that are very experienced at fighting such moves.
Title: Re: Turn rate nerf
Post by: beniliusbob on September 07, 2012, 08:07:37 pm
I don't get it. Does this only apply to one-handers or something? Because I've been landing tons of overheads with my Longsword lately. But then, I used to fight with a German Poleaxe, so maybe it only seems easy in comparison, because I NEVER got overheads with that thing.
Title: Re: Turn rate nerf
Post by: Tydeus on September 08, 2012, 02:20:59 am
Or step to the left or right yourself and laugh as your weapon collides with their head. If I can consistently land overheads with the long maul in a duel, (the slowest overheading weapon in the game by a large margin) regular people can do it with a 90-something speed sword.
Except that the slower the weapon is, the longer duration the overhead release animation, which directly correlates to how long you have to turn your swing. Fast, short weapons are by far harder to land overheads with than long, slow weapons.
Title: Re: Turn rate nerf
Post by: rustyspoon on September 08, 2012, 03:00:40 am
Except that the slower the weapon is, the longer duration the overhead release animation, which directly correlates to how long you have to turn your swing. Fast, short weapons are by far harder to land overheads with than long, slow weapons.

<--- Main is a 1-hander. Has no problem with overheads.
Title: Re: Turn rate nerf
Post by: Rockerjesse on September 08, 2012, 03:27:02 am
They nerfed the attacks that are the hardest in warband to land by making them even more difficult to land.  The overhead is the slowest attack and is easy to block while the stab always glances if you are too close and far away is easy to block.  The nerfs were uncalled for as these attack directions were already balanced before crpg messed with them.
Title: Re: Turn rate nerf
Post by: Tydeus on September 08, 2012, 05:00:06 am
<--- Main is a 1-hander. Has no problem with overheads.
Define "no problem". 80%? 90%? And that's more, or less than before the change? If less, explain why it needed to be nerfed in the first place, because I still can't find a single thing that was remotely unfair about the previous 1h overhead mechanics.

Regardless of whether or not you say you have no problems with landing them, it doesn't change the fact that short fast weapons are harder to land the overhead with than long, slow weapons. I wasn't aware that short, fast weapons were overpowered and thus in need of a nerf. Last I checked, they were among the lesser used weapons (not counting the katana, because weaboo).
Title: Re: Turn rate nerf
Post by: PieParadox on September 08, 2012, 05:19:05 am
Don't forget all the people that left because of the nerf and won't be counted in the poll.
Title: Re: Turn rate nerf
Post by: Adamar on September 08, 2012, 05:36:59 am
Don't forget all the people that left because of the nerf and won't be counted in the poll.

Faithless rabble!
Title: Re: Turn rate nerf
Post by: rustyspoon on September 08, 2012, 05:47:56 am
Define "no problem". 80%? 90%? And that's more, or less than before the change? If less, explain why it needed to be nerfed in the first place, because I still can't find a single thing that was remotely unfair about the previous 1h overhead mechanics.

Regardless of whether or not you say you have no problems with landing them, it doesn't change the fact that short fast weapons are harder to land the overhead with than long, slow weapons. I wasn't aware that short, fast weapons were overpowered and thus in need of a nerf. Last I checked, they were among the lesser used weapons (not counting the katana, because weaboo).

I rarely miss overheads. If you know your weapon speed and you can judge where your opponent is going it's pretty easy to put it on target. I think a lot of people have problems because their athletics is too low. I'd say the majority of 1-handers in NA only have 5 athletics, are carrying heavy shields and wear moderately heavy armor. Of course you'll have problems maneuvering. Also, who ever said anything about being fair? The new mechanic requires more skill to pull off, which is a good thing. You need to have good footwork, familiarity with your weapon and the ability to respond to other people's movements. Not just the ability to move your mouse fast.

I was also the first one to comment that the turnspeed nerf hurt 1-handers more than any other weapon class. I even made pictures as to why that is. After playing with it for a while though, I came to really like the change.

I still find it easier to land overheads with my 1-hander than with the long maul. The long maul is easier to dodge and harder to adjust when fighting with teammates. With a 1-hander if I'm going for an overhead on a guy behind me, I can spin around (which won't be effected by the nerf 'cause I haven't swung yet) swing at the last second and hit the guy before he can react. I can't do that with the long maul as I need to swing when the opponent is roughly in the middle so that I have as much turning movement as possible to adjust for his movement.

With the old turning speed, you could dodge some baddie with a great maul and then he turns his mouse at the last second and drags the thing onto your foot, killing you. That's stupid. Now you can still land overheads easy, you just have to change the way you do it. If you use the movement keys to make large adjustments and the mouse for small adjustments you'll hit the target consistently.

I'm sure the devs will do something though just to stop the never ending tears coming from the forums. God forbid someone has to learn a new way of doing something.
Title: Re: Turn rate nerf
Post by: Teeth on September 08, 2012, 10:30:06 am
I'd much rather have the old spinstabbing back than the weird ass glitchy insta-stabs that most weapons have these days. Turn rate nerf broke more than it fixed, which was pikes and mauls
Title: Re: Turn rate nerf
Post by: Overdriven on September 08, 2012, 12:00:12 pm
Screwed up swinging my spear around peoples blocks with my hoplite. So yeah revert it in my opinion.
Title: Please for the love of god remove the turnspeed nerf
Post by: Corsair831 on September 08, 2012, 12:44:43 pm
it's absolutely terrible, makes it impossible to do about a thousand moves with my build, and about 10,000 other builds. Adds nothing to the game.
Title: Re: Please for the love of god remove the turnspeed nerf
Post by: Fips on September 08, 2012, 12:56:21 pm
it's absolutely terrible, makes it impossible to do about a thousand moves with my build, and about 10,000 other builds. Adds nothing to the game.

Well, i would love it, since i use long spear a lot and the turnspeed nerf makes it very hard to abuse it (Not impossible, though =P), but thinking about everybody else...don't!
Just nerf it so short weapons are not affected as hard as pikes and stuff. =P
Title: Re: Turn rate nerf
Post by: Shemaforash on September 08, 2012, 02:30:17 pm
Well, as an avid user of thrusts and overheads I feel a bit gimped when I can't use either one of them fully in a situation of 1v1 or more. Most of the times when I do use it I end up missing and they run around me hitting me as I glance on them. Neither does this nerf make people appreciate melee anymore.

FIX PLS
Title: Re: Turn rate nerf
Post by: Duvain on September 08, 2012, 02:33:49 pm
who cares nerds
Title: Re: Turn rate nerf
Post by: Smoothrich on September 08, 2012, 04:04:01 pm
I adjusted quite easily on all classes after a couple weeks, only problem is chamber blocks with overheads are really bad, and the wonkiness of the stab.

I love using the new stab now when it is to my advantage, because you get some absurdly early hits in even facehugging if you get a slight speed bonus, and it hardly feels broken when you see it done on your screen.  Though instead of formerly watching enemies with lower ping than you "lolstab drag" it in, you just now get stabbed by pikes or swords or w/e while they are still winding up in the animation. 

People are back to doing 360 spins with pikes and longspears almost exactly as they could pre-nerf just by delaying the release a little bit longer, except the hit detection seems even broader and more forgiving now for these polearms.  I strongly recommend significant nerfs to these weapons to compensate, -20 speed and +10 weight for example.
Title: Re: Turn rate nerf
Post by: Tydeus on September 08, 2012, 06:10:54 pm
With a 1-hander if I'm going for an overhead on a guy behind me, I can spin around (which won't be effected by the nerf 'cause I haven't swung yet) swing at the last second and hit the guy before he can react. I can't do that with the long maul as I need to swing when the opponent is roughly in the middle so that I have as much turning movement as possible to adjust for his movement.
This is exactly my problem with the mechanic, it forces you to hold. Fighting a jumping, spinning awl pikeman? Gonna have to hold every chamber swing or you'll just hit the air. Why is this bad? Because it slows the game down when it's already too slow, and doesn't have a single change planned that will speed the game up, countering the several patches over the years that have done nothing but slow gameplay down.

With the old turning speed, you could dodge some baddie with a great maul and then he turns his mouse at the last second and drags the thing onto your foot, killing you. That's stupid. Now you can still land overheads easy, you just have to change the way you do it. If you use the movement keys to make large adjustments and the mouse for small adjustments you'll hit the target consistently.
This isn't something you can abuse with a fast weapon, their overhead animation doesn't hang like it does with an 80 speed weapon, 98+ speed tends to just be too fast. I don't see why a 102/103 speed weapon has to be punished by not being allowed to turn more than 45 degrees (unable to adjust for their opponent moving more than three feet!) singly because they're so much closer to their target. It's bad enough the dueling metagame has turned into a backpedal fest.
Title: Re: Turn rate nerf
Post by: San on September 08, 2012, 06:25:11 pm
I would prefer more than 20% accuracy on overhead chambers of stabs, myself.
Title: Re: Turn rate nerf
Post by: 7000bc on September 09, 2012, 12:38:14 am
Screwed up swinging my spear around peoples blocks with my hoplite. So yeah revert it in my opinion.

As if we weren't gimped enough already with only 1 attack direction.
Title: Re: Turn rate nerf
Post by: Angantyr on September 12, 2012, 02:27:35 pm
Don't forget all the people that left because of the nerf and won't be counted in the poll.
Such as the 22nd Battalion, among the earliest supporters of cRPG, who've as far as I know left due to changes like the turn rate nerf.
Title: Re: Turn rate nerf
Post by: Piok on September 12, 2012, 02:40:04 pm
Turn rate nerf affected maulers a lot which is good. But made using of many 4 directional weaps nightmarish and lead to increase in piker pop which is far worse :!:
Title: Re: Turn rate nerf
Post by: Piok on September 12, 2012, 02:49:40 pm
So you think that having a bugged feature that "balances" things out is good?

Take a look at those two gifs, I am killing someone who is a meter to my left. It is totally unreliable and my ping is 60ms
I only say that it was aimed on piker and mauler.
First case total disaster even more piker.
Second case success but affected other 4directional users as well so also disaster.
Conclusion should be reverted back or use something else.
Title: Re: Turn rate nerf
Post by: Sagar on September 12, 2012, 05:05:20 pm
Bumping thread because of a fresh gif:

visitors can't see pics , please register or login


As you can see, the ghost overhead is still very much present in latest version of cRPG.

This was my 2nd kill after starting to record.

Since overheads are rather uncertain, mauls are rendered pretty much useless and pose a teamkilling danger.


This, happening to me all time all day. Couple times CMP say that is fixed - but its not. It is totally retarded and devs should fix this.
Title: Re: Turn rate nerf
Post by: Zerran on September 13, 2012, 07:11:11 am

This, happening to me all time all day. Couple times CMP say that is fixed - but its not. It is totally retarded and devs should fix this.

Ya, overheads are totally broken right now unfortunately.  :?

Even disregarding the fact that with them as slow as they are, aiming them is a pain in the ass, the fact that they can hit up to a meter away from the actual model makes things a bit... more unpredictable. Really not fun to see my character cleanly hit an enemy in the head, just to have the game tell me I ACTUALLY hit my ally way off to the side.
Title: Re: Turn rate nerf
Post by: v/onMega on September 13, 2012, 07:23:25 am
peeps, srsly...leave the mod for one - six week(s).
Play something else.

Come back and understand why you love this mod, instead of bragging about HOW BAD overheads are.

They are not.
The restriction for 1h could be slighlty lower (10% maybe), but other then that it all works.

But hey, not telling anybody what he s supposed to do, so just my positive 5 cents.

(my pikewiggle hatred was enormous back then, i now consider going pole again, because of the challange - no stagger and wiggle, brilliant)
Title: Re: Turn rate nerf
Post by: v/onMega on September 13, 2012, 12:31:34 pm
Even better, I play the game!
Title: Re: Turn rate nerf
Post by: Joseph Porta on September 13, 2012, 12:38:58 pm
Overheads work for me aswell, just 1h overheads are awkward..
Title: Re: Turn rate nerf
Post by: Joseph Porta on September 13, 2012, 12:46:13 pm
No shit?

They work if you overcompensate for the enemy movement, but than you have to hit air to kill.
hmm, i've never experienced it like that.. But really, i dont pay that much attention to it.  :)
Title: Re: Turn rate nerf
Post by: Zerran on September 14, 2012, 04:00:04 am
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I think you misunderstood. The fact that they're hard to aim is one thing, but it isn't why they're broken. They're broken because the hitbox isn't anywhere near the actual weapon, so what looks like a hit can miss completely, and what looks like a miss can hit. Makes it a bit hard to aim when you don't even know where your weapon is.
Title: Re: Turn rate nerf
Post by: cmp on September 14, 2012, 05:21:43 am
hmm, i've never experienced it like that.. But really, i dont pay that much attention to it.  :)

Same. I actually tried testing it vs humans, bots and objects, but I wasn't able to reproduce it even once.
I'm pretty sure it's a client side bug (thinking it can turn more than it should), but when and why it happens is still a mistery.
Title: Re: Turn rate nerf
Post by: ArysOakheart on September 14, 2012, 05:25:09 am
Bring back old turn system for Trident and Pitchfork only.
Title: Re: Turn rate nerf
Post by: Nessaj on September 14, 2012, 07:02:05 pm
Plenty of people often do TK's that shouldn't be possible -- as proven by Kulin's gif -- where they always afterwards explain "I really don't know how that could have happened". Having seen and remembering both incidents from personal playing (2h+polearm) and from watching others I concur with Kulin, the overhead are just weird sometimes, who haven't seen someone kill a guy that they 100% did not hit.

Basically it feels like the game sometimes doesn't register turning (even though its nowhere near a 180) after having started the overhead swing, so the attack is static.
Title: Re: Turn rate nerf
Post by: Corsair831 on September 15, 2012, 05:29:00 pm
Plenty of people often do TK's that shouldn't be possible -- as proven by Kulin's gif -- where they always afterwards explain "I really don't know how that could have happened". Having seen and remembering both incidents from personal playing (2h+polearm) and from watching others I concur with Kulin, the overhead are just weird sometimes, who haven't seen someone kill a guy that they 100% did not hit.

Basically it feels like the game sometimes doesn't register turning (even though its nowhere near a 180) after having started the overhead swing, so the attack is static.

you're right there, using my polearm's stab i used to team hit all the time (post-turnrate nerf) ... now that i've used it a lot i can use it without team hitting, but it doesn't LOOK like im going to hit someone when i do hit them now ... really weird
Title: Re: Turn rate nerf
Post by: Tagora on September 15, 2012, 07:02:30 pm
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Title: Re: Turn rate nerf
Post by: cmp on September 15, 2012, 07:28:33 pm
You need to keep turning while releasing attack, and you need to do quick and sudden change of direction while you do so.

Other guy should also be moving. Come to siege and try a maul, its easiest to reproduce it there.

I will maybe make a youtube video demonstrating it.

That's exactly what I tried. I even coded a bot that moved like the enemy in the first gif, but I didn't manage to get the bug even once.
Title: Re: Turn rate nerf
Post by: Patoson on September 15, 2012, 07:29:46 pm
DTV still doesn't feature this nor the body absorption, and the first reason is one of those why I like the game-mode. The body absorption is a must-have right now, but the "turn rate nerf" is absurd. Not being able to play with overhead and thrust attacks a bit is a step back, in my opinion.
Title: Re: Turn rate nerf
Post by: BlueKnight on September 15, 2012, 07:35:57 pm
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I notice this a lot as well. Overhead is the most mysterious attack anyway :P
Title: Re: Turn rate nerf
Post by: Smoothrich on September 15, 2012, 09:49:14 pm
The only fuckery I notice with hitboxes that defintely aren't lag are from thrusts and that has been a problem since WSE first messed with hit time activations/ground collision.  Where a thrust the moment it begins the release animation hits a player behind and/or to your right because a forcefield appears around your hands, most often on polearms.

The overhead thing Kulin makes gif's of has never once happened to me and I've done plenty of mauling since the turn rate changes.  Weird though.
Title: Re: Turn rate nerf
Post by: slimpyman on September 16, 2012, 10:14:48 am
   here, for everyone.

lrn2play.

quit complaining, and just get better.    im glad you cant do quick 180 vertical strikes anymore.

all you guys ever do is spam  side swing anyway... so why complain about the vertical strikes?
Title: Re: Turn rate nerf
Post by: Kafein on September 16, 2012, 10:10:19 pm
As a side note, to fix the 2h overhead hit detection it would be nice to shorten the time the animation is "active". Or even better, make it so that hitting someone when at the end of the animation,your weapon has lost all momentum results in bounces. I'm sick of being hit for full damage in the foot by hammers that don't even move vertically anymore.

Same thing with 2h stabs, they definetly can hit without any problems long after what would make sense, even when the character is already moving the blade back towards it's body.
Title: Re: Turn rate nerf
Post by: Jedimaster on September 18, 2012, 12:56:53 am
I dont like it either but it balances Cav manu nerf so it will be great unfairness if it is turned back the old version
Title: Re: Turn rate nerf
Post by: Dexxtaa on September 18, 2012, 01:11:12 am
   here, for everyone.

lrn2play.

quit complaining, and just get better.    im glad you cant do quick 180 vertical strikes anymore.

all you guys ever do is spam  side swing anyway... so why complain about the vertical strikes?

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