cRPG

cRPG => General Discussion => Topic started by: Sable Keech on January 09, 2013, 10:14:27 pm

Title: This double hit business
Post by: Sable Keech on January 09, 2013, 10:14:27 pm
Its absolute knob cheese.
Title: Re: This double hit business
Post by: Miwiw on January 09, 2013, 10:18:56 pm
It's funny and weird.
Title: Re: This double hit business
Post by: The_Bloody_Nine on January 09, 2013, 10:27:15 pm
was about starting a topic about it:

since the update today it seems like this:

If two enemies slashing at each other at almost the same time, both will hit. Even if 1 gets hit first. Normally the swing of the one getting hit first would be interupted. Same for hits on horse.

Is this intended? Don't know what I should think of it. First off I thought its bad because it feels less controlled and if swinging blindly gets more hits in. Then again trying to outspam someone is now more risky because even if you hit first he will hit you back. Please enlighten...
Title: Re: This double hit business
Post by: Panos on January 09, 2013, 10:30:53 pm
was there a patch today??
Title: Re: This double hit business
Post by: Falka on January 09, 2013, 10:31:48 pm
I don't like it, died 3 times already this way  :cry:
Title: Re: This double hit business
Post by: The_Bloody_Nine on January 09, 2013, 10:32:01 pm
was there a patch today??

only server side, only Eu1 it seems.
Title: Re: This double hit business
Post by: Leshma on January 09, 2013, 10:36:40 pm
Yeah, noticed this as well. Killed few people because of it and was wtf.
Title: Re: This double hit business
Post by: Duckzern on January 09, 2013, 10:39:28 pm
I have seen some hilarious shit with horses clashing into each other, and both riders dying.

Overall I still don't know what to make of it...
Title: Re: This double hit business
Post by: no_rules_just_play on January 09, 2013, 10:41:18 pm
so this is kind of a polearm nerf? if i stab the enemy first because my weapon is longer, he can still kill me?
Title: Re: This double hit business
Post by: The_Bloody_Nine on January 09, 2013, 10:49:32 pm
so this is kind of a polearm nerf? if i stab the enemy first because my weapon is longer, he can still kill me?

It is also a 2h stab against 1h cav nerf if you narrow it down like that.

general notice: It is amazing how you guys at the one hand allways qq about how the devs are nerfing too much and on the other hand are not even capable of grasping gameplay changes in other categories than class-related nerfs. Nothing personal no rules, just a thing I noticed several times on these forums.
Title: Re: This double hit business
Post by: Haboe on January 09, 2013, 11:10:27 pm
This is a dispicable nerf to skill... Being just a tad faster, having slightly better footwork so your hit lands first... Totally useless now since you'll get hit now anyway  :(
Title: Re: This double hit business
Post by: Lizard_man on January 09, 2013, 11:15:21 pm
I like it... :)
Title: Re: This double hit business
Post by: Miley on January 09, 2013, 11:15:32 pm
So if you hit someone first, they can hit you back right then as well?
Title: Re: This double hit business
Post by: Lennu on January 09, 2013, 11:17:45 pm
It's going to favor players with knockdown weapons a lot, especially great mauls. Since getting that 1 hit in is much easier(with the cost of your own hp), and getting your opponent knocked down for that hit + kick + another hit combo. And great mauls, only thing to counter their overhead is to spam... sadly now you'll get your brains smashed in anyway.

On the other hand, this adds a lot more realisim.
Title: Re: This double hit business
Post by: _GTX_ on January 09, 2013, 11:25:14 pm
So u can hit someone.... after getting hit? Am i understanding this correctly, since that sounds retarded :P.
Title: Re: This double hit business
Post by: Grumpy_Nic on January 09, 2013, 11:26:19 pm
Exactly
Title: Re: This double hit business
Post by: _GTX_ on January 09, 2013, 11:26:56 pm
Exactly

Well thats 1 more reason to stay in rageball then. That kinda fucks up the good players... normally the fights was decided by slightly better footwork and timings between good players.... now it seems like the worse player can win aswell.
Title: Re: This double hit business
Post by: Dooz on January 09, 2013, 11:28:36 pm
So how do you avoid being hit then? You block a swing, then you swing but so does the other guy and you both hit each other, every time?
Title: Re: This double hit business
Post by: Grumpy_Nic on January 09, 2013, 11:29:37 pm
not every time, when the timing of both swings is very close to each other. But still quite annoying tbh
Title: Re: This double hit business
Post by: Apsod on January 09, 2013, 11:30:46 pm
What kind of crap is this? :mad:
Title: Re: This double hit business
Post by: Dooz on January 09, 2013, 11:31:33 pm
Oh okay, so the swing will still get interrupted if you hit the guy early enough? Hmm, if it's only on EU1, I might have to hop on and spec. Kinda sounds good, but who knows.
Title: Re: This double hit business
Post by: Strudog on January 09, 2013, 11:32:55 pm
worst add on to the game get rid of it
Title: Re: This double hit business
Post by: TheAppleSauceMan on January 09, 2013, 11:34:16 pm
Haven't experienced it personally, but if it's as you've described it, sounds like a mistake. I don't feel like the devs would implement something that encourages spam, er at least I hope not.
Title: Re: This double hit business
Post by: Skurwiwij on January 09, 2013, 11:36:17 pm
I really like this new change, the whole point of fencing is to kill in such a manner that your enemy wont be able to hurt you. This is a step foward and makes combat feel more realistic.
Title: Re: This double hit business
Post by: Zanze on January 09, 2013, 11:41:02 pm
Sounds like a HUGE boost to strength crutchers.

"Oh, you hit me first and did 1/5 of my health? Cute. Let me just 1 shot you anyways."
Title: Re: This double hit business
Post by: Osiris on January 09, 2013, 11:41:46 pm
It makes anything other than a high hp tincan pointless. its just too damn risky to attack a str stacking 2h unless its a perfect strike. double hit? nope thats gone. deviate at all from the hit block hit block pattern? nope that gets you killed now! fighting a guy who just spams and doesn't block? better hope you have enough str to kill him otherwise your getting a hit in the face yay! fighting a guy who only tries to hiltslash constantly? good luck getting a hit in ^^
Title: Re: This double hit business
Post by: Lizard_man on January 09, 2013, 11:42:52 pm
Someone stabs you and you stab them at the same time, you both take damage. What's wrong with that? I think it's great... :P
Title: Re: This double hit business
Post by: Dooz on January 09, 2013, 11:43:22 pm
It does seem realistic... if someone has a swing cocked and ready, releases and it's coming at you full force, why should it stop mid-air when you make contact with him at about the same time? Especially in cases where it's just a glance or something, but of course it's not differentiated here I guess, glance or not. But a step in the right direction...? I feel like the more people hate a feature, the more realistic and probably better it is.
Title: Re: This double hit business
Post by: Elindor on January 09, 2013, 11:45:48 pm
Realistic?  Probably yes.
Do I see the potential problems from a gameplay stance?  Yeah.

We'll see.

---

Perhaps the swing of the interrupted player should (although connecting) lose some force?
Title: Re: This double hit business
Post by: Osiris on January 09, 2013, 11:47:29 pm
lizard man you use a hard hitting unbalanced cleaver ofc you love it :D

dooz just because it might be realistic doesn't make it good (not to mention getting a full hit wouldn't be realistic as the strength would be taken out of a swing if you smash a guys head in) Im just against things that limit the combat even more. See a mauler on siege? oh now what can you do.....
Title: Re: This double hit business
Post by: Dooz on January 09, 2013, 11:59:11 pm
That's true, maybe a reduced impact from those types of hits would be in order. Well it would, just a matter of if it's possible to implement. Point is, the devs are trying stuff, collecting info/reactions/gameplay experiences, and as stated we are the guinea pigs for the now main game upcoming. So consider this the testing ground and come up with some good reasons for and against and suggestions and whatnot and hopefully we'll polish it nicely for the future.
Title: Re: This double hit business
Post by: Dach on January 10, 2013, 12:01:06 am
Oh shit, look like fun! Wanna try that!  :D

Cavalry is going to be HARD  :twisted:

(I'm cav btw, but kinda happy to see that because that just buffed my light lance, screw you heavy lance user I'm still gonna it you even if you hit first  :mrgreen:)
Title: Re: This double hit business
Post by: Joseph Porta on January 10, 2013, 12:12:20 am
It is great haha  :P
Title: Re: This double hit business
Post by: Teeth on January 10, 2013, 12:40:11 am
Ivani4 will be pleased.
Title: Re: This double hit business
Post by: Ujin on January 10, 2013, 01:26:29 am
First the cavalry lag from bumps and touches , now this ... this kills lancer 1v1 fights as a final nail in the coffin after the angle nerf for lances.

wtf donkeyteam ?
Title: Re: This double hit business
Post by: Leshma on January 10, 2013, 01:32:35 am
If this is the melee mechanics you're implementing in Melee: Battlegrounds then it's going to be DoA just like WotR and Chivalry.
Title: Re: This double hit business
Post by: Dooz on January 10, 2013, 01:33:38 am
There goes my anti-cav role. A direct nerf of my essence. I'm taking this personally. No I'm not. Yes I am.
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 01:37:30 am
Some noob on a destrier was riding at me, I dodge his attack and stab his horses head resulting in its death, then the bump takes the remaining 50% of my hp...  :|
Also this:
worst add on to the game get rid of it
x100000.
Title: Re: This double hit business
Post by: Duckzern on January 10, 2013, 01:40:28 am
I can't see how this is a buff to anyone. It's a rare occurrence, and only really happens if you basically attack at the same time with only a few milliseconds to spare.

I can't see how people would use this effectively on purpose.

Just my two cents.

Edit: Doesn't mean I support it, I still don't really know what to think of it yet. I will give it some time.
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 01:42:33 am
I can't see how this is a buff to anyone. It's a rare occurrence, and only really happens if you basically attack at the same time with only a few milliseconds to spare.

I can't see how people would use this effectively on purpose.

Just my two cents.
Two 2h my old friends with 3+ german greatswords, one with 9ath and 5ps, one with 9ps and 5ath, the guy with 9ath outfootworks the str stacker and hits first taking 10-50% of his hp, the 9ps stacker hits right afterwards uninterrupted and oneshots the agimy old friend.
Title: Re: This double hit business
Post by: no_rules_just_play on January 10, 2013, 01:44:37 am
i see this as a strenght buff and a agility buff: eg mauler tincans already are able to hit you in the face when you try to dodge their mauls, you almost always glance off them and they crush your head. and now you cant even use your agility to spam them out? no they just have to hit a little but behind you and you can be sure your brains are all over the place including their shiny armor.
edit: its not that i have something against plate, it should get a armour value buff, but come on plate should also get some serious penalties. i hoped for a nerf of str builds and now we get a buff?
Title: Re: This double hit business
Post by: Leshma on January 10, 2013, 01:47:11 am
I see this as a reason why WotR failed hard. I think someone commented, imagine how would it be if there was no interrupt on hits in cRPG? Awful. Well now you've got it.

I'm for testing new stuff but this is horrible idea in theory, CAN'T BELIEVE THEY ACTUALLY IMPLEMENTED THIS!
Title: Re: This double hit business
Post by: Duckzern on January 10, 2013, 01:49:57 am
Two 2h my old friends with 3+ german greatswords, one with 9ath and 5ps, one with 9ps and 5ath, the guy with 9ath outfootworks the str stacker and hits first taking 10-50% of his hp, the 9ps stacker hits right afterwards uninterrupted and oneshots the agimy old friend.

I see your point, and if it really does remove skill from the game then I will not support it. I will still try and give it some time, maybe it's a way of encouraging people to chamber block.
Title: Re: This double hit business
Post by: Teeth on January 10, 2013, 01:50:08 am
I can't see how this is a buff to anyone. It's a rare occurrence, and only really happens if you basically attack at the same time with only a few milliseconds to spare.
Which is 80% of my longspear stabs at close range, great change!

I don't see how this wouldn't be a bug, if this was a conscious decision then I am revoking my investment.
Title: Re: This double hit business
Post by: Hunter_the_Honourable on January 10, 2013, 01:50:57 am
Just seen it in effect on EU1. This is going to absolutely destroy 1v1 lancer fights! I dehorsed someone but thanks to this new addition even though his falling backwards and down he still managed to stab me and kill me!!! Nice devs GG, GG  :evil: Thanks for totally killing my class! ,,!,,
Title: Re: This double hit business
Post by: Lizard_man on January 10, 2013, 01:52:15 am
If it stays, wouldn't bother me. When it gets removed, won't bother me. But apparently liking something doesn't go down well in this community, I should have just jumped on the QQ bandwagon...
Title: Re: This double hit business
Post by: Hunter_the_Honourable on January 10, 2013, 01:54:33 am
If it stays, wouldn't bother me. When it gets removed, won't bother me. But apparently liking something doesn't go down well in this community, I should have just jumped on the QQ bandwagon...

Liking things is not bad, but this is basically a massive nerf to all MELEE classes, xbows still cancel your attack when you get hit along with arrows yet melee weapons don't. This is nerfing melee nothing more.
Title: Re: This double hit business
Post by: Duckzern on January 10, 2013, 01:55:39 am
Which is 80% of my longspear stabs at close range, great change!

I don't see how this wouldn't be a bug, if this was a conscious decision then I am revoking my investment.

The server did go down for an update, and this is the only change I have noticed.
Title: Re: This double hit business
Post by: Shaksie on January 10, 2013, 02:05:46 am
I'm unsure if you are referring to the server side patch on Eu I have been hearing about it but please don't remove double hits, they are the only way I can beat the top Aus players.
Mind you my double swinging is actually tactical, and works almost every time because of some specific things that I do; no I shan't tell you because then I would lose my advantage. :)
Title: Re: This double hit business
Post by: Panos on January 10, 2013, 02:10:23 am
Well thats 1 more reason to stay in rageball then. That kinda fucks up the 2h GS+KUYAK+spammers ... normally the fights was decided by slightly better footwork and timings between good players.... now it seems like the worse player can win aswell.

There you go kiddo.
Title: Re: This double hit business
Post by: Akryn on January 10, 2013, 02:12:44 am
First the cavalry lag from bumps and touches , now this ... this kills lancer 1v1 fights as a final nail in the coffin after the angle nerf for lances.

wtf donkeyteam ?

This. So much. 1H & Shield Cav are so much stronger than lancer in my opinion now.
2H are now a very viable anticav class due to double hits.
Title: Re: This double hit business
Post by: Prpavi on January 10, 2013, 02:14:06 am
It's awesome!

Awesome patch guys!!!
Title: Re: This double hit business
Post by: Visconti on January 10, 2013, 02:15:23 am
Havent seen the patch notes or played, but this sounds absolutely retarded

Edit: And if this does stay in, it definitely needs to reduce the damage of the person who got hit first, by ALOT, like, nearly to the point of glancing. But in the end, its still a pretty stupid change to melee
Title: Re: This double hit business
Post by: Butan on January 10, 2013, 02:38:19 am
From a realistic point of view, it sounds good.

But gameplay-wise, it sounds bad... or at least, like some said, the "2nd" hit should be possible only if its like 50ms away from the first, and it does half damage.
Title: Re: This double hit business
Post by: Hunter_the_Honourable on January 10, 2013, 02:41:59 am
From a realistic point of view, it sounds good.

But gameplay-wise, it sounds bad... or at least, like some said, the "2nd" hit should be possible only if its like 50ms away from the first, and it does half damage.


Oh shush you! You would be infavour of this Mr 36+ Str! :P Now when people finally mange to hit you it wont matter because you will just hit them, knock em down then finished them before they stand up. Now fighting people like you and b0nk is going to be even more annoying!  :?
Title: Re: This double hit business
Post by: NuberT on January 10, 2013, 02:44:18 am
I like it and it makes absolutely sense from realism point of view - why in gods name would I stop a swing in mid-air, which already gathered momentun?!

makes my build kinda obsolete though XD
Title: Re: This double hit business
Post by: Butan on January 10, 2013, 02:54:36 am

Oh shush you! You would be infavour of this Mr 36+ Str! :P Now when people finally mange to hit you it wont matter because you will just hit them, knock em down then finished them before they stand up. Now fighting people like you and b0nk is going to be even more annoying!  :?

Thats why its shit, I like me some challenge, and STR is already OP no need for more  :lol:
Title: Re: This double hit business
Post by: no_rules_just_play on January 10, 2013, 02:58:14 am
I like it and it makes absolutely sense from realism point of view - why in gods name would I stop a swing in mid-air, which already gathered momentun?!

makes my build kinda obsolete though XD
you are long mauler nubert, nuff said
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 03:00:39 am
To be honest it's an unintended feature (leftover from tests), but I kinda like it. Will probably try to tweak it a little instead of removing it immediately.

Liking things is not bad, but this is basically a massive nerf to all MELEE classes, xbows still cancel your attack when you get hit along with arrows yet melee weapons don't. This is nerfing melee nothing more.

Wrong. It works exactly the same way with ranged weapons.

From a realistic point of view, it sounds good.

But gameplay-wise, it sounds bad... or at least, like some said, the "2nd" hit should be possible only if its like 50ms away from the first, and it does half damage.

Right now it's 40ms max and full damage, in the next test update it will be 30ms max and 50% to 65% damage.

If it stays, wouldn't bother me. When it gets removed, won't bother me. But apparently liking something doesn't go down well in this community, I should have just jumped on the QQ bandwagon...

It's like that for every change, we are used to it. Personally I really dislike when people who admit they haven't even tried it think they know better.
Title: Re: This double hit business
Post by: Butan on January 10, 2013, 03:09:54 am
To be honest it's an unintended feature (leftover from tests), but I kinda like it. Will probably try to tweak it a little instead of removing it immediately.


Its a really small tweak, and a good idea really; but everyone and their mothers are skilled in cRPG now, so a 40ms difference between two hits isnt so rare.

If that event go from "uncommon" to "rare", I think everyone will support the idea, because it will affect them only in a very small % of their fighting situation, and god knows everyone hates getting hit with a passion that borders on psychopathy nowadays.


Whats funny is you could already get a double hit, but it was very very rare (ultra special very rare with melee weapons :lol:) so noone complained  :mrgreen: and when it happened it was more funny than frustrating.
Title: Re: This double hit business
Post by: Vodner on January 10, 2013, 03:20:46 am
Hit trading was terrible beyond belief in Chivalry. It would be a mistake to leave it in cRPG.
Title: Re: This double hit business
Post by: NuberT on January 10, 2013, 03:22:00 am
you are long mauler nubert, nuff said

might be a buff to long maul, but certainly not to 0 IF :)
Title: Re: This double hit business
Post by: Dooz on January 10, 2013, 03:26:45 am
The kills after death do sound bad...
Title: Re: This double hit business
Post by: NuberT on January 10, 2013, 03:32:32 am
To be honest it's an unintended feature (leftover from tests), but I kinda like it. Will probably try to tweak it a little instead of removing it immediately.
While you are at it, add damage for succesful chamber and add falling down chance while backpaddeling :!:
Title: Re: This double hit business
Post by: EyeBeat on January 10, 2013, 04:18:11 am
All this change does is buff armor crutches.
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 04:38:16 am
All this change does is buff armor crutches.

There's that, but it's not the only downside to it. It also makes combat less skill based, reduces combat depth, encourages spamming and slows down the game.
Title: Re: This double hit business
Post by: Shaksie on January 10, 2013, 05:00:35 am
To be honest it's an unintended feature (leftover from tests), but I kinda like it. Will probably try to tweak it a little instead of removing it immediately.
I've not tried it out but it sounds like a very good feature, would make the way I kill players who are better than I a little less potent.
Title: Re: This double hit business
Post by: Elindor on January 10, 2013, 06:24:55 am
In theory I like it cmp, I do have *concerns* about it in practice in game (largely the "buff" to STR builds), but I guess we'll see.

Right now it's 40ms max and full damage, in the next test update it will be 30ms max and 50% to 65% damage.

How about 30ms and 35%-50% dmg? :)
Title: Re: This double hit business
Post by: Butan on January 10, 2013, 06:29:51 am
Played through it and I only encountered the case where I was double hitted, even though I should be the last one to strike, so it shouldnt be ALWAYS the str crutcher getting all the benefit.

Now people have to be double cautious about trying to outspam someone, if they are evenly matched... And if they are evenly matched, (in a very small timeframe) why would only one get the strike?
I still agree the event is too common but its not that unbalanced as anyone seems to think.

cRPG works in a way where, AGI against STR, if you play smart, even the STR can outspam and counter, or the other way around, so for players who knows how to play, the double hit event should happen to them evenly, being hit second AND being able to hit last, whatever their build. But I'm sure anyone will only complain about when they get second hitted, and never talk about when they had the second hit to the enemy :lol:


One big downside though, is jousting tournament being almost completely impossible now (or would need an old version) because of the even lenght of the couching lances and position of the riders...
Title: Re: This double hit business
Post by: bavvoz on January 10, 2013, 07:46:27 am
Died from this so many times last night, huge nerf to my weak shielder so ill just stay away from eu1 for a while then
Title: Re: This double hit business
Post by: Berserkadin on January 10, 2013, 08:07:28 am
Seems just like another reason to play on eu_2 instead.
Title: Re: This double hit business
Post by: Joker86 on January 10, 2013, 08:20:00 am
There's that, but it's not the only downside to it. It also makes combat less skill based, reduces combat depth, encourages spamming and slows down the game.

And is a nerf for AGI users who rely on being faster.

Note: haven't tried yet.


I also like the basic idea of it, but I can't imagine any way this could be implemented without having severe backhits, only for the sake of a little bit realism. It doesn't matter how long the time after a hit is or how big the damage is, if you can be hit after you hit the enemy, and you know that, it will change your behaviour. Depending on whether you would be the first or second one to hit.
Title: Re: This double hit business
Post by: Sagar on January 10, 2013, 08:41:30 am
Really great tweak from devs. It is more realistic and I just love when you guys thinking in that way.  :D
Give us more of this. Stamina soon ..... ?
Title: Re: This double hit business
Post by: a_bear_irl on January 10, 2013, 08:45:36 am
as a 30/12 plate wearing bec user, i heartily endorse this change

(not really revert it asap)
Title: Re: This double hit business
Post by: Gnjus on January 10, 2013, 08:46:18 am
Well thats 1 more reason to stay in rageball then. That kinda fucks up the good players... normally the fights was decided by slightly better footwork and timings between good players.... now it seems like the worse player can win aswell.

...or you could just stay on EU3 minding your own business.
(click to show/hide)



Ivani4 will be pleased.

You wanted a Hero - now you got one.  :wink:
(click to show/hide)
Title: Re: This double hit business
Post by: Macropus on January 10, 2013, 08:53:47 am
Why is everyone making so much drama of it? Devs will see it's a bad feature (if it is), and so it will be removed soon. Just have some fun for this period before they revert it back.
Title: Re: This double hit business
Post by: a_bear_irl on January 10, 2013, 09:00:47 am
Right now it's 40ms max and full damage, in the next test update it will be 30ms max and 50% to 65% damage.

cmp this is retarded, like the turn nerf except worse (not in gameplay terms, but in shittyness) all it does is reward spamming and reward str builds. and i'm a spamming str build. even at 50% damage your average 2h/pole str build will out-damage a 1h or even agi 2h. there's no reason not to go absolute max strength with this change in.

don't sit and try to justify it, don't get drawn into your own fucked up justifications about how the change is actually for the better (see: turn nerf), just revert it and move on.
Title: Re: This double hit business
Post by: BADPLAYER_old2 on January 10, 2013, 09:06:17 am
cmp this is retarded, like the turn nerf except worse (not in gameplay terms, but in shittyness) all it does is reward spamming and reward str builds. and i'm a spamming str build. even at 50% damage your average 2h/pole str build will out-damage a 1h or even agi 2h. there's no reason not to go absolute max strength with this change in.

Not to mention if you are using a knockdown weapon..
Title: Re: This double hit business
Post by: Falka on January 10, 2013, 09:14:03 am
I still agree the event is too common but its not that unbalanced as anyone seems to think.
It is unbalanced because it's too common. Since yesterday it happened to my 4 times that both, my opponent and I, died doing swing at the same time.

PS Hm, it happens in each round...  :rolleyes: This feature isn't bad per se, but is definitely too common.
Title: Re: This double hit business
Post by: Gravoth_iii on January 10, 2013, 09:26:35 am
Sounds kinda cool but thinking about it all it does is give str + armour an advantage.. even with tweaking it will still only reward str..
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 09:33:16 am
Seems just like another reason to play on eu_24 instead.
Fixed.
Title: Re: This double hit business
Post by: Kirman on January 10, 2013, 09:39:16 am
It looks really weird when someone fell but still able to hit even kill. Good luck hammer lovers  :P
Title: Re: This double hit business
Post by: Kato on January 10, 2013, 09:55:56 am
There's that, but it's not the only downside to it. It also makes combat less skill based, reduces combat depth, encourages spamming and slows down the game.

sarcasm or not, but this pretty much nailed it.

So whats the advantages apart from being little more realistic?  :rolleyes:
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 09:56:18 am
Wait so this doesn't work when both players are alive ?

It's only a free hit for the one that dies ?



I can see a dozen of reasons why it could be good for the game, putting the emphasis on blocking again, rather than spam being counter to all. But it also heavily advantages people that can take the hits, which is terrible.

I wanted to play civ5 this morning but I guess I'll hop in and see what's going on.


In any case if this stays it's going to change the gameplay a lot.
Title: Re: This double hit business
Post by: Tovi on January 10, 2013, 10:19:31 am
It advantages STR builds and hammers. But as a shielder,it gives me more chances to hit 2H spammers.
Title: Re: This double hit business
Post by: Joseph Porta on January 10, 2013, 10:34:11 am
i like it, gives a realistic feel aka dumbing down but I like it.
Title: Re: This double hit business
Post by: Grumpy_Nic on January 10, 2013, 10:36:08 am
Wait so this doesn't work when both players are alive ?

It's only a free hit for the one that dies ?


Definitely not. When I played yesterday I had a melee fight with a guy shortly after the round started and we damaged each other in the same swing and after that kept fighting each other.
Title: Re: This double hit business
Post by: Zaar on January 10, 2013, 10:39:51 am
I'm kinda inbetween of how I feel about it. I only had it happen like 2 times so all good. I guess if it's too often it could cause some problems.

Just tweak it so it's rare and all is good, imho
Title: Re: This double hit business
Post by: Tydeus on January 10, 2013, 10:40:24 am
Level 33, 21/24, 2 IF, light armor, 2h build. Time to retire.
Title: Re: This double hit business
Post by: Gnjus on January 10, 2013, 10:58:34 am
There are people who would rather constantly complain in the forum under disguise of "balance" than try to adapt to the changes, just because it is easier to rant and make them look like a victim of "nerfing".

Don't know when exactly did you join the party but it's been like this since May 2010.  :wink:
Title: Re: This double hit business
Post by: Falka on January 10, 2013, 11:10:10 am
There are people who would rather constantly complain in the forum under disguise of "balance" than try to adapt to the changes, just because it is easier to rant and make them look like a victim of "nerfing".

I don't think any of my build was nerfed with last change, I just don't like this change.
Title: Re: This double hit business
Post by: Tovi on January 10, 2013, 11:14:46 am
I'm kinda inbetween of how I feel about it. I only had it happen like 2 times so all good. I guess if it's too often it could cause some problems.

Just tweak it so it's rare and all is good, imho

Random sounds good.
Title: Re: This double hit business
Post by: Dalhi on January 10, 2013, 11:25:13 am
Thing is that I don't see any logical reason to punish someone who knows when and from what angle start his attack so it will connect earlier then the oponnent attack, even if it was just lucky spam. From my point of view it's all what it does.
Title: Re: This double hit business
Post by: Fuma Kotaro on January 10, 2013, 11:27:32 am
Srsly I'm already a poor girl running around with that pink/white dress my +1 felt hat and my woolen hose and as weapon I've got a wooden stick and this fuckn change nerfed me to hell with my wooden stick I was able to kill the most enemies in 1v1
even though I had to block sometimes 4 hits in a row of them and now this makes it impossible for me to survive I have to perma block and cant  attack anymore
as well is my class nerfed when I play in full armor (swashbuckler)
srsly remove it or cya crpg I'll get my backpack
Title: Re: This double hit business
Post by: Tovi on January 10, 2013, 11:31:16 am
Srsly I'm already a poor girl running around with that pink/white dress my +1 felt hat and my woolen hose and as weapon I've got a wooden stick and this fuckn change nerfed me to hell with my wooden stick I was able to kill the most enemies in 1v1
even though I had to block sometimes 4 hits in a row of them and now this makes it impossible for me to survive I have to perma block and cant  attack anymore
as well is my class nerfed when I play in full armor (swashbuckler)
srsly remove it or cya crpg I'll get my backpack

War is for real men.
Title: Re: This double hit business
Post by: Fuma Kotaro on January 10, 2013, 11:35:08 am
backpacks are for real crpg players
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 11:41:50 am
Fully agree with fuma. In light of the actual gameplay consequences, this only gives more power to high HP/armor spammers. Which is, you know, kinda not beneficial at all.
Title: Re: This double hit business
Post by: Erzengel on January 10, 2013, 11:44:16 am
So you are saying that it is normal for someone with 0 repair gear to kill a medium armor and good weapons?

If you are the better player, why not?  :P
Title: Re: This double hit business
Post by: Fuma Kotaro on January 10, 2013, 11:49:06 am
So you are saying that it is normal for someone with 0 repair gear to kill a medium armor and good weapons?
Back in the days it was about skill and I had the needed skill to perform fine with an equipment that is a way worse than the one pf your opponent now they can simply spam me to death
and my felt hat has 1 gold repairs so don't tell me I don't have repairs

to your edit you fuckn moron it's the first time I evet wrote sth in the forums because of the patch DON'T COME UP WITH THIS!!!!! It rather seems that you are that little weird kiddo
you tell me to get ashield? FFS I never complained about archery and srsly swashbuckler is at least a class that DOES require skill not like your favored 2hs or archers
Title: Re: This double hit business
Post by: Falka on January 10, 2013, 12:15:22 pm
Basically, you are threatening to leave if they don't buff your stick build or your 1h pro build. You nerfed your own builds first, so I don't think you have a right to complain about recent changes.
Not buff, rather unnerf.

So you are saying that it is normal for someone with 0 repair gear to kill a medium armor and good weapons?
Only reason that someone with a stick can kill better equipped players is the outdated Warband blocking system. If the game was any more advanced, the stick guy would had no chance.

BTW these are the kind of players I was talking about, who cry all the time and threaten to leave if they don't have it their way. Grow up.

p.s. There is no swashbuckling class, get a shield

Pure bullshit, ofc he should win wielding stick if he's better player. And shield doesn't help against this double hit.
Title: Re: This double hit business
Post by: Belatu on January 10, 2013, 12:15:38 pm
I havent try it, but it seems good for me to make crpg a more dangerous place
Title: Re: This double hit business
Post by: Teeth on January 10, 2013, 12:21:05 pm
cmp this is retarded, like the turn nerf except worse (not in gameplay terms, but in shittyness) all it does is reward spamming and reward str builds. and i'm a spamming str build. even at 50% damage your average 2h/pole str build will out-damage a 1h or even agi 2h. there's no reason not to go absolute max strength with this change in.

don't sit and try to justify it, don't get drawn into your own fucked up justifications about how the change is actually for the better (see: turn nerf), just revert it and move on.
This, it's a fuck up, take it like a man and remove it. It shits on the base mechanics of the entire combat system and adds randomness. What is next, a 30% chance of a block not working?

There is no justification and all your attempts at doing so makes me worry about the new game.
Title: Re: This double hit business
Post by: Sagar on January 10, 2013, 12:31:48 pm
Thank you again devs for this feature. More realism is welcome any time.
Hope that stamina is the next one...

This system rewards better equipment players at nice and realistic way. You hit me before - yes, but my hit that coming to you (1ms after) will not magically disappear - you will get that hit without a question.
That is great improvement for realism melee combat.

WHO WILL WIN HERE ???

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Title: Re: This double hit business
Post by: Vodner on January 10, 2013, 12:41:50 pm
Fuck no. Fuma is a good player but when someone with a stick can win most 1 vs 1 duels against a mid-heavy armored opponent, that just tells me that something is terribly wrong with melee system. I welcome any change that nerfs the endless blocking marathon wtih 0 slot weapons.
A 1v1 fight should be determined by which player plays better during that fight. Minute-long blocking matches suck, but hit trading is not a good way to handle that.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 12:42:29 pm
Thank you again devs for this feature. More realism is welcome any time.
Hope that stamina is the next one...

This system rewards better equipment players at nice and realistic way. You hit me before - yes, but my hit that coming to you (1ms after) will not magically disappear - you will get that hit without a question.
That is great improvement for realism melee combat.

WHO WILL WIN HERE ???

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You really DO want everybody to become flamberge wielding plated full STR spammers don't you ?
Title: Re: This double hit business
Post by: Lennu on January 10, 2013, 12:48:21 pm
Well,  this does add a lot more realism. And adapting to this change is quite easy, just rely on your teammates and gang more instead of trusting on your 1v1 timing skills :D that shit is for duel servers anyway.

But I agree that with 40ms these double hits are happening a bit too often. And/or maybe make the damage reduce linearly till it hits 0 at the mark of 40 or 30 ms. This ofc effects a lot on the timecap since most hits will start to glance once they've lost 75% of their damage.
Title: Re: This double hit business
Post by: Berserkadin on January 10, 2013, 12:53:02 pm
To all you tards saying this is good because fellas in worse gear will lose to crutchers in better gear, go to crpg website, delete your account, then unplug your computer, open your window, throw your computer trough it, then yourself, heads first. If your window is close to the ground, find a higher place instead. This aint fucking WoW, so FUCK OFF! Skills > gear, and thats true IRL, a swordmaster with a stick will probably beat a noob with a sword. A nice day to everyone else.
Title: Re: This double hit business
Post by: Kato on January 10, 2013, 12:58:38 pm
I am not against changes in combat flow, actually i like turn rate nerf, because i think it brings more skill to combat (even if most people thinks otherwise), but this change its just plainly stupid,  support ridiculous easy no skill hp - armor crutching.

lol on realism argument - gameplay over realism any time

http://forum.meleegaming.com/realism-discussion/
Title: Re: This double hit business
Post by: Teeth on January 10, 2013, 01:05:43 pm
I sense no balls behind argument

I guess we will never find out for sure because nobody would dare to put their life in danger by fighting a sword guy with a stick, regardless of their skill
Proof, nerf practice sword.
Title: Re: This double hit business
Post by: Ujin on January 10, 2013, 01:09:13 pm
Well,  this does add a lot more realism. And adapting to this change is quite easy, just rely on your teammates and gang more instead of trusting on your 1v1 timing skills :D that shit is for duel servers anyway.

But I agree that with 40ms these double hits are happening a bit too often. And/or maybe make the damage reduce linearly till it hits 0 at the mark of 40 or 30 ms. This ofc effects a lot on the timecap since most hits will start to glance once they've lost 75% of their damage.
Adapt my ass. Here's how i am supposed to adapt as lancer cav for example - AVOID OTHER CAVALRY . Cause a couched lance vs well timed and placed lance thrust attack now results in a double hit. Removes the skill factor even more (i thought that was impossible) from cav fights.
Title: Re: This double hit business
Post by: Ujin on January 10, 2013, 01:14:37 pm
= skill
You fool, that's exactly my point. Before this idiotic change, the thrust attack would've interrupted the couch.
Title: Re: This double hit business
Post by: Joker86 on January 10, 2013, 01:17:02 pm
It is true that good armour should allow people to hit enemies although you got hit first. But this is not to be accomplished by such a system, if anything, only by raising the armour levels, which is what I've been advertising for some time now, although not for that reason.
Title: Re: This double hit business
Post by: Ujin on January 10, 2013, 01:17:48 pm
Are you saying that dueling lancers will ALWAYS end in both players dying? If not, than you need a "well timed and placed lance thrust attack" or a better one.
You're just talking out of your ass now.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 01:21:54 pm
Kulin, I will henceforth adapt my playstyle to this new and, as you make it sound, very interesting change by exclusively playing on my STF alt as a full str mauler in plate. You wanted it, you got it.


I don't blame cmp for forgetting things etc. or even testing new gameplay elements like this. But when everybody says it's bad and even a fool could understand it's bad without even playing, I don't expect it to stay in.

Just like you. You missed to comment the part about lance to arrow comparison.

Probably because it's bullshit ? Balance over realism.
Title: Re: This double hit business
Post by: Akynos on January 10, 2013, 01:27:31 pm
Hehehe...
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 01:32:34 pm
Apparantely cmp is not everbody because he likes it, so do I and so do other people.

Weird you didn't gave any specific name :?

And go ahead with the mauler build, I don't give a shit. Make an archer alt and cav alt while you are there, because those are also some troublesome builds.

I can guarantee you that you won't be playing that mauler build for long, because there is NO best build in cRPG.

Of course there isn't, there are just builds that get buffs they never deserved.

Title: Re: This double hit business
Post by: Erzengel on January 10, 2013, 01:34:28 pm
Don't blame Kulin lobbying for this change. It just fits perfectly the "playstyle" of most of his clanmates...  :rolleyes:
Title: Re: This double hit business
Post by: Sagar on January 10, 2013, 01:38:03 pm
Syrio Forel - god argument from Hollywood movies.
You forget to paste some clips from cheap Kung Fu movie where someone with stick kill whole army of soldiers, there plenty of them at youtube.

But when everybody says it's bad

No just "heroes" QQ here.

For some of us more realism = more fun. Suck it up and play.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 01:40:28 pm
Matter of fact is, this change will force you to play more carefully, but "careful" is a word not enlisted in hero dictionary, so I can understand the rage.

Tapping lmb as quick as possible while running in circles disregarding anything my opponents do is not my definition of "careful".
Title: Re: This double hit business
Post by: bavvoz on January 10, 2013, 01:43:03 pm
Can never be realistic without permanent death, wizards magically putting u back on the field 3 minutes after u died never existed.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 01:52:33 pm
And you did?

Didn't feel like I needed to.

Yes. It is THAT easy to sit on top of the scoreboard in cRPG right now. Please...

Yes it is. A STR platecrutcher with a powerful weapon only needs some luck and a mac mouse to reach the top.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 01:58:16 pm
But you comment how I didn't do it? Just take it to PM if you want to make it personal.

Nobody actually attempted to do this. It is only what you THINK will happen.

Maybe this change isn't drastic enough to generate any significant metagame shift, but it is definetly going in a very wrong direction.
Title: Re: This double hit business
Post by: Grumpy_Nic on January 10, 2013, 02:12:25 pm
you can go STR plate as much as you want, I'll just sacrifice all the points I put in 1h, PS and IF and invest it in xbow, agi, wm and athletics to improve my running away skills. Instead of 1h weapon I'll take a light xbow for quick reloading and a wooden stick to lolblock and run away
Title: Re: This double hit business
Post by: Rebelyell on January 10, 2013, 02:14:19 pm
to all that whine then that makes game less skill based

l2 chamber :P

but other way that just silly, If they want that to stay damange from second hit should be much lower.

And I am not sure if that makes game faster, that really rewards long weapons like geylve GS and others,
Title: Re: This double hit business
Post by: Torben on January 10, 2013, 02:15:00 pm
I put up a thread where I will gather your experiences with the double hits,  so the devs have an overview for the incoming tweeking of it.

http://forum.meleegaming.com/general-discussion/double-hits-a-few-things-to-consider-for-the-next-patch/msg695943/#msg695943
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 04:21:59 pm
Thank you again devs for this feature. More realism is welcome any time.
Hope that stamina is the next one...

This system rewards better equipment players at nice and realistic way. You hit me before - yes, but my hit that coming to you (1ms after) will not magically disappear - you will get that hit without a question.
That is great improvement for realism melee combat.

WHO WILL WIN HERE ???

visitors can't see pics , please register or login

Retarded realism sperg go fuck yourself, from now on horsebumps shall onehit you btw.
Title: Re: This double hit business
Post by: Dezilagel on January 10, 2013, 04:58:08 pm
What the fuck...
Title: Re: This double hit business
Post by: CrazyCracka420 on January 10, 2013, 05:07:49 pm
I'm mixed on this.  Yes it seems like a great advantage for strength heavy chars.  But I can't even count how many times I got hit with a crossbow quarrel in the leg as my lance is extended and was a millisecond from hitting the horse crossbowman and it interrupts me.  If my lance has the inertia and is about to hit your throat, your quarrel in my leg isn't going to stop the lance from severing your neck :P
Title: Re: This double hit business
Post by: Torben on January 10, 2013, 05:08:50 pm
I'm mixed on this.  Yes it seems like a great advantage for strength heavy chars.  But I can't even count how many times I got hit with a crossbow quarrel in the leg as my lance is extended and was a millisecond from hitting the horse crossbowman and it interrupts me.  If my lance has the inertia and is about to hit your throat, your quarrel in my leg isn't going to stop the lance from severing your neck :P

however if you win a lancing duel vs other cav you get hit as well,  which sucks...
Title: Re: This double hit business
Post by: Berserkadin on January 10, 2013, 06:44:10 pm
Oh btw, just another reason to play ranged  :lol: And another reason to kite instead of getting into melee fights  :lol:

And Kulin_Ban, I hereby devote this picture to you. Of course you like this change, you're not really good in melee. You want to be able to beat those fucking people with "skill" that uses worse gear then you!!! Fuck those cunts, because you have better gear you should always win, yeah!

visitors can't see pics , please register or login


(PS, I hope you try to punch yourself in the face)
Title: Re: This double hit business
Post by: Elindor on January 10, 2013, 06:56:59 pm
thread getting too long to read all of it anymore...and very redundant.

one thing i realized though is that in notes about new game the devs said they wanted to make it easier for new/less experienced players to get a footing and be able to do something (something like that)...

this change does give less experienced players a tiny ray of hope against the pro's.

people who are most upset by this would be the ones who can block perfectly all the time....
i wish i was in that group but alas I am proficient at blocking but not near perfection.
Title: Re: This double hit business
Post by: Sagar on January 10, 2013, 07:13:31 pm
Retarded realism sperg go fuck yourself, from now on horsebumps shall onehit you btw.

Thank you for your immature insults on forum. Generally the people are different, and forum is here so we can discus things without insulting each other.
There is no post where Kulin or me insults other players here.


For me - More Realism = More Fun.
Title: Re: This double hit business
Post by: Berserkadin on January 10, 2013, 07:19:02 pm
Thank you for your immature insults on forum. Generally the people are different, and forum is here so we can discus things without insulting each other.
There is no post where Kulin or me insults other players here.


For me - More Realism = More Fun.
Please add starvation if you dont pay food upkeep. Add disease and sickness, if you're unlucky your character may start with a bad stomach, making you move at 50% speed and only doing 50% dmg. If you're really unlucky, you get the black death and just fall down dead at the beginning of the round. REALISM IS SO MUCH FUN!!!
Title: Re: This double hit business
Post by: Dezilagel on January 10, 2013, 07:21:14 pm
For me - More Realism = More Fun.

Then stop playing computer games?

Get out of the basement and you'll get the most realistic experience ever.
Title: Re: This double hit business
Post by: San on January 10, 2013, 07:26:49 pm
To me, this neither fixes nor enhances anything, but rather adds another unnecessary layer of chance. I was rather fond of the person hitting first being rewarded with a stun on the opponent unless it was a terrible swing. Based on what I hear about the tweaks, it seems that the devs have full control over it.. Just confused about the devs' intentions with this.
Title: Re: This double hit business
Post by: Phew on January 10, 2013, 07:34:23 pm
This just encourages more armor, more strength, and more crushthrough, 3 things that already make the game less fun for most people.
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 07:39:37 pm
You forgot to mention that it slows down the game and makes it less skill based.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 07:42:25 pm
No, maybe we should just go out with a big sword and start cutting people down :S

As I was mentioning before on irc, changes towards realism are inevitable in gaming world.

10 years ago, if you suggested aiming down the sights of a weapon, people would tell you to join the army irl. But today, any FPS with crosshair aiming would probably fail.

Not only that, but you are playing a more realistic version of native, and you complain about realism? Seems pretty hypocritical to me.

Realism is pretty wide term and relative to individual perception.

Realism is a means and not the end of a game. Maybe not of all "games" with a wider definition, but in cRPG, and as stated long ago by chadz, balance is valued over realism. And I beleive the quality of the gameplay, which I think is the main factor that attracts people towards Warband and cRPG as an improvement of Warband MP, also is more important than realism. Realism is nice, but first it often goes against fun and balance, second because of all the limitations of this mod, oftentimes an unrealistic solution to a small issue leads to the greater picture being more realistic (e.g. shields giving a forcefield against ranged).


You forgot to mention that it slows down the game and makes it less skill based.

I might want to threaten to demand my money back because of the trolling, but I won't because I wouldn't do it anyway.
Title: Re: This double hit business
Post by: Dezilagel on January 10, 2013, 07:43:18 pm
No, maybe we should just go out with a big sword and start cutting people down :S

I play this game because I like the challenge of playing against other people (more specifically, I like to melee in this game against other people), not to calm the voices in my head telling me to go on a killing spree.

As I was mentioning before on irc, changes towards realism are inevitable in gaming world.

No they are not.

Last time I checked, DayZ is way more popular than vanilla ArmA, and Minecraft's a pretty big success too.

10 years ago, if you suggested aiming down the sights of a weapon, people would tell you to join the army irl. But today, any FPS with crosshair aiming would probably fail.

CS 1.6 is the most played game when me and my friends get together and LAN... There are a lot of really fun old shooters. Serious Sam is still among my personal top 10 fav games.

Not only that, but you are playing a more realistic version of native, and you complain about realism? Seems pretty hypocritical to me.

I didn't start playing C-rpg because it's more realistic (even though I doubt that. Anyway, I don't care), but because it had nerfed archers and more weapons to choose from, plus persistant characters making it easier to develop your own style of play. Hated the grinding from day one though, but what stopped me from playing nearly as much as I did before was the turnrate nerf, and the fact that it's slow as balls.

Realism is pretty wide term and relative to individual perception.

Teacups are full of tea, except when they are not.


Oh, and this change looks like complete bullshit to me.
Title: Re: This double hit business
Post by: Phew on January 10, 2013, 07:47:34 pm
You forgot to mention that it slows down the game and makes it less skill based.

Well, I think it actually speeds up the game since everyone will just be mashing attack as fast as they can. "Less skill based" to me means more "WoW-like", i.e. two players square off and queue up their best attacks, whoever has the best gear wins the fight.

I think everyone wants a more physics-based combat system, but as it relates to animation sweet spots (light, fast weapon=bigger sweet spot, heavy, slow weapon=small sweet spot). The fact that damage interrupts attacks is pretty much the foundation of M&B, and what separates it from MMORPGs.
Title: Re: This double hit business
Post by: Berserkadin on January 10, 2013, 07:50:35 pm
So when will you be adding classes? I want to be a paladin, or maybe a druid!
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 07:59:17 pm
Well, I think it actually speeds up the game since everyone will just be mashing attack as fast as they can. "Less skill based" to me means more "WoW-like", i.e. two players square off and queue up their best attacks, whoever has the best gear wins the fight.

That was sarcasm. It's easy to say that this change favors armor, strength and crushthrough (because you survive more and hit harder), but you forget that armor lowers your effective weapon proficiency, high strength means that you have lower weapon proficiency and crushthrough weapons are slow. The "second" hit isn't that useful if you are too slow to pull it off.
Title: Re: This double hit business
Post by: TurmoilTom on January 10, 2013, 08:00:25 pm
So when will you be adding classes? I want to be a paladin, or maybe a druid!

Paladins are recruiting! Join Paladins today! (http://forum.meleegaming.com/faction-halls/%28paladin_%29-the-paladins-heaven-for-climate-hell-for-company-%28recruiting%29/)
Title: Re: This double hit business
Post by: BADPLAYER_old2 on January 10, 2013, 08:16:01 pm
That was sarcasm. It's easy to say that this change favors armor, strength and crushthrough (because you survive more and hit harder), but you forget that armor lowers your effective weapon proficiency, high strength means that you have lower weapon proficiency and crushthrough weapons are slow. The "second" hit isn't that useful if you are too slow to pull it off.

You haven't played this game in a long time and it shows.
Title: Re: This double hit business
Post by: Leshma on January 10, 2013, 08:17:05 pm
That was sarcasm. It's easy to say that this change favors armor, strength and crushthrough (because you survive more and hit harder), but you forget that armor lowers your effective weapon proficiency, high strength means that you have lower weapon proficiency and crushthrough weapons are slow. The "second" hit isn't that useful if you are too slow to pull it off.

Great Maul is among the easiest weapons to use in this game, even with my 30 armor. It's not slow if you know how and when to use it.
Title: Re: This double hit business
Post by: Dezilagel on January 10, 2013, 08:19:36 pm
Try using it against someone like Hetman or Quatal of the Greys. You won't do shit because of how much they will spam your every attack with 1h.

There's this new thing called "sideswings" that I've heard of...
Title: Re: This double hit business
Post by: Blueberry Muffin on January 10, 2013, 08:19:54 pm
Gameplay>Realism.

That is all.
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 08:20:15 pm
You haven't played this game in a long time and it shows.

What is the attack speed difference in ms between a player with 130WPF and a 90 speed weapon and a player with 175WPF and a 96 speed weapon (assuming 2h right swing)?

Gameplay>Realism.

That is all.

I agree. That's why this change is good.
Title: Re: This double hit business
Post by: BADPLAYER_old2 on January 10, 2013, 08:22:30 pm
What is the attack speed difference in ms between a player with 130WPF and a 90 speed weapon and a player with 175WPF and a 96 speed weapon (assuming 2h right swing)?

Yeah theorycrafting balance doesn't work and thats why this, the turning change ect are all bad.

Play the game or get someone else who does to do changes, instead of the theorycraftings of someone mediocre at the game.
Title: Re: This double hit business
Post by: Leshma on January 10, 2013, 08:23:40 pm
Quote
Try using it against someone like Hetman or Quatal of the Greys. You won't do shit because of how much they will spam your every attack with 1h.

They are the only ones pose a treat to maulers. But with some proper footwork you can avoid range of their left swing spam and hit them after, killing them or knocking them down. And they are threat only to me, because I don't wear head armor. If I had some plate helmet they would die most of the time.

Out of all strength crutchers you can see on servers, only Butan is skilled because he chambers often and knows when to strike to avoid blocks. Dudes like Skono and b0nk are literally crutching on gear, they are average melee fighters at best. Butan is deadly even in light armor, Skono and b0nk aren't.
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 08:26:02 pm
LOL :D You haven't played mauler too much, have you?
Even with my 1h morningstar alt (slower than gmaul) with 0ath the average grey with a scimitar and a shield couldn't spam me.
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 08:27:21 pm
They are the only ones pose a treat to maulers. But with some proper footwork you can avoid range of their left swing spam and hit them after, killing them or knocking them down. And they are threat only to me, because I don't wear head armor. If I had some plate helmet they would die most of the time.

Out of all strength crutchers you can see on servers, only Butan is skilled because he chambers often and knows when to strike to avoid blocks. Dudes like Skono and b0nk are literally crutching on gear, they are average melee fighters at best. Butan is deadly even in light armor, Skono and b0nk aren't.
Haven't seen b0nk enough to judge but Skono is quite decent.
I am Batman.
Pro tip: You have insane retarded 2h sideswing anims and a shitload of blunt dmg, sideswing and you cannot be spammed if you got the least bit of skill.
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 08:27:54 pm
Yeah theorycrafting balance doesn't work and thats why this, the turning change ect are all bad.

Play the game or get someone else who does to do changes, instead of the theorycraftings of someone mediocre at the game.

Just answer the question.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 08:31:13 pm
That was sarcasm. It's easy to say that this change favors armor, strength and crushthrough (because you survive more and hit harder), but you forget that armor lowers your effective weapon proficiency, high strength means that you have lower weapon proficiency and crushthrough weapons are slow. The "second" hit isn't that useful if you are too slow to pull it off.

I plused because that's a nice and well commented response. But I still don't think it is a good change in any way. If lancer duels become more trivial, cav will focus even more on inf, generating more cav qq. Also weapon speed is the least important stat, length compensates speed any day on side swings, by making the tip of the weapon travel in fact much faster than with short and fast weapons. Also add turning into swings and phasing through player models. In fact I never interrupt maulers or, god forbid, hiltslashers by a very long shot, sometimes I'm even confused, because it really looked like I was hit first on my screen.


Just answer the question.


Depends on how much moving around and turning into swings those people do. Depends if you mean both hold and release at the same time or both tap. Depends on the length of the weapons and distance between the players at the instant of the impact.
Title: Re: This double hit business
Post by: a_bear_irl on January 10, 2013, 08:35:19 pm
Just answer the question.

this is your problem, CMP, you guys keep 90% of the numbers close to the chest so you're the only person in the thread who could answer that. but numbers don't really matter, the problem is you theorycrafting based on numbers when you don't even play the game, dude. you're assuming only super pro agi players would take advantage of this, in the "real world" the only people who really benefit are str builds - ordinarily if they get outplayed/outswung they'd just take a hit, now if they're banking on an outswing, ssometimes even when they screw it up they'll get a free hit in.
Title: Re: This double hit business
Post by: Teeth on January 10, 2013, 08:40:24 pm
That was sarcasm. It's easy to say that this change favors armor, strength and crushthrough (because you survive more and hit harder), but you forget that armor lowers your effective weapon proficiency, high strength means that you have lower weapon proficiency and crushthrough weapons are slow. The "second" hit isn't that useful if you are too slow to pull it off.
This is not true. After they block they will often try to overhead you, due to crushthrough your options are either to spam and interrupt them or to avoid their hit altogether. Going with spamming is pretty reliable, but it does involve hitting just a little before their hit will land. Which with this brilliant change could mean that his 40b still knocks you in the face due to not actually interrupting him.

Besides that, with outranging and group fighting situations you are not always in a 1 vs 1 regular block-hit pattern. Which means these double hits occur regardless of the speed of the user and it does not necessarily have to be a spam attempt. Now if I get fucked over by this with 40 body armour fighting someone with 9 ps and a 46 cut weapon, yeah one could say it favours strength. The other way around wouldn't really worry the guy. You can't trust your interrupting anymore and random hits have always been bad for agi builds.

The attack speed difference is irrelevant because we are not talking about 1 vs 1 situations exclusively, you don't have to be fast to hit within 40 ms of your opponent. Happens all the time to everyone, it just fucks over agi builds. Which I already said but I wanted to get this clear.
Title: Re: This double hit business
Post by: cmp on January 10, 2013, 08:45:57 pm
this is your problem, CMP, you guys keep 90% of the numbers close to the chest so you're the only person in the thread who could answer that. but numbers don't really matter, the problem is you theorycrafting based on numbers when you don't even play the game, dude. you're assuming only super pro agi players would take advantage of this, in the "real world" the only people who really benefit are str builds - ordinarily if they get outplayed/outswung they'd just take a hit, now if they're banking on an outswing, ssometimes even when they screw it up they'll get a free hit in.

How is a STR player taking advantage of this when his attack animation is slower than yours plus the entire double hit window? Are you trying to hit him long after he started his attack and you expect that to work? Is he turning into his swing at the right time and you aren't?
What if maybe you were just outplayed?

This is not true. After they block they will often try to overhead you, due to crushthrough your options are either to spam and interrupt them or to avoid their hit altogether. Going with spamming is pretty reliable, but it does involve hitting just a little before their hit will land. Which with this brilliant change could mean that his 40b still knocks you in the face due to not actually interrupting him.

Try this on EU1.
Title: Re: This double hit business
Post by: BADPLAYER_old2 on January 10, 2013, 08:51:16 pm
How is a STR player taking advantage of this when his attack animation is slower than yours plus the entire double hit window? Are you trying to hit him long after he started his attack and you expect that to work? Is he turning into his swing at the right time and you aren't?
What if maybe you were just outplayed?

Are you intentionally acting like an idiot to troll or?
Title: Re: This double hit business
Post by: a_bear_irl on January 10, 2013, 08:51:57 pm
How is a STR player taking advantage of this when his attack animation is slower than yours plus the entire double hit window? Are you trying to hit him long after he started his attack and you expect that to work? Is he turning into his swing at the right time and you aren't?
What if maybe you were just outplayed?

exactly how many years has it been since you've played this game cmp
Title: Re: This double hit business
Post by: oprah_winfrey on January 10, 2013, 08:52:33 pm
How is a STR player taking advantage of this when his attack animation is slower than yours plus the entire double hit window? Are you trying to hit him long after he started his attack and you expect that to work? Is he turning into his swing at the right time and you aren't?
What if maybe you were just outplayed?

Most players, whether they be str crutchers or agi crutchers have about the same wpf, since WM is shit. So won't they swing at the same speed?
Title: Re: This double hit business
Post by: Phew on January 10, 2013, 08:55:29 pm
Depends on how much moving around and turning into swings those people do.

QFT. I get double-hit by 96 speed miaodaos WAY more often than scimitars or steel picks or quarterstaves (faster weapons, but that can't benefit from absurd 2h sideswing animations). Weapon speed stat is largely irrelevant, especially with 2h, since you can do the silly hiltslash squaredance to make every swing hit before the animation even starts.

In the real world, you want to swing at stuff in front of you (tennis/golf/baseball/you name it), not way off behind your shoulder like crpg encourages. Physics dictates as much.

If this latest change was intended to bring more physics into gameplay, fine, then lets also add physics into the sweet spot mechanics, which would actually improve the game. There's nothing that ruins the epicness of the game more than watching 2h heroes running around with their backs to their enemies just so their swings land faster.
Title: Re: This double hit business
Post by: Kato on January 10, 2013, 08:58:26 pm
Its sad, it looks like chadz team going on the way of fatshark failed team :(, they have similar great ideas about combat mechanics and we know how they end, their game is less played then Mount and Blade: With fire and sword

Taleworlds are only that done in right first time i hope that they can repeat it and improve.

My expectation about M:BG are now way lower.
Title: Re: This double hit business
Post by: Kafein on January 10, 2013, 09:01:12 pm
This isn't about M:BG. Just saying.
Title: Re: This double hit business
Post by: Falka on January 10, 2013, 09:01:38 pm
Leaving aside the str build issues, if in my turn, after blocking my opponents hit, I make swing with nordic sword which kills that guy and despite of that I still got hit, it's plainly wrong. I'm punished for doing good and winning duel. I don't get it how it's good for gameplay.   

How is a STR player taking advantage of this when his attack animation is slower than yours plus the entire double hit window? Are you trying to hit him long after he started his attack and you expect that to work? Is he turning into his swing at the right time and you aren't?
What if maybe you were just outplayed?
Outplayed by hitting str player first...

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Title: Re: This double hit business
Post by: Gurnisson on January 10, 2013, 09:09:33 pm
cmp, do you think it's good that both players take damage when one player times their attack better than the other? Try being hoplite/spearman or lancer when they charge eachother, or lancer vs. lancer. I find it ridiculous that one of the more exciting challenges in the game, which result is always defined within a very small timing window, now get's both of the players damaged. Yes, I know that there's reduced damage for the player who gets hit last (now), but if you don't make any mistake, why should you take damage, or even die because of it? It promotes backstabbing cavalry yet again (like the reduced lance angle), and I guess it might promote longer spears like pike/long spear instead of war spears/forks, which (other) people complains dumb down the melee part of the game.

As for the rest of the melee part, I've yet to experience a lot of it and won't bring any complaining or praise for that (yet), since my appearances on EU1 stopped when what I mentioned above happened. One-shot by people I outreach. :(
Title: Re: This double hit business
Post by: Kato on January 10, 2013, 09:13:27 pm
This isn't about M:BG. Just saying.

Its about how devs thinks about combat mechanics.

And this break (not matter how much) basic rule of combat that make warband so successful. And its great rule, at least for this engine.
Title: Re: This double hit business
Post by: Akryn on January 10, 2013, 09:19:35 pm
EU1 server rest. What was changed this time?
Title: Re: This double hit business
Post by: Falka on January 10, 2013, 09:22:26 pm
cmp, do you think it's good that both players take damage when one player times their attack better than the other?

It's kinda hilarious that currently you not only have to be better than your opponent and hit him first, you have to be much better, otherwise you can lose and die because the other guy had more hp/str/ps... Though you were better  :rolleyes:

Its about how devs thinks about combat mechanics.

I'm happy for devs that they didn't implement this feature before 6th...
Title: Re: This double hit business
Post by: Butan on January 10, 2013, 09:22:42 pm
Dont wonder why the devs dont give patchnote or directly discuss with the playerbase when they get flamed and insulted like this each time the game is changed a little bit  :|
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 10, 2013, 09:25:14 pm
Dont wonder why the devs dont give patchnote or directly discuss with the playerbase when they get flamed and insulted like this each time the game is changed a little bit  :|
This is a little bit for you, it's a huge bit for people with lower armor ratings and agi builds, but eh, fuck, I barely ever set foot into the cesspit known as EU_1 so I'm fine.
Title: Re: This double hit business
Post by: Tore on January 10, 2013, 09:25:45 pm
mod is dead nazi swastika
Title: Re: This double hit business
Post by: SixThumbs on January 10, 2013, 09:28:12 pm
I'm just left scratching my head sometimes when the devs talk about mechanics with no skill ceiling and then continually make changes like this.
Title: Re: This double hit business
Post by: Oberyn on January 10, 2013, 09:35:19 pm
Horrible change as far as lancer cav goes, the time window between getting hit and hitting was always very small, this means charging aware infantry has become almost prohibitively dangerous, even lone isolated ones. 2h inf? The arabian horse is made out of glass and one good 2h thrust means death, which you could avoid by stabbing them first. This is no longer the case. The effect on cav vs cav fighting has already been mentioned by a few others, and I'd tend to agree with most of it.
Title: Re: This double hit business
Post by: Osiris on January 10, 2013, 09:49:40 pm
not to mention the fact that lancing or couching someone rarely kills them :D i can only play lancer on NA1 now.
my shielder char keeps dying to being hit after i hit and my pole arm char gets shot to hell. think its siege and na1 from now on :(
Title: Re: This double hit business
Post by: ROHYPNOL on January 10, 2013, 09:59:50 pm
IF you even care to hear a response from someone that has not played this system yet.. and/or i hope not to.. I think that doing this change is taking away from an already great melee system.. by doing this it only makes the game easier for less skilled players.. this is going to make people just want to spam even more IMO.. I do understand that making changes is good just to test them out.. but sir i must tell you this is probably a bad one

not to mention the fact that lancing or couching someone rarely kills them :D i can only play lancer on NA1 now.
my shielder char keeps dying to being hit after i hit and my pole arm char gets shot to hell. think its siege and na1 from now on :(
Btw I agree that this probably makes lancing really funny.. Hit them and they still destory  you because normally its so close anyway
Title: Re: This double hit business
Post by: Rumblood on January 10, 2013, 10:01:43 pm
This is a dispicable nerf to skill... Being just a tad faster, having slightly better footwork so your hit lands first... Totally useless now since you'll get hit now anyway  :(

I thought this was just some WSE2 lag or something, but I guess it was intended?

Str +Plate Armor + Max IF ftw?
Title: Re: This double hit business
Post by: Osiris on January 10, 2013, 10:07:02 pm
btw stop with the realism bs :D yes the two lances wouldn't stop moving but you can do this crazy thing called blocking with a shield while you attack ^^ without that its just suicide to lance another lancer
Title: Re: This double hit business
Post by: Grumbs on January 10, 2013, 10:36:55 pm
I'm not really sure what I think yet, need more time to adapt and see how it changes gameplay. For things like this though it would be good to see early on what the dev's intention is with the feature. If people can see the reasoning behind it they might be more supportive, even if the feature doesn't end up working out as intended.

I'll take any communicate we can get from devs though, just saying if theres an overall plan for a feature, why not just put it out there in plain english and avoid the hostility with people trying to argue a point without even knowing what the main goal is for the feature. Is it to speed up combat? Make it more skillful? It which ways (i'm not saying it doesn't just saying more clear communication would go a long way to reducing hostility from people).

Title: Re: This double hit business
Post by: Gnjus on January 10, 2013, 10:59:26 pm
btw stop with the realism bs :D

The most interesting fact is that you and like hundreds of other Einsteins who keep saying things like "screw realism" & "balance > realism" keep playing this exact game precisely because its as close to realistic medieval combat simulation as it gets. Yes, its engine is limited (is it Taleworlds fault that none of these "Indies" could do any better during the last 2-3 years and they all think they can do it on their own, without taking the best of Warband and expanding/improving it but they rather make completely new pieces of crap) and there is tons of things in this game you could question (which will hopefully get "fixed" with this new project that you're all so eager about) but its the best there is atm: no elves, no magic, no fantasy bullshit in its core. Try denying that fact and I'll (without a shred of remorse) call every single one of you a moron, which you undoubtedly will turn out to be. Just saying.  :wink:
Title: Re: This double hit business
Post by: Elindor on January 10, 2013, 10:59:48 pm
If people can see the reasoning behind it they might be more supportive, even if the feature doesn't end up working out as intended.

I agree with this.
Title: Re: This double hit business
Post by: Shik on January 10, 2013, 11:16:32 pm
Its an accidental feature deemed to have potential testing value. Generally the goal is to give at least a week before conclusions are reached. Personally I don't care for it, but who knows, it might have some merit.
Title: Re: This double hit business
Post by: Mlekce on January 10, 2013, 11:24:23 pm
i like this thing. There will be no more infinite spam .
If you like to spam and bump slash be prepared for some consequences. This will also affect lancers a lot. 

(click to show/hide)
Title: Re: This double hit business
Post by: CrazyCracka420 on January 10, 2013, 11:24:55 pm
Welcome to NA1 Osiris, we will enjoy using you for practice  :mrgreen:

Also I agree with Rohypnol's post. 

You guys CAN show a little class while disagreeing with a gameplay implementation.  Note your issues, and move along.  Don't gotta talk shit about devs who are trying to do positive things with a game we all love.

I've disagreed with quite a few changes, I state my peace and move on.  I get why the dev's get a little pissy about people shitting on their ideas.  And I've been in the other boat too, getting trolled by dev's who didn't like me criticisms and I didn't handle it very well, but at the end of the day they're doing what they think is best, and if it turns out to be a bad thing, they'll remove it.
Title: Re: This double hit business
Post by: WITCHCRAFT on January 10, 2013, 11:31:38 pm
This happens all the time when a cav lands a killing blow on me. I know they hit first, and I know I'm dead, but i can hear the slash as I hit them/their horse. Haven't gotten any post-mortem kills, though.
Title: Re: This double hit business
Post by: Leshma on January 10, 2013, 11:41:43 pm
Its an accidental feature deemed to have potential testing value. Generally the goal is to give at least a week before conclusions are reached. Personally I don't care for it, but who knows, it might have some merit.

How about you increase lance attack radius as next "accidental" feature so we can do some "live" testing? Or maybe wider radius for one handed overhead? Why you never "accedentaly" implement something this community ask for?
Title: Re: This double hit business
Post by: Osiris on January 10, 2013, 11:56:54 pm
The most interesting fact is that you and like hundreds of other Einsteins who keep saying things like "screw realism" & "balance > realism" keep playing this exact game precisely because its as close to realistic medieval combat simulation as it gets. Yes, its engine is limited (is it Taleworlds fault that none of these "Indies" could do any better during the last 2-3 years and they all think they can do it on their own, without taking the best of Warband and expanding/improving it but they rather make completely new pieces of crap) and there is tons of things in this game you could question (which will hopefully get "fixed" with this new project that you're all so eager about) but its the best there is atm: no elves, no magic, no fantasy bullshit in its core. Try denying that fact and I'll (without a shred of remorse) call every single one of you a moron, which you undoubtedly will turn out to be. Just saying.  :wink:



Yes i like it because it has fun combat and no fantasy shit. but you cannot use the realism argument for hits hitting after the guy has died when you cannot attack and block with a shield at the same time. Lancing is in no way realistic when i cant block with my shield and i cant kill an archer with one hit to the head. sure its a little more realistic then most games but balance is always more important




ps dont forget realism would kill every katana using agi my old friend and most of the other weapons in the game too, we would all use plate and poleaxe/blunt weapons or ride on horseback with a lance!
Title: Re: This double hit business
Post by: Leshma on January 11, 2013, 12:12:46 am
cmp, I would to inform you that you actually buffed us who hold attacks forever :P

Before, if I don't release my held attack on time it would be wasted effort. Now, thanks to recent change my attack always go through. It's a shame I didn't use training lessons to make that 42/3 build. Combined with chambered attacks, that could be machine of doom.
Title: Re: This double hit business
Post by: Vodner on January 11, 2013, 04:11:58 am
The most interesting fact is that you and like hundreds of other Einsteins who keep saying things like "screw realism" & "balance > realism" keep playing this exact game precisely because its as close to realistic medieval combat simulation as it gets. Yes, its engine is limited (is it Taleworlds fault that none of these "Indies" could do any better during the last 2-3 years and they all think they can do it on their own, without taking the best of Warband and expanding/improving it but they rather make completely new pieces of crap) and there is tons of things in this game you could question (which will hopefully get "fixed" with this new project that you're all so eager about) but its the best there is atm: no elves, no magic, no fantasy bullshit in its core. Try denying that fact and I'll (without a shred of remorse) call every single one of you a moron, which you undoubtedly will turn out to be. Just saying.  :wink:
I play the game for the melee mechanics. Personally I could not care less if we are wielding swords and bows or light sabers and laser guns. At any rate, Warband is about as much of a simulation as Ace Combat is.
Title: Re: This double hit business
Post by: Blackbow on January 11, 2013, 06:33:52 am
an other ninja patch from devs
no comunication
somethime i think they take us for sheeps
Title: Re: This double hit business
Post by: Dooz on January 11, 2013, 06:36:53 am
an other ninja patch from devs
no comunication
somethime i think they take us for sheeps

As opposed to, what? Are you the shepherd? Are you the wolf? Sheep is best you can hope for. We're already guinea pigs.
Title: Re: This double hit business
Post by: Blackbow on January 11, 2013, 07:15:57 am
7h00
nobody on crpg, 2 day ago before this double hit shit
we were 20 ppl on eu1

Title: Re: This double hit business
Post by: Gnjus on January 11, 2013, 08:46:26 am
Personally I could not care less if we are wielding swords and bows or light sabers and laser guns.

Riveting tale chap, with one small detail you forgot to mention: I don't think even you believe in the pile of crap that you just wrote. If we were fantasy/futuristic weapons instead of current ones none of us would be playing it for more then a month.  Yes, some of the current weapons/situations might be called fantasy but its due to limitations/Fasader/Urist/Shik and not because it was intended. :wink:
Title: Re: This double hit business
Post by: Vodner on January 11, 2013, 08:49:12 am
Quote
Riveting tale chap, with one small detail you forgot to mention: I don't think even you believe in the pile of crap that you just wrote
I played SWJK:JA (which was also quite popular for a long time) for ages before I got into Warband. Medieval, futuristic, modern day, or stick figures - I don't care. The setting is just window dressing for the mechanics.
Title: Re: This double hit business
Post by: Gnjus on January 11, 2013, 08:57:25 am
I played SWJK:JA (which was also quite popular for a long time) for ages before I got into Warband. Medieval, futuristic, modern day, or stick figures - I don't care. The setting is just window dressing for the mechanics.

Good for ya, lad. Maybe now would be a good time to return to that awesome game as things around here are starting to look bad for you realism haters: they're trying to implement some inertia and shit like that, would you believe it.  :shock:
Title: Re: This double hit business
Post by: Zaar on January 11, 2013, 09:12:08 am
..no magic, no fantasy bullshit in its core...

Don't dis the magic, bro  :twisted: :mrgreen:
Title: Re: This double hit business
Post by: Kafein on January 11, 2013, 11:06:45 am
It's a shame I didn't use training lessons to make that 42/3 build.

Do. It.

I mean not very long ago I roleplayed a mentally challenged knight in nearly max armor and a 30/9 build with my STF and I scored first of my team in siege about half the time. Not as much in battle as spam just won't work against archers and cav. But in siege, good lord.
Title: Re: This double hit business
Post by: Teeth on January 11, 2013, 11:46:03 am
Is it just me or this community's feedback consists of demanding while having zero respect towards developers for they are doing?

The demanding and hate has especially become noticeable after the recent investment plan worked out. I guess people think that, by investing money into the next game, they also get to dictate development of cRPG and judge behavior or developers. This is hardly a way of "A gentleman and a Scholar".

Well, I am glad I am not on the elitist bandwagon that will inevitably ruin this mod by trying to judge every change only trough "best crpg players" perspective. I am also glad I got to see how mod development worked in oldschool days where every new feature for your favorite game was greeted with a smile(out of respect, because without developers, you could not change anything yourself), and where people actually tried something out for a couple of day instead of instantly writing off what they THINK is bad.
Now if cmp would try this a couple of days he would come to the conclusion it's bad, sadly he barely plays the game. Which means we have to try it for him. If he doesn't take the criticism seriously of an entire community except you and Sagar, then the dev's attitude is a lot more worrying than the community's. Zero respect for the community.
Title: Re: This double hit business
Post by: Dalhi on January 11, 2013, 11:50:59 am
People will appreciate improvments in combat system, that's for sure. Unfortunatly sharing hits is not an improvement and I don't see how one could even consider  this as a step forward.
Title: Re: This double hit business
Post by: Kafein on January 11, 2013, 11:54:16 am
Is it just me or this community's feedback consists of demanding while having zero respect towards developers for they are doing?

The demanding and hate has especially become noticeable after the recent investment plan worked out. I guess people think that, by investing money into the next game, they also get to dictate development of cRPG and judge behavior or developers. This is hardly a way of "A gentleman and a Scholar".

Well, I am glad I am not on the elitist bandwagon that will inevitably ruin this mod by trying to judge every change only trough "best crpg players" perspective. I am also glad I got to see how mod development worked in oldschool days where every new feature for your favorite game was greeted with a smile(out of respect, because without developers, you could not change anything yourself), and where people actually tried something out for a couple of day instead of instantly writing off what they THINK is bad.

But of course, this community is horrible. We criticize the dev team for everything immediately without discriminating. I mean everytime they try to add armors we create 5 threads saying those armors don't fit in the time period of cRPG. We also said "no it's crap" back when Ozin literally created rageball from scratch and each time Paul improved it. Same thing with DTV or even Stronghold and adding CtF. For cRPG players, all changes are bad. That's what you are saying ? What you are implying is that we just don't try to analyse and project what the effects of whatever change happened are going to be ? I mean it's very clear we are disgrateful of every single thing the dev team has done.


It's not like that and you know it pretty well. The oldmy old friends are the ones that are the most vocal about gameplay tweaks they think are bad because they suppose having sufficient knowledge of the gameplay to know what the consequences will be. All the fuzz about this particular (and honestly, minor) issue is only greater because 1) It's nearly as popular as the turn rate nerf right now, and the turn rate nerf is still in despite everything that has been said about it, and that the "test period" has long finished. 2) cmp trolled with his first response on the topic, yet the donkey crew is expected to become more serious about community feedback in the future. I mean this is literally written on the M:BG page. Most of these people complaining love the game and would hate to see it become less good than it is, that is why reactions can go full retard even with minor issues.

Right now if I had to name two issues with gameplay elements that were added to cRPG, I would say : 1) turn rate 2) double hits. Those two are for me "fully bad" changes, that is, they don't bring anything good and it's not a matter of weighting the different effects. I don't really like the armor soak/reduce changes either but that one has upsides.
Title: Re: This double hit business
Post by: Falka on January 11, 2013, 11:55:09 am
I am also glad I got to see how mod development worked in oldschool days where every new feature for your favorite game was greeted with a smile(out of respect, because without developers, you could not change anything yourself), and where people actually tried something out for a couple of day instead of instantly writing off what they THINK is bad.

Are you talking about development of cRPG? I don't know since when you're here but believe me, slot & upkeep patch wasn't "greeted with a smile". Current discussion is nothing in comparison to shitstorm which that patch brought on.
Title: Re: This double hit business
Post by: Kafein on January 11, 2013, 12:02:27 pm
Are you talking about development of cRPG? I don't know since when you're here but believe me, slot & upkeep patch wasn't "greeted with a smile". Current discussion is nothing in comparison to shitstorm which that patch brought on.

Remove upkeep, more grind ! Never forget 2010 !

I like everything about slots though. And I got over my nostalgia of 2010 cRPG.

What I meant was the changes to game mechanics, I would've thought that it was implied since 20 pages are about game mechanics, not about models. But, being vicious you are, you took the opportunity to point out how I am talking about EVERY CHANGE IN WHOLE CRPG. Again, very gentlemanly of you. "A snake and a scholar", more appropriate term.

Fair enough.

Still, I like slots.
Title: Re: This double hit business
Post by: Gnjus on January 11, 2013, 12:20:05 pm
Is it just me or this community's feedback consists of demanding while having zero respect towards developers for they are doing?

The demanding and hate has especially become noticeable after the recent investment plan worked out. I guess people think that, by investing money into the next game, they also get to dictate development of cRPG and judge behavior or developers. This is hardly a way of "A gentleman and a Scholar".

Well, I am glad I am not on the elitist bandwagon that will inevitably ruin this mod by trying to judge every change only trough "best crpg players" perspective. I am also glad I got to see how mod development worked in oldschool days where every new feature for your favorite game was greeted with a smile(out of respect, because without developers, you could not change anything yourself), and where people actually tried something out for a couple of day instead of instantly writing off what they THINK is bad.

You're starting to sound like Leshma........don't go there brother.
Title: Re: This double hit business
Post by: Falka on January 11, 2013, 12:23:36 pm
Remove upkeep, more grind ! Never forget 2010 !

I like everything about slots though. And I got over my nostalgia of 2010 cRPG.

I love slots and upkeep, best patch ever!  :wink:
Title: Re: This double hit business
Post by: Tennenoth on January 11, 2013, 01:50:08 pm
Having watched gameplay, having had it happen to me as well and just the general silliness of when it happens.

It's a-load-a rubbish.

Makes totally no sense gameplay wise, rewards... nothing and penalises a lot of things!
Title: Re: This double hit business
Post by: rustyspoon on January 11, 2013, 01:55:56 pm
This change is...not good.

In all of my builds, I rarely take IF. I also like to use light armor. I find it fun to move really fast and to die in a couple hits. My entire playstyle revolves around me trying to not get hit ever as any hit is a HUGE detriment. The average player kills me in 2 hits. (3 or 4 for a 1-hander).  I usually average around 4-5 hits to kill someone in medium armor. I LIKE playing that way.

I play very aggressively and try to get in hits wherever I can. I use footwork and speed to break the block/attack rhythm of my opponent.  Glancing is one of the most horrible things that can happen to me because the other person's attack won't be interrupted.

If this change were to go through, it would invalidate my entire playstyle. I myself would have to go back to the block/attack rhythm because I couldn't take the risk of a single attack going through. Usually whenever I'm hit by a polearm or 2-hander it takes 65-75% of my health in one hit. Some people on NA can even 1-shot me with a side swing. Now, even if their damage was reduced by 50% on that non-interrupted swing, it would still take off about 32-37% of my health. Just taking 3 hits like that means I'm guaranteed to be dead.

Let's reverse the roles. Say I'm swinging and my opponent gets his swing in first. Mine still hits. However as the damage on mine is reduced by about 50%, I can pretty much guarantee that mine will glance.

If this change were to happen, any intelligent person would know that the best way to beat me would be to never stop swinging as I would lose every time. My only hope would be to chamber every single attack that is brought against me and I kind of find that to be a bit unreasonable.

In games, gameplay always trumps realism. Realism in games only belongs when it enhances gameplay. All this change would do is benefit playstyles that already have a lot stacked in their favor.
Title: Re: This double hit business
Post by: The_Bloody_Nine on January 11, 2013, 02:24:15 pm
I think Kulin has good points, though I didn't read the whole discussion.

back to topic: It is horrible. Like Rusty said, but not only for your playstyle. There are so few but very risky ways to break through the block/hit rythm. If you took the risk before the change you either did it wrong or right and your enemy could react accordingly wrong or right. Now you just don't really know what happened, often it is hard to tell who was hitting first and it doesn't even matter anymore because both are fucked, there is no wrong or right behaviour in certain situations. So basically it added a big random factor to the combat.
Title: Re: This double hit business
Post by: NuberT on January 11, 2013, 03:10:51 pm
I still like it and I have 0 IF on lvl 34.
Title: Re: This double hit business
Post by: Joseph Porta on January 11, 2013, 03:20:07 pm
No upkeep? Old players playing heavy loomed armor whilst new players are getting smacked? Atleast from what i've heard making money enough for say a milanese plate would take ages. And then 6 months later those players wouldve ran around in heavy armor without any reason to put it off besides eastethic wise..
It would be an armor stacking fest, archers will get buffed because of the higher average armor thus making lower armor bad and not viable.

Gay
Title: Re: This double hit business
Post by: Butan on January 11, 2013, 04:21:18 pm
No upkeep? [...]It would be an armor stacking fest.

Dont forget to take into consideration that heirlooms + marketplace + armoury / bank clan + good old begging for gold my lord = most players that wants to play heavy armor, already play heavy armor.

Only the clanless, not retiring, not grinding at all, w/o friends do not have the option to... so even if upkeep was removed completely, you would only see a very small % of them trying heavy plate build for real, and most of them would be only to troll a server an evening or two a week. Sorry but I never bough the "heavy armored dudes will be everywhere" conspiracy theory as a good argument in favor of upkeep. I was there playing before upkeep was in, and except a handful of players specialized in plated charger+steel shield+milanese plate, the heavily armored population didnt get hit hard. WPF weight and moving speed was and always will be why there is not much of the playerbase choosing this path.

IMO upkeep plays a role only into forbidding items stack in combination of slot systems (like say, heavy armor set + crossbow; or for an archer, number of arrows; or for a cavalry, medium/heavy armor with a armoured/manoeuvrable horse), but it will not totally replace the gameplay mechanics penalties applying to a certain playstyle, related to whether or not you will choose such or such build/class.
Title: Re: This double hit business
Post by: Rumblood on January 11, 2013, 05:36:41 pm
You know this gives archers in lighter armor and no IF even more of a reason to want to run away from a melee skirmish? It already takes them being perfect to get in several (or a dozen) hits to kill tincans without getting 1 hit killed in return. Now the tincan doesn't even need to block, just keep swinging right through those hits.

This is the wrong direction to balance out Strength + IF vs Agility + athletics and especially the wrong way to encourage archers to stop camping high places and stop running and pull out a melee weapon and fight.

How do you counter the Strength + armor + IF crutchers now? With even more ranged of course...  :o
Title: Re: This double hit business
Post by: Blackbow on January 11, 2013, 05:53:34 pm
But of course, this community is horrible. We criticize the dev team for everything immediately without discriminating. I mean everytime they try to add armors we create 5 threads saying those armors don't fit in the time period of cRPG. We also said "no it's crap" back when Ozin literally created rageball from scratch and each time Paul improved it. Same thing with DTV or even Stronghold and adding CtF. For cRPG players, all changes are bad. That's what you are saying ? What you are implying is that we just don't try to analyse and project what the effects of whatever change happened are going to be ? I mean it's very clear we are disgrateful of every single thing the dev team has done.


It's not like that and you know it pretty well. The oldmy old friends are the ones that are the most vocal about gameplay tweaks they think are bad because they suppose having sufficient knowledge of the gameplay to know what the consequences will be. All the fuzz about this particular (and honestly, minor) issue is only greater because 1) It's nearly as popular as the turn rate nerf right now, and the turn rate nerf is still in despite everything that has been said about it, and that the "test period" has long finished. 2) cmp trolled with his first response on the topic, yet the donkey crew is expected to become more serious about community feedback in the future. I mean this is literally written on the M:BG page. Most of these people complaining love the game and would hate to see it become less good than it is, that is why reactions can go full retard even with minor issues.

Right now if I had to name two issues with gameplay elements that were added to cRPG, I would say : 1) turn rate 2) double hits. Those two are for me "fully bad" changes, that is, they don't bring anything good and it's not a matter of weighting the different effects. I don't really like the armor soak/reduce changes either but that one has upsides.
visitors can't see pics , please register or login

 :D

it's so funny to see inf crying now ...
they laugh about archery nerf ... but when that touch the sacred melee shit omg it's end of the world =p

imo nerf more melee they should die in one hit !!
Title: Re: This double hit business
Post by: Tronde_Dornian on January 11, 2013, 05:55:24 pm
To buff the agi builds, the time window for chamber could be a little bit prolonged and the time to block a chamber a little bit reduced, so the str builds get chambered more and can block less: should make less str spamming, waiting for double hit, better possibility for the agi builds to chamber.

And regarding chambering not as block and attack but deflect and attack, the chance of an attacke to crushthrough while being chambered could be reduced or completely removed. Successful deflecting the energy: no hit. Kind of using the enemy force like in Aikido.

After rereading my post, seems that I like the double hits somehow :-)
Title: Re: This double hit business
Post by: cmp on January 11, 2013, 06:44:13 pm
The double hit change was rejected by the mechanics balancing team. It will be removed in the next test version.
Title: Re: This double hit business
Post by: Dezilagel on January 11, 2013, 06:49:25 pm
Great!

Can they take the turnnerf down with it too?

Pretty please with sugar on top?
Title: Re: This double hit business
Post by: bavvoz on January 11, 2013, 07:06:32 pm
What about those who respecced to 39/3 win build?

Ranged can have em, they need some love to with all the hate :)
Title: Re: This double hit business
Post by: Tovi on January 11, 2013, 07:07:29 pm
Double hit is not so realistic : I practice a martial art and I can say that if you are hit first, your strike will be fully or partially stopped.

Double hit should have a -50% malus.
Title: Re: This double hit business
Post by: cmp on January 11, 2013, 07:08:55 pm
Great!

Can they take the turnnerf down with it too?

Pretty please with sugar on top?

No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.
Title: Re: This double hit business
Post by: Sable Keech on January 11, 2013, 07:10:42 pm
Feel free to argue more.  :lol:
Title: Re: This double hit business
Post by: Teeth on January 11, 2013, 07:11:22 pm
No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.
You mean it is going to be less for all the other classes, which I am okay with, or do you mean it is going to be even worse for these specific classes?
Title: Re: This double hit business
Post by: cmp on January 11, 2013, 07:12:10 pm
Both.
Title: Re: This double hit business
Post by: Falka on January 11, 2013, 07:14:30 pm
Both.
Epic win  :mrgreen:
Title: Re: This double hit business
Post by: Tindel on January 11, 2013, 09:30:51 pm
No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.

This sounds really great, and gives short weapons a bit of use compared to the longer heavier weapons
Title: Re: This double hit business
Post by: Piok on January 11, 2013, 09:34:22 pm
No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.

Hope shield weight will be also in calculation.
Title: Re: This double hit business
Post by: Ujin on January 11, 2013, 09:34:53 pm
Both.
I'm all up for this  , although i must admit i'm a bit worried about the shorter 2h weapons in the long run. Katana and longsword currently can do a tremendous amounts damage . This change might just turn them into a total cookie-cutter choice out there.
Title: Re: This double hit business
Post by: Dezilagel on January 11, 2013, 09:41:59 pm
I'm all up for this  , although i must admit i'm a bit worried about the shorter 2h weapons in the long run. Katana and longsword currently can do a tremendous amounts damage . This change might just turn them into a total cookie-cutter choice out there.

Yeah, hope they take weapon categories into consideration (1h and poles get less penalties per length/weight unit than 2h) and do balance changes accordingly.

Still hoping for a complete removal, but a rework could turn out to be good (affecting mauls was the one good thing turnrate nerf did imho).
Title: Re: This double hit business
Post by: Kafein on January 11, 2013, 09:46:25 pm
Thank you, whatever people that decided this was better left for better games like WoTR and chivalry.
Title: Re: This double hit business
Post by: Paul on January 11, 2013, 09:55:40 pm
We'll have a more sophisticated turnrate handling next patch.

(click to show/hide)
Title: Re: This double hit business
Post by: Piok on January 11, 2013, 10:16:45 pm
No shield weight in :(
Title: Re: This double hit business
Post by: Kafein on January 11, 2013, 10:24:50 pm
We'll have a more sophisticated turnrate handling next patch.

(click to show/hide)

Looks great, thumbs up !

No shield weight in :(

Why would it matter ? You hold your shield very close to you, the energy required to turn with it is minimal. And it wouldn't make much sense from a balance point of view either, although I'm pretty sure our views wildly differ on that subject.
Title: Re: This double hit business
Post by: Piok on January 11, 2013, 10:32:37 pm
There is calculation for dagger and with no doubt shield will affect turn rate more than dagger.
Title: Re: This double hit business
Post by: Teeth on January 11, 2013, 10:57:54 pm
13-0.18*25-0.04*(245-140) = 8.5

Muwhahaha
Title: Re: This double hit business
Post by: Phew on January 11, 2013, 10:57:59 pm
There is calculation for dagger and with no doubt shield will affect turn rate more than dagger.

If you include shield weight, you might as well include armor weight. Neither is swinging with your weapon, and both are close to your body.
Title: Re: This double hit business
Post by: Elindor on January 11, 2013, 11:09:27 pm
If you include shield weight, you might as well include armor weight. Neither is swinging with your weapon, and both are close to your body.

I could see if affected turn speed a bit, but hopefully not much...especially for lighter shields.

--------------

cmp/Paul.....great stuff.  That new formula is great and the outcome on balancing longer/heavier weapons with shorter/lighter ones will be much needed and an overall game improvement and really a boost to the way Warband handles physics for longer and heavier weapons.  Hopefully the end gameplay result will be better balance.
Title: Re: This double hit business
Post by: Elmuri on January 11, 2013, 11:18:25 pm
Could you somehow spare long maul being nerfed, it's not like its too good now..
Title: Re: This double hit business
Post by: Largg on January 11, 2013, 11:21:34 pm
Will be nice to see same variety in turn speeds but it works quite odd for some weapons. Take 2-directional polearms for example. Most of them will be even worse than what they are now. For example swiss halberd will be 6.72 and engilsh bill 5. They were never buffed after the initial turn rate implementation although I think it was planned. They've never been op weapons and I'd like to see some buffs for them.
Title: Re: This double hit business
Post by: XyNox on January 11, 2013, 11:27:34 pm
If you include shield weight, you might as well include armor weight. Neither is swinging with your weapon, and both are close to your body.

Additional turnspeed-nerf for tincans is actually one of the most reasonable suggestions I've read in a while.
Title: Re: This double hit business
Post by: Dezilagel on January 12, 2013, 12:55:16 am
So practically no weapons will turn at native speed.  :|

Personally, I think at least the lighter and shorter weapons in each category should turn at normal speed, and most at a boosted one from what we have now (7), with harsh penalties coming in play for the more 'extreme' ones.

Here are some reworked formulas that I think are better:

1h_turnrate   =clamp(16-0.48(weight/10)^2-0.09*(length-65), 7, 14)
2h_turnrate   =clamp(16-0.48(weight/10)^2-0.09*(length-85), 5, 14)
pole_turnrate =clamp(16-0.64(weight/10)^2-0.04*(length-135), 5, 14)

Examples:

1h_turnrate(short sword)   =clamp(16-0.48(10/10)^2-0.09*(81-65), 7, 14) = clamp(14.08, 7, 14)=14

1h_turnrate(warhammer)   =clamp(16-0.48(25/10)^2-0.09*(65-65), 7, 14) = 13

1h_turnrate(nordic champion's sword)   =clamp(16-0.48(10/10)^2-0.09*(102-65), 7, 14) = 12.19

1h_turnrate(military cleaver)  =clamp(16-0.48(25/10)^2-0.09*(92-65), 7, 14) = 10.57

1h_turnrate(iron war axe)  =clamp(16-0.48(30/10)^2-0.09*(69-65), 7, 14) = 11.32

Comments: All 1h have a high turnrate, but the longest and heaviest ones still suffer noticeable penalties. Reasoning behind this is that 1h were hit way too hard by the turnnerf considering how annoying their stabs in particular are to use. This will also help promote the 1h short swords, who are underused compared to thir longer cousins (read: were before the turnrate nerf, I personally haven't played much since).



2h_turnrate(katana) =clamp(16-0.48(15/10)^2-0.09*(95-85), 4, 14) = 14.02

2h_turnrate(morningstar) =clamp(16-0.48(35/10)^2-0.09*(82-85), 4, 14) = 10.39

2h_turnrate(flamberge) =clamp(16-0.48(40/10)^2-0.09*(152-85), 4, 14) =clamp(2.29, 5, 14) = 5

2h_turnrate(great maul) =clamp(16-0.48(80/10)^2-0.09*(68-85), 4, 14) =clamp(-13.19, 5, 14) = 5

2h_turnrate(danish greatsword) =clamp(16-0.48(25/10)^2-0.09*(124-85), 4, 14) = 9.49

Comments:

This one was a really tough to balance, mostly since the greatswords are so similar in everything except weight, and the longsword-like 2h being so good. That is a problem with Paul's formula as well; the items aren't balanced for it.
Basic idea though is that the short, light swords turn close to 14, DGS and company around 8-11 and maulers get shanked down to 5.



pole_turnrate(pitch fork) =clamp(16-0.64(15/10)^2-0.04*(154-135), 5, 14) = 13.8

pole_turnrate(quarter staff) =clamp(16-0.64(10/10)^2-0.04*(137-135), 5, 14) = (15.28, 7, 14)=14

pole_turnrate(long bardiche) =clamp(16-0.64(35/10)^2-0.04*(140-135), 5, 14) = 7.96

pole_turnrate(long awlpike) =clamp(16-0.64(28/10)^2-0.04*(185-135), 5, 14) = 8.9824

pole_turnrate(long spear) =clamp(16-0.64(10/10)^2-0.04*(137-135), 5, 14) = 7.6

pole_turnrate(long maul) =clamp(16-0.64(70/10)^2-0.04*(125-135), 5, 14) = clamp(-14.96, 5, 14) = 5

Comments:

I wish you could change the turnrate specifically for 2d polearms, but here I've tried to strike a balance. Staffs and short spears around 13-14, mainstay poles 8-9 and the extreme ones down further. The reason for not making length a bigger factor is because of the 2d poles. Most poles over 150 are 2d. Also: Peasant power! This would give a reason to use pitchforks and the like.

Basically, I think pauls formula is way too harsh. I think that if you want to have a native turnrate, or close to that you should be able to with all weapon classes, and 1h should all be around top turnspeed.



13-0.18*25-0.04*(245-140) = 8.5

Muwhahaha

Nope.

13-0.18*25-0.04*(245-140) = 4.3


EDIT: I couldba'd...
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 01:05:16 am
Aaaargh, misread the * for a ^ when I put it in my calculator. Ah well, longspear has knack for working anyway, whatever happens. 8.36 for the ashwood pike though, we'll see what that brings.

All these changing turn speeds though, seem problematic for someone who switches weapon a lot.


Title: Re: This double hit business
Post by: cmp on January 12, 2013, 01:33:40 am
So practically no weapons will turn at native speed.  :|

No, and it's intended.
Title: Re: This double hit business
Post by: Leshma on January 12, 2013, 01:39:24 am
According to your formula, Italian falchion has 14.xx but that's capped at 14 aka native value.
Title: Re: This double hit business
Post by: Kato on January 12, 2013, 01:55:42 am
Will be weapons stats adjusted?

For example internal 2h balance will be ruined, cause of HBS, Bastard, Longsword awesomeness.

Title: Re: This double hit business
Post by: EyeBeat on January 12, 2013, 04:53:51 am
All these changing turn speeds though, seem problematic for someone who switches weapon a lot.

Wouldn't you want it that way though?
Title: Re: This double hit business
Post by: San on January 12, 2013, 06:04:24 am
It would be pretty funny if it wasn't capped, just floored at 5/7.. lol
Title: Re: This double hit business
Post by: Paul on January 12, 2013, 07:42:33 am
Not only 1h but also the shorter polearms and 2h get a significant agility increase with this change. For example bastard swords or spears are in the area 10-11, which increases the usefulness of sidestep overheads or stabs by a mile.
Title: Re: This double hit business
Post by: Tovi on January 12, 2013, 10:06:39 am
Situation on EU1 : 50% less cav.

Invasion of tincan, mauler, great axes etc.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 10:24:48 am
Situation on EU1 : 50% less cav.

Invasion of tincan, mauler, great axes etc.

Maul will still be slow because of its weight. Check the example 1 or 2 pages before.
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 10:52:23 am
Wouldn't you want it that way though?
No, not really. These differences aren't subtle. If you pick a up a different weapon it might turn half as fast and your aim is completely screwed.
Title: Re: This double hit business
Post by: Vodner on January 12, 2013, 12:13:14 pm
Will you be tweaking the stab sweetspot bonuses that were added when the turn limit was initially put into place? Just curious, I don't have any particular preference as to whether or not they are.

That aside, I look forward to the 1h stab again being useful as a general purpose attack, rather than as a situational one. I also look forward to no longer having to pull off 'stab into the sky, drag downwards' shenanigans, which made it really difficult to keep an eye on what was happening around you.
Title: Re: This double hit business
Post by: Rebelyell on January 12, 2013, 12:32:50 pm
what with turn rate  for lances on horesback

will that make H lance even bigger shit like it is now?
Title: Re: This double hit business
Post by: Paul on January 12, 2013, 12:47:07 pm
Actually heavy lance turn rate changes from now 7.0 to 7.76 due to it's low weight, so it gets a bit more agility. I don't know though if only integer values for turnrates count and if yes, if the value is correctly rounded to the nearest number or just floored.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 01:19:45 pm
It is good that 1h shielders get a buff because they really needed one. Poor guys rarely get 10th valour in a row on siege and they rule strat anyways.

I especially love when 1 shielder is able to hold block and walk backwards without taking damage from 3 guys that attack him constantly. Also got to mention it is a melee class that is hardest to gank, but also impossible to defend against when shielders gank someone else.

How about taking some damage over that shield after so many attacks?

Why all the hate on shielders? Shielder is a good and fun class but 2h and pole are still clearly superior. 2h/poles deal much more damage, have a much higher reach, even slow ones often can spamm a shielder (not even talking about Bastard Swords and Katanas), they easily stun most 1h weapons/shields, they don't slow you down like hell and lots of them are even shieldbreaking (which makes shielder the only melee class that has a direct counter). Oh and they can spamm kicks without penalties (sometimes even a kick without a block is enough to cancel my already released attacks) Now tell me why 1h/shield is too strong? A shield is nice against several enemies but during a 1vs1 it is not a huge advantage.
Title: Re: This double hit business
Post by: Smoothrich on January 12, 2013, 01:26:36 pm
One hand weapons are inferior then 2handers and polearms, as it should be.   The shield is a massive advantage though in every battle situation and its kind of OP ezmode the way it works.  Invincible RMB forcefield to everything that almost never breaks with no effect on your swingspeed or damage.

Wouldn't mind seeing the buffs to some one handed weapons, but they should come to nerfs against shields themselves or it will be imbalanced.
Title: Re: This double hit business
Post by: Kafein on January 12, 2013, 01:37:04 pm
One hand weapons are inferior then 2handers and polearms, as it should be.   The shield is a massive advantage though in every battle situation and its kind of OP ezmode the way it works.  Invincible RMB forcefield to everything that almost never breaks with no effect on your swingspeed or damage.

Wouldn't mind seeing the buffs to some one handed weapons, but they should come to nerfs against shields themselves or it will be imbalanced.

People can block, shields have become useless except when you have to block several enemies at the same time, or against one or maximum two ranged that want you dead. They provide less coverage than weapons for blocking (aka no sideblocking opponents in your back), they slow you down like hell because of the weight and only the 100 speed ones have responsive blocking and attacking after blocks, which also are the ones that happen to break in two/three hits of any axe, and also the ones that get blockstunned by bar maces (without any indicator when it happens). Also 1h animations and in particular the right swing are super prone to collide with objects and teammates, much unlike poles and especially 2h considering the length of these weapons.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 01:39:38 pm
One hand weapons are inferior then 2handers and polearms, as it should be.   The shield is a massive advantage though in every battle situation and its kind of OP ezmode the way it works.  Invincible RMB forcefield to everything that almost never breaks with no effect on your swingspeed or damage.

Wouldn't mind seeing the buffs to some one handed weapons, but they should come to nerfs against shields themselves or it will be imbalanced.

How many gens have you played as shielder?  :)

I played both 2h/pole and 1h/shield for a long time. In my opinion 2h/pole is much easier to play if you know all the combat basics/don't suck at blocking. Shielder is one of the most balanced classes in the game (probably the only one :P). It neither needs a buff (besides stab, which is just broken) nor a nerf.

Reducing the turnspeed for long, heavy and slow 2h/polearms is still a good thing. It is really frustrating to get spammed by a Nodachi or something similar. Perhaps you should also look at the stats of some fast and short (spammy) 1h weapons. Some of them might be too strong with a speed increase (Steel Pick, Niuweidao...).
Title: Re: This double hit business
Post by: Kafein on January 12, 2013, 01:58:12 pm
Then, when a shielder wants to actually kill someone, he will have the pleasure of being s-keyed and hiltslashed constantly. Also it is the only unit that is relatively weak to cav even when prepared.
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 02:00:44 pm
Shielder is definitely not underpowered compared to 1h or 2h now, it's is going to get a massive buff by the turn rate rework, so I really think shielders have very little to complain about.

Then, when a shielder wants to actually kill someone, he will have the pleasure of being s-keyed and hiltslashed constantly. Also it is the only unit that is relatively weak to cav even when prepared.
You can't s-key and hiltslash. To hiltslash you need to facehug. If you get outspammed as a shielder you are doing something very wrong. My experiences with a 98 speed 1h was that I could spam a lot of people myself. Also, rightswing is greatsword length with a 100+ range 1h.
Title: Re: This double hit business
Post by: Prpavi on January 12, 2013, 02:15:56 pm
To be honest untill EU_1 is a rangedfest all the patches are more or less in vain.

Title: Re: This double hit business
Post by: Pentecost on January 12, 2013, 02:23:57 pm
I agree with what Largg is saying. For two-directional polearms that aren't geared towards cavalry, is it possible for you to consider either making a separate formule, changing around the item weights, or adding a straight modifier (1.3x for example) at the end of the equation for them?

Here are some values, for the sake of discussion (all values assume weight at +0 heirloom level):

2h:
(click to show/hide)

1h:
(click to show/hide)

Polearms:
(click to show/hide)

I'd say these values look very good so far. However...

2d Polearms:
(click to show/hide)

Not a single one of them can even turn as well as a Poleaxe, despite the fact that they're supposed to be geared towards overheads and stabs. Frankly speaking, that's pretty bad. This isn't just me cherry picking examples either; none of the dedicated two-directional polearms, which is to say any of the two-directional polearms that cannot be used on horseback or with a shield, can outturn a Poleaxe. With the addition of a modifier though...

2d Polearms w. 1.3x modifier:
(click to show/hide)

With the exception of the Long Voulge and Bill, I think those are pretty good values relative to other weapons. For those two specifically, you could consider dropping their weight by .5kg for the Long Voulge and 1kg for the Bill to arrive at a turn speed of around 8.1 for both weapons.
Title: Re: This double hit business
Post by: Kafein on January 12, 2013, 02:27:03 pm
You can't s-key and hiltslash. To hiltslash you need to facehug.

You can potentially be the victim of any, and must be ready to defend against both. That is, blocking much more and much faster than 2h or poles.


If you get outspammed as a shielder you are doing something very wrong. My experiences with a 98 speed 1h was that I could spam a lot of people myself.

It's a mix of small things, if you use a 1h that isn't that fast, not very long, that you have some armor etc. you can become very slow and indeed fighting hiltslashers can be a pain. Not even mentioning kicks.

Also, rightswing is greatsword length with a 100+ range 1h.

It only looks like it because you have better timing and movement speed. Try to do that with a fast 2h/pole that knows what he is doing.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 02:35:15 pm
1vs1 shielder is at disadvantage because of short range and additional weight.

However, cRPG is not based around dueling, and 1vs1 situations are rare. Even if 1vs1 comes up in battle he can just delay the situation by going defensive until his buddies arrive.

Shielders in siege and battle are especially OP:
- In siege, one shielder vs 20 enemies on flag can stop capturing. Usually they will go undetected for couple of seconds because under flag is real clustefuck, but when they are detected, couple of TK's will occur in the crowd.
- In siege as attackers, shielder rush is most powerful type off attack as they can push to the flag without getting hurt. Clans like HRE and Greys are so good at this that sometimes they will capture the flag in first minute.
- In siege as defenders, shieldwall bonus appears so they can block certain areas with great sucess and take away precious seconds needed for capturing flag.
- In battle, ganking is especially OP with shielders which is fine except that when you try to gank 1 shielder he can retreat with his shield up for quite a while and usually this is enough for someone to come and help them out.

- One shielder can only hold a flag for several seconds if attackers are stupid. Most of the time you will die after a few seconds (like people without a shield).
- Shielders can't simply rush to flag without being hurt. Again it is only possible if the enemies fail.
- Shieldwalls are nice but can only hold for a certain time, need teamwork (doesn't happen too often) and can be countered quite good by kicks or crushtrough (there are lots of mauls on siege).
- Only a shielder with really high agility or very light armor can gank you unless you are slow as fuck. Same goes for shielders getting ganked. 2h/pole can just turn around and run away which is much more effective.
Title: Re: This double hit business
Post by: NuberT on January 12, 2013, 02:37:38 pm
We'll have a more sophisticated turnrate handling next patch.

(click to show/hide)
I seriously hope long maul gets finally a damage buff to compensate this - damage output is already a joke compared to pretty much all other weapons. After this overhead will be useless, unless you are on top of a ladder..
Title: Re: This double hit business
Post by: cmp on January 12, 2013, 02:43:59 pm
[cut]

With the exception of the Long Voulge and Bill, I think those are pretty good values relative to other weapons. For those two specifically, you could consider dropping their weight by .5kg for the Long Voulge and 1kg for the Bill to arrive at a turn speed of around 8.1 for both weapons.

This turn rate formula is temporary, as soon as we break compatibility with the old client we will make it possible to specify turn rate per-weapon. There is no point in adjusting item stats because of the formula.
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 02:46:51 pm
I seriously hope long maul gets finally a damage buff to compensate this - damage output is already a joke compared to pretty much all other weapons. After this overhead will be useless, unless you are on top of a ladder..
Long Maul has always been a joke compared to the Great Maul, to the point that I as a polearmer prefer the Great Maul over the Long Maul. The longer reach has very little use as with the limited turnspeed and the amazingly slow speed, anyone can sidestep his way out.

Even now Long Maul deserves a buff, just compare the stats, it's silly really.

Another point, seeing as looming some items increase the weight, that is kinda disadvantageous with this, but I guess it's temporary until compatibility is broken. I never found more weight that much of advantage anyway, because it slows you down more than it prevents stun.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 02:48:07 pm
Shielder is definitely not underpowered compared to 1h or 2h now, it's is going to get a massive buff by the turn rate rework, so I really think shielders have very little to complain about.

You are right. With that change shielders really have very little to complain about. Without it 2h and pole were superior. Now the melee classes should be balanced quite well (besides some very fast weapons that could now need some rebalance).
Title: Re: This double hit business
Post by: Pentecost on January 12, 2013, 02:59:58 pm
1vs1 shielder is at disadvantage because of short range and additional weight.

However, cRPG is not based around dueling, and 1vs1 situations are rare. Even if 1vs1 comes up in battle he can just delay the situation by going defensive until his buddies arrive.

Shielders in siege and battle are especially OP:

http://c-rpg.net/index.php?page=battlesupcoming#!?page=battleroster&id=1932
http://c-rpg.net/index.php?page=battlesupcoming#!?page=battleroster&id=1916
http://c-rpg.net/index.php?page=battlesupcoming#!?page=battleroster&id=1857
http://c-rpg.net/index.php?page=battlesupcoming#!?page=battleroster&id=1769

These are some recent battles that were linked in the Mercenary Recruitment section. Across all four of them, there was only one battle where a shielder was at the very top of list for either side. Even if you consider the top 5 for both sides rather than just 1st place, you'll still find more 2h than shielders, which, as Smoothrich said, is how it should be. For the most part, I think shielders are fine where they are and don't need any buffs, nerfs, or changes, now that turn speed is going to be reworked and 1h thrust might become more useful again.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 03:11:58 pm
Long Maul has always been a joke compared to the Great Maul, to the point that I as a polearmer prefer the Great Maul over the Long Maul. The longer reach has very little use as with the limited turnspeed and the amazingly slow speed, anyone can sidestep his way out.

Even now Long Maul deserves a buff, just compare the stats, it's silly really.

Another point, seeing as looming some items increase the weight, that is kinda disadvantageous with this, but I guess it's temporary until compatibility is broken. I never found more weight that much of advantage anyway, because it slows you down more than it prevents stun.

More weight is actually a huge advantage. You get more knockdowns/chrushtroughs and it is easier to stun other weapons and shields (especially Long Maul uses hold attacks very much).
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 03:27:16 pm
More weight is actually a huge advantage. You get more knockdowns/chrushtroughs and it is easier to stun other weapons and shields (especially Long Maul uses hold attacks very much).
Well, my german poleaxe has no knockdown or crushthrough, so the movement speed decrease is really more important. Stunning weapons used to be somehow removed from the game. I couldn't even stun a wakizashi with a long bardiche, even though I did held overheads. I think that was a bug, lately stunning seems to work again.
Title: Re: This double hit business
Post by: Pentecost on January 12, 2013, 03:28:08 pm
This turn rate formula is temporary, as soon as we break compatibility with the old client we will make it possible to specify turn rate per-weapon. There is no point in adjusting item stats because of the formula.

I see. So when you break compatibility, you plan on dispensing with the formula and manually adjusting every weapon's turn speed? Or will you only be doing that for weapons that are outliers under the formula? Well, either way, I'm rather excited for this change and glad that you guys considered trying it. It should really help to make each weapon feel like it handles a little differently from other weapons of the same type, which is a good thing in my book.
Title: Re: This double hit business
Post by: NuberT on January 12, 2013, 03:28:37 pm
More weight is actually a huge advantage. You get more knockdowns/chrushtroughs and it is easier to stun other weapons and shields (especially Long Maul uses hold attacks very much).
Yes weight increase is important for crushthrough, but it doesn't matter for stun, since long maul is too slow to get advantage of that :P. Altough blocking speed is so slow, that I am often too slow/stunned to block the second swing of several weapons myself, but especially 1h left-swing. Actually I hate fighting good shielders with long maul, when they just turtle I need 4-7 overheads, while they need 2 left-swings to the head.. :rolleyes:
Title: Re: This double hit business
Post by: rustyspoon on January 12, 2013, 03:31:06 pm
I never claimed shielders get the best KDR, but when there is enough of them, there simply is no counter, they will turn the tide of battle, be it strat, battle or siege.

In siege especially, crowdfarming(holding block while in close proximity to combat) gets them valour more often than others who have to fight to get theirs.

Honestly, if you have roving bands of shielders completely dominating the servers you are playing on...you must have some terrible players there. Or maybe no one has ever heard of an axe or a crushthrough weapon?

Overall I think the classes are pretty well balanced. I do find it funny though when some 2-hander or polearm user says that 1h is OP and easy mode, switches to 1h and then rage-specs out of it an hour later.  :lol:
Title: Re: This double hit business
Post by: cmp on January 12, 2013, 03:36:57 pm
I see. So when you break compatibility, you plan on dispensing with the formula and manually adjusting every weapon's turn speed? Or will you only be doing that for weapons that are outliers under the formula? Well, either way, I'm rather excited for this change and glad that you guys considered trying it. It should really help to make each weapon feel like it handles a little differently from other weapons of the same type, which is a good thing in my book.

Every weapon will be adjusted manually.
Title: Re: This double hit business
Post by: Paul on January 12, 2013, 03:39:02 pm
by Fasader

workrate: 1 item the week
Title: Re: This double hit business
Post by: cmp on January 12, 2013, 03:39:40 pm
by Fasader

 :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Title: Re: This double hit business
Post by: Fasader on January 12, 2013, 03:47:34 pm
:-D
Title: Re: This double hit business
Post by: rustyspoon on January 12, 2013, 04:03:53 pm
Another example of theory vs practice. Axe or maul? Don't be ridiculous. They do work if you manage to hit a single shielder 4-5 times, and what is left after the shield breaks? A class that many play today, a "swashbuckler" with full hp. Also, you can't really concentrate only on one shielder when your whole team starts retreating and shielders gank those who keep fighting. Shield in masses is very OP, it is not even that much of teamplaying, it is just moving together and breaking enemy line of defense.

For example, I don't see a team consisted of 1h & hoplite shielders losing vs whole team of "insert any class here".

So from what you're saying...this is how fights go where you play:

A team of shielders stands in a line, hits RMB and moves forward. Your team screams, "They have hoplites and we don't know how to block down!" D:

Your team runs away, leaving you to get beat down by 50 shielders.

Sounds more like fail teamplay on your side. Also, I never knew that a swashbuckler was a fearsome opponent. I know their short reach, low damage and susceptibility to stuns is a huge advantage and all, but still.

All the classes are pretty balanced. Your idea that shielders are like some rampaging Mongol horde is not only ridiculous...but kind of odd.
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 04:15:50 pm
(click to show/hide)
NA bad, NA don't understand.

Shielders push, force the enemies to block sideways with ye old leftswing, hoplites stab. Shielder with pike/hoplite/longspear support is amazingly strong.
Title: Re: This double hit business
Post by: Zlisch_The_Butcher on January 12, 2013, 04:16:01 pm
So from what you're saying...this is how fights go where you play:

A team of shielders stands in a line, hits RMB and moves forward. Your team screams, "They have hoplites and we don't know how to block down!" D:

Your team runs away, leaving you to get beat down by 50 shielders.

Sounds more like fail teamplay on your side. Also, I never knew that a swashbuckler was a fearsome opponent. I know their short reach, low damage and susceptibility to stuns is a huge advantage and all, but still.

All the classes are pretty balanced. Your idea that shielders are like some rampaging Mongol horde is not only ridiculous...but kind of odd.
Sig worthy
Title: Re: This double hit business
Post by: tizzango on January 12, 2013, 04:18:26 pm
R.I.P Ninja build
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 04:21:36 pm
NA bad, NA don't understand.

Shielders push, force the enemies to block sideways with ye old leftswing, hoplites stab. Shielder with pike/hoplite/longspear support is amazingly strong.

Every class is extremly strong with pike/hoplite/longspear support.  :rolleyes:
Title: Re: This double hit business
Post by: Teeth on January 12, 2013, 04:38:40 pm
Every class is extremly strong with pike/hoplite/longspear support.  :rolleyes:
None can apply pressure like shielders. For all you 'shielders are underpowered' people I am stf-ing one and I am having x5 forever. By supporting pokers on my team I have an incredible effect on the chances of victory for my team, and even if we lose I still get valour due to getting loads of proximity points.

I don't have any trouble with spamming 2h, but I am using very fast stuff I guess it is not fair to draw conclusions about that.

Edit: I do have some problems with weapons going straight through a held up shield, that is rather weird.
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 04:40:50 pm
None can apply pressure like shielders. For all you 'shielders are underpowered' people I am stf-ing one and I am having x5 forever.

Good luck with that. :D
Title: Re: This double hit business
Post by: Dalhi on January 12, 2013, 04:50:20 pm
Edit: I do have some problems with weapons going straight through a held up shield, that is rather weird.

It's pretty common, quite a lot of players learned how to "bypass" the shield with longer pole/2h, you get the impression that guy is right in front of you and the hit should land on your shield, yet it hits your side.

I think the ganking problem comes from lack of friendly fire between shielders. They are able to close in safely without their teammate hitting them in 2 vs 1. With any other melee class, in 2 vs 1 you can often hurt your teammate because of that one guy's footwork action.

 :lol:
Title: Re: This double hit business
Post by: Rebelyell on January 12, 2013, 05:03:51 pm
1h are up because

Flanged Mace
Iberian Mace
Military Cleaver
Niuweidao
Military Pick
Military Hammer
Arabian Cavalry Sword
Elite Scimitar
Steel Pick
Warhammer

all that weapons are up
 knockdown, high blunt dmg and high speed, they need 1/2 hits to kill anyone from horesback, archers laugh when some cav guy hit them to the face with h lance
that is so much worse than 2h polear is...


ou and shield, thrust me every 2hender/polearm love to get shot to the face with arrow that you blocks with shields( no fun at all)

yea buff 1h
Title: Re: This double hit business
Post by: Erzengel on January 12, 2013, 05:10:07 pm
1h are up because

Flanged Mace
Iberian Mace
Military Cleaver
Niuweidao
Military Pick
Military Hammer
Arabian Cavalry Sword
Elite Scimitar
Steel Pick
Warhammer

all that weapons are up
 knockdown, high blunt dmg and high speed, they need 1/2 hits to kill anyone from horesback when archers laugh when some cav guy hit them to the face with h lance
that is so much worse than 2h polear is...


ou and shield, thrust me every 2hender/polearm love to get shot to the face with arrow that you blocks with shields( no fun at all)

yea buff 1h

You play a class that has a weapon like Bar Mace and call 1h op? Aren't you using a Bastard Sword all the time btw?  :lol:
Title: Re: This double hit business
Post by: Vodner on January 12, 2013, 05:23:13 pm
Does every single thread have to degenerate into either a weapon class dick-waving match, or an NA vs EU dick-waving match? That got really old over a year ago.
Title: Re: This double hit business
Post by: Hunter_the_Honourable on January 12, 2013, 05:39:17 pm
Does every single thread have to degenerate into either a weapon class dick-waving match, or an NA vs EU dick-waving match? That got really old over a year ago.

If it didn't this would be a really really boring forum.  :lol:
Title: Re: This double hit business
Post by: Rumblood on January 12, 2013, 05:59:23 pm
It's pretty common, quite a lot of players learned how to "bypass" the shield with longer pole/2h, you get the impression that guy is right in front of you and the hit should land on your shield, yet it hits your side.

I've seen this, but I attribute it to having a relatively low shield skill. I usually have 4 or 5 and I think the "force field" effect gets larger as your skill increases. Maybe the shield skill should be capped at 10 and the relative size of the force field adjusted so that it is larger at lower shield skill levels and remove this weird looking effect at lower shield levels. Right now, a small shield with the hidden higher skill level appears in game to be better than a very large shield with the hidden lower shield skill level. We know it is due to skill points, but in game it looks very weird.
Title: Re: This double hit business
Post by: Elindor on January 12, 2013, 06:31:55 pm
...or an NA vs EU dick-waving match?...

An oldie but a goodie....right?  :rolleyes:
Title: Re: This double hit business
Post by: Sable Keech on January 12, 2013, 07:10:32 pm
visitors can't see pics , please register or login
Title: Re: This double hit business
Post by: Rebelyell on January 12, 2013, 07:23:43 pm
You play a class that has a weapon like Bar Mace and call 1h op? Aren't you using a Bastard Sword all the time btw?  :lol:
atm danisch and longsword( longsword is op but I use that for soo long time)
but during my 35 gens I played every class witchout pure archer,
also I play 1h shield on my alt(4 gens as shielder) and 7 as xbower also alt,
that gives me over 40 gens and 5 of them are on Shielder,

bar Mace is unbalanced have 92 speed with 96 lenght
compare to warhamer it is not soo op and....

we can follow that  conversation and claim wich class is better and who have longer e pen,
in my opinion  1h is relly good classe with some + and - like every class

visitors can't see pics , please register or login


and you, better obey that awesome axe :P
Title: Re: This double hit business
Post by: San on January 12, 2013, 07:25:27 pm
Heaven forbid those 5-7 points spent in shield that could be used elsewhere can have a use every now and then.. Shields have a healthy number of disadvantages that prevents them from being too strong in any way, yet unique.
Title: Re: This double hit business
Post by: Kafein on January 12, 2013, 08:01:47 pm
Heaven forbid those 5-7 points spent in shield that could be used elsewhere can have a use every now and then.. Shields have a healthy number of disadvantages that prevents them from being too strong in any way, yet unique.

This. Shields in terms of skill points cost about the same as cavalry, plus one or two weapon slots and more weight. One deserves to get an advantage out of this. Or maybe crutching on IF isn't good enough.
Title: Re: This double hit business
Post by: Dezilagel on January 12, 2013, 08:55:12 pm
This. Shields in terms of skill points cost about the same as cavalry, plus one or two weapon slots and more weight. One deserves to get an advantage out of this. Or maybe crutching on IF isn't good enough.

Well, they are a massive boon.

After I discovered the merits of having a decent shield skill, I've never had a build without it. Ranged, couches, groupfights... Shields are awesome, and most are 1-slot only as well, meaning you can bring a lot of other stuff.
Title: Re: This double hit business
Post by: Kaoklai on January 12, 2013, 10:52:37 pm
I was thinking that incorporating wpf into the turnspeed formula would be interesting, making oft neglected WM more important.  This is mostly moot since cmp announced that each weapon's turn rate will be adjusted individually, but perhaps each weapon could have an individually assigned turn rate that wpf could improve (linear, non-linear idk), just like each weapon has an attack speed rating that wpf improves.
Title: Re: This double hit business
Post by: NuberT on January 12, 2013, 11:20:38 pm
Fighting one shielder is quite easy yeah, but when outnumbered I'd prefer fighting two 2h stab-heroes or whatever than two shielders.
Reasons for this are their fast (often unblockable) attacks, the forcefields of the shields, which result often in my swings being blocked before I can actually swing, no space to actually swing (on siege) while they can spam like crasy without having to fear their swing will get stuck in a wall.
Also as someone relying on chamberblocking, shielder are hardest to fight, because the timeframe is due to the length/speed of the 1h weapons very short, in many situations it is simply impossible to chamberblock, which buggers me the most..

According to recent chrush-through nerf and the upcomming turn-rate adjustment it will become a lot easier for them.. 1h damage (especially knockdown weapons and picks) is already op in my opinion and will need adjustment in the future.

Title: Re: This double hit business
Post by: Phew on January 13, 2013, 12:08:49 am
According to recent chrush-through nerf and the upcomming turn-rate adjustment it will become a lot easier for them.. 1h damage (especially knockdown weapons and picks) is already op in my opinion and will need adjustment in the future.

On paper, the maces/hammers/picks seem awesome, but in practice, most people just backpedal away from you while swinging. If you actually get close enough to land a hit, chances are your teammates will hit you also. I did a couple gens with both Steel Pick and Warhammer, and I've never been TKed so much. Also, you get kicked a lot. Only situation where they own is on top of a ladder or in a tight corridor on siege, but mauls are much better for those situations anyway. The most successful 1H (on NA siege at least, all I play) are all using 1H swords now, not picks or hammers. Since it takes a 1h sword 5-10 hits to kill anyone now, you'd be hard pressed to call those OP.
Title: Re: This double hit business
Post by: Kaoklai on January 13, 2013, 12:17:41 am
Oh yeah, I was also thinking that unrounded, non-integer values for turn rate (or using another system with more than the 10 values 5-14) would be a good thing in the name of greater weapon differentiation i.e. fairly similar weapons would be made very slightly more different with subtle turn rate variations. 
Title: Re: This double hit business
Post by: Rumblood on January 13, 2013, 12:42:51 am
Fighting one shielder is quite easy yeah, but when outnumbered I'd prefer fighting two 2h stab-heroes or whatever than two shielders.
Reasons for this are their fast (often unblockable) attacks, the forcefields of the shields, which result often in my swings being blocked before I can actually swing, no space to actually swing (on siege) while they can spam like crasy without having to fear their swing will get stuck in a wall.
Also as someone relying on chamberblocking, shielder are hardest to fight, because the timeframe is due to the length/speed of the 1h weapons very short, in many situations it is simply impossible to chamberblock, which buggers me the most..

This simply isn't true. It is faster to use a 1 hander without the shield than it is to use the shield because you have to lower your shield before swinging (if your shield is down it is the same, but then you wouldn't be blocking either). It isn't unusual to put the shield on your back when going up against a fast spammer so you can get your own hits in rather than simply blocking. Sure, defense is better, but offense is not.
Shielders attacks are certainly not unblockable, and if your issue is chambering, it is simply due to the slower timing. You are trying to chamber too fast for their swing and end up missing the chamber window.
Shielder attacks are also just as prone to getting stuck on a wall or object as any other class. There is no magic "make weapon go through walls if class is a shielder" mechanic in game.
And as Phew stated, just use kick on a turtle.
Title: Re: This double hit business
Post by: rustyspoon on January 13, 2013, 06:22:38 am
It is faster to use a 1 hander without the shield than it is to use the shield because you have to lower your shield before swinging (if your shield is down it is the same, but then you wouldn't be blocking either). It isn't unusual to put the shield on your back when going up against a fast spammer so you can get your own hits in rather than simply blocking. Sure, defense is better, but offense is not.

This is...actually untrue. Having a shield has no affect on your swing speed. I tested this a looooong time ago. The only reason to put your shield away when fighting a fast spammer is if you are using a slow shield. A majority of shields block slower than if you were manually blocking.
Title: Re: This double hit business
Post by: Rumblood on January 13, 2013, 06:33:34 am
This is...actually untrue. Having a shield has no affect on your swing speed. I tested this a looooong time ago. The only reason to put your shield away when fighting a fast spammer is if you are using a slow shield. A majority of shields block slower than if you were manually blocking.

No, it is true if you are holding your shield up. You have to raise it and lower it and that slows things down slightly. If you aren't holding it up, yes, it is the same amount of time. But then you aren't blocking with it. When you don't have a shield it is faster to go from swing to block to swing again.

At least that's my recent experience.
Title: Re: This double hit business
Post by: rustyspoon on January 13, 2013, 06:47:57 am
No, it is true if you are holding your shield up. You have to raise it and lower it and that slows things down slightly. If you aren't holding it up, yes, it is the same amount of time. But then you aren't blocking with it. When you don't have a shield it is faster to go from swing to block to swing again.

At least that's my recent experience.

It's just your eyes playing tricks on you. Tap back and forth between your RMB and LMB really fast and you'll see what I mean. The block animation instantly cancels out as soon as you swing.

Also, the shield animation has nothing to do with when you're actively blocking. Some shields block before the animation is finished and some block after the animation is finished. It all depends on the shield speed.
Title: Re: This double hit business
Post by: Smoothrich on January 13, 2013, 08:53:55 am
No, it is true if you are holding your shield up. You have to raise it and lower it and that slows things down slightly. If you aren't holding it up, yes, it is the same amount of time. But then you aren't blocking with it. When you don't have a shield it is faster to go from swing to block to swing again.

At least that's my recent experience.

Why you shouldn't be posting about game mechanics and balance, you literally don't know what you are talking about and are making shit up
Title: Re: This double hit business
Post by: Paul on January 13, 2013, 08:59:54 am
Why you shouldn't be posting about game mechanics and balance, you literally don't know what you are talking about and are making shit up

Look who is talking...
Title: Re: This double hit business
Post by: Vodner on January 13, 2013, 10:19:02 am
This simply isn't true. It is faster to use a 1 hander without the shield than it is to use the shield because you have to lower your shield before swinging (if your shield is down it is the same, but then you wouldn't be blocking either).
I've played a fair amount of 1h, both with and without a shield. As best I can tell, there doesn't appear to be a difference in attack speed when using one. If there is a difference, it's very subtle.
Title: Re: This double hit business
Post by: Piok on January 13, 2013, 10:31:45 am
There is not so many people which are capable of reliable blocking against 1h weapon. Problem is that many of them are wearing higher tier armor and specially helmet which is the most useful part of armor against 1h spammer cause 80% of 1h attack ends on head with no effort.
Blocking pole or 2h is much more easier because 90% of them are slower then slowest 1h and their animation is more readable.
From my view of light armored guy hoplites are dealing to me very same damage as 2h Kuyak heroes (dieing in 2 hits) which is weird cause as I said I am lightly armored.
Title: Re: This double hit business
Post by: Uumdi on January 15, 2013, 04:24:38 pm
Late on this discussion, but about the new suggested turnspeed formula.  Awesome idea, glad to see them implement it.  Could I ask about the 2 directional polearms though?  The English Bill's getting kicked down to mauler levels with the weight penalty, coming out to a 5.4 turnspeed value.  The swiss, lighter and quicker, is still 6.72, which isn't much different than now, but can we see a little love on these guys?  They're big, sure, but they're still somewhat graceful weapons in trained hands.

Give us a side swing with shitty pierce, or be able to donk with the shaft like a warspear; even toning down the thrust stun would help us out.  Most people specced out of the 2D polearms after the initial turnspeed nerf, but I've adjusted and am willing to adjust again simply because I love the weapons - but they were working and functional.  Overheads are the swiss and bill's saving grace, since the thrust stun usually backfires with lethal consequence.

Let me know how you guys feel about it.  I haven't played on EU1, but am excited for the changes.  I have no idea what the double hitting is, but I heard about potential crushthrough changes too.
Title: Re: This double hit business
Post by: Paul on January 15, 2013, 07:03:57 pm
Formular will be obsolete anyway when turn rate becomes an item attribute. Then we'll hire Keshian as a RNG to fill in the stats and we are good to go.
Title: Re: This double hit business
Post by: Butan on January 15, 2013, 07:22:12 pm
maybe rebalance weight in the light of turnspeed patch ? but adding swings would be a huge buff to a pretty long stabby weapon!
Title: Re: This double hit business
Post by: Sable Keech on January 15, 2013, 08:03:36 pm
This thread should die now.
Title: Re: This double hit business
Post by: CrazyCracka420 on January 15, 2013, 09:56:58 pm
This thread should die now.

Lock it then :P (bottom right of the screen)