cRPG

cRPG => Announcements => Topic started by: chadz on August 10, 2013, 06:11:28 pm

Title: 0.3.0.4
Post by: chadz on August 10, 2013, 06:11:28 pm
Urist: - preventing backwards overheads from doing damage now
Urist: - being under water should put out flames now
Urist: - fix for nudge indicator
Urist: - small fix for dodge stuff
Urist: - tydeus' changes to polearm overswing and 1h thrust to match the animations better with the sweetspots
Urist: - anim changes 1h thrust and pole overswing
Urist: - changed polearm thrust and 1h right-to-left to fit sweetspots better
Urist: - animations for polearm thrust and 1h right-to-left
Urist: - probably fixed the ancient pike-on-horseback problem
Urist: - added dagger quick draw hotkey that allows to quickly drop the wielded weapon and ready one of the following items: wooden dagger, peasant knife,  knife, cleaver, dagger, long dagger, khyber knife, rondel dagger.
the hotkey is "n" for now until cmp provides customisable game keys through the WSE2 endloesung
Urist: - fixed an issue with dagger quick draw that bolts/arrows weren't dropped along with the wielded crossbow/bow
Mustikki: Mustikki - Fixed bugged in-game shown map names
Mustikki: Fips - New maps and map updates.
Mustikki - Fixed map names shown in-game.
Urist: - added knockdown escape based on Ozin's dodge script and Tydeus' barrel roll anims; it can be triggered with double-tapping move left(a) or right(d) when one is in the early frames of knockdown anim
- added ingame show damage feature for high level admins (item balancers or above)
Urist: - slightly increased nudge anim speed
Urist: - changed teamhit reporting so that only 0 damage kicks, punches and nudges are reportable but no weapon bounces
Urist: - removed dtv teamnudge exception and did some constant rearrangement
jacko: map update: rhodok_cliffside_castle
jacko: added: scn_outpost_village, scn_overgrown.sco
Urist: - fix for nudge
Title: Re: 0.3.0.4
Post by: jtobiasm on August 10, 2013, 06:12:13 pm
1st and thanks chadz!
Title: Re: 0.3.0.4
Post by: Tydeus on August 10, 2013, 06:14:33 pm
I'm highly interested in feedback on the animation optimizations. This will likely affect weapon balance, so feel free to explain any differences you guys notice.

Going to post this here so more people can see it.
It looks exactly the same, but if you use the appearance of the animation(how far your arm has extended) as an indicator for when to hit your opponent, you'll likely have to spend a little bit getting used to the change.

visitors can't see pics , please register or login

That is the sweetspot for all thrusts in crpg, it's paired with a line for how far the arm has extended to its maximum length(in %) for the native 1h thrust animation(what we currently use). Notice anything funny? The sweet spot and the arm extension don't line up at all, they're entirely separate. Not only that, but the point where your arm is fully extended falls completely outside of the sweetspot. This means a perfectly timed 1h thrust will only result in ~60% of the maximum range the animation can provide. So I simply optimized the animation's progression so that the arm starts extending earlier in the animation, allowing you to utilize its full potential. It should "feel" like it doesn't glance as often at max range. The polearm thrust was somewhat like this, too, just not nearly as out of place.

Edit: I just want to mention that even with native sweetspots, the animation progression still doesn't fit, so this isn't a problem created by cRPG. It was created by TW not giving a shit.
Left side is damage/how far the arm has extended, bottom of the graph is the elapsed time (in %).
Title: Re: 0.3.0.4
Post by: Shaman on August 10, 2013, 06:14:38 pm
Thanks boss
Title: Re: 0.3.0.4
Post by: Uther Pendragon on August 10, 2013, 06:14:49 pm
Urist: - removed dtv teamnudge exception and did some constant rearrangement
pras
Title: Re: 0.3.0.4
Post by: Novamere on August 10, 2013, 06:16:28 pm
Very nice! Keep up the good work
Title: Re: 0.3.0.4
Post by: Fips on August 10, 2013, 06:18:19 pm
Can't wait to see what tydeus and urist made for the barrel roll animation.
Title: Re: 0.3.0.4
Post by: Jarlek on August 10, 2013, 06:18:54 pm
Change to 1h/pole stab and swing animations&sweetspots? Interesting.
Title: Re: 0.3.0.4
Post by: FleetFox on August 10, 2013, 06:19:09 pm
Mines broken lol, i run cRPG and an error comes up D:

It says: Critical Error

ERROR: Unexpected End of File while reading file: Modules\cRPG\mission_templates.txt

hope this helps
Title: Re: 0.3.0.4
Post by: PoisonedTail on August 10, 2013, 06:19:19 pm
No more backward overhead damage :(
Title: Re: 0.3.0.4
Post by: Erzengel on August 10, 2013, 06:19:33 pm
Yep, game crashes directly after the start.
Title: Re: 0.3.0.4
Post by: okiN on August 10, 2013, 06:19:41 pm
Yep, it crashes at the end of loading the game instead of launching menu.

"Unexpected End of File while reading file: Modules\crpg\mission_templates.txt"
Title: Re: 0.3.0.4
Post by: Sparvico on August 10, 2013, 06:20:15 pm
Quick, patch the patch!
Title: Re: 0.3.0.4
Post by: Aljo on August 10, 2013, 06:21:21 pm
Can't wait to see what tydeus and urist made for the barrel roll animation.

http://www.youtube.com/watch?v=mv5qzMtLE60
Title: Re: 0.3.0.4
Post by: IRunUDie on August 10, 2013, 06:21:29 pm
hahaha
Title: Re: 0.3.0.4
Post by: FleetFox on August 10, 2013, 06:21:36 pm
I just added the error I got in my first post...
Title: Re: 0.3.0.4
Post by: Patoson on August 10, 2013, 06:21:46 pm
Thanks for the patch! And in the next one I expect an up-to-date EU_7!

Edit: crash here as well.
(click to show/hide)
Title: Re: 0.3.0.4
Post by: Sparvico on August 10, 2013, 06:25:08 pm
Here is my crash log from the patch as well:
(click to show/hide)
Title: Re: 0.3.0.4
Post by: okiN on August 10, 2013, 06:25:40 pm
Paul killed the mod.
Title: Re: 0.3.0.4
Post by: Cheesecake on August 10, 2013, 06:26:22 pm
ton of duplicate errors then crash
Title: Re: 0.3.0.4
Post by: Jarlek on August 10, 2013, 06:26:54 pm
Paul killed the mod.
Mod is dead
Title: Re: 0.3.0.4
Post by: pOLLACABALLO on August 10, 2013, 06:27:25 pm
same here  :?, thanks for the effors and time consuming
Title: Re: 0.3.0.4
Post by: IRunUDie on August 10, 2013, 06:27:36 pm
FIX IT :idea:
Title: Re: 0.3.0.4
Post by: Sparvico on August 10, 2013, 06:28:49 pm
Perhaps we should all take this a sign to go outside and enjoy what little is left of our summers.


Edit: Went outside, was horrible, give cRPG please.
Title: Re: 0.3.0.4
Post by: Warborn304 on August 10, 2013, 06:30:09 pm
visitors can't see pics , please register or login


Mod runs worse than the van I live in down by the river.

EDIT: heres the pastbin of said error. http://pastebin.com/wmqVfYsD
Title: Re: 0.3.0.4
Post by: Timeus on August 10, 2013, 06:30:33 pm
need fix for errors  :?
Title: Re: 0.3.0.4
Post by: Tydeus on August 10, 2013, 06:34:14 pm
Problem fixed! Huzzah!
Title: Re: 0.3.0.4
Post by: Paul on August 10, 2013, 06:35:07 pm
My fault, should be fixed soon.
Title: Re: 0.3.0.4
Post by: okiN on August 10, 2013, 06:38:33 pm
chadz saved the mod, hail chadz, boo Paul.
Title: Re: 0.3.0.4
Post by: Jarlek on August 10, 2013, 06:39:21 pm
Pras chadz, keel paul.
Title: Re: 0.3.0.4
Post by: Ganner on August 10, 2013, 06:40:16 pm
chadz saved the mod, hail chadz, boo Paul.
Title: Re: 0.3.0.4
Post by: Testicleez on August 10, 2013, 06:49:58 pm
Trying to join NA_1, but the map "Bay Keep" will not download. [Downloading Map (0 KB)]
Title: Re: 0.3.0.4
Post by: Fips on August 10, 2013, 06:51:52 pm
Trying to join NA_1, but the map "Bay Keep" will not download. [Downloading Map (0 KB)]

Servers need patching.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 10, 2013, 06:57:44 pm
The new 1h thrust might be a bit too powerful, on the other hand this could just be my 31 pierce actually feeling like 31 pierce now.
Title: Re: 0.3.0.4
Post by: Tomas on August 10, 2013, 07:03:50 pm
(click to show/hide)

This isn't a Taleworlds mistake - it is simply their attempt to mirror real life physics.

The point at which any attack is at its most potent is the point where the weapon has high momentum AND the arms are not fully extended so that they are able to continue applying force to the weapon during contact.  This occurs in the middle of the swing or thrust not at the end.



Title: Re: 0.3.0.4
Post by: Teeth on August 10, 2013, 07:06:33 pm
Do these changes in any way mess with my ability to pike abuse?
Title: Re: 0.3.0.4
Post by: Tydeus on August 10, 2013, 07:23:13 pm
The new 1h thrust might be a bit too powerful, on the other hand this could just be my 31 pierce actually feeling like 31 pierce now.
Yes. This is why I have been saying I will really need feedback and will likely have to tweak stats. The animations were not even remotely optimized for the hitspots. This isn't just a cRPG issue, it's a Warband issue in general. I've actually thought about optimizing all animations and releasing it as a mod of sorts on the TW forums. I'd be working with different sweet spots though and I don't play much warband outside of cRPG anymore, so idk.

(click to show/hide)

This isn't a Taleworlds mistake - it is simply their attempt to mirror real life physics.

The point at which any attack is at its most potent is the point where the weapon has high momentum AND the arms are not fully extended so that they are able to continue applying force to the weapon during contact.  This occurs in the middle of the swing or thrust not at the end.
You give them too much credit. 2 full frames of the arm not doing a damned thing being within the sweet spot, isn't mirroring physics. It might need a bit of tweaking now, but it's a lot closer to where it should be, than where it was.
Title: Re: 0.3.0.4
Post by: Molly on August 10, 2013, 07:27:08 pm
(click to show/hide)

This isn't a Taleworlds mistake - it is simply their attempt to mirror real life physics.

The point at which any attack is at its most potent is the point where the weapon has high momentum AND the arms are not fully extended so that they are able to continue applying force to the weapon during contact.  This occurs in the middle of the swing or thrust not at the end.
This. First thing that came to my mind too. Everyone who is even remotely connected to any fighting tells you that you have to hit "behind" the target.
Title: Re: 0.3.0.4
Post by: Latvian on August 10, 2013, 07:29:40 pm
lets hope you fixd this http://forum.meleegaming.com/crpg-technical-problems/unplayable-52424/
everything else can go fuck itself
Title: Re: 0.3.0.4
Post by: Kalp on August 10, 2013, 07:31:40 pm
fix horsespawns on strat battles
Title: Re: 0.3.0.4
Post by: Turkhammer on August 10, 2013, 07:37:35 pm
FIX the broken pike/spear/lance-spin/3 centimeter stab exploit please.
Title: Re: 0.3.0.4
Post by: ARN_ on August 10, 2013, 07:41:28 pm
Update eu7 maybe?
Title: Re: 0.3.0.4
Post by: Turkhammer on August 10, 2013, 07:57:59 pm
Do these changes in any way mess with my ability to pike abuse?
Course not.
Title: Re: 0.3.0.4
Post by: Mala on August 10, 2013, 08:00:36 pm
I'm highly interested in feedback on the animation optimizations. This will likely affect weapon balance, so feel free to explain any differences you guys notice.

...

after a few siege rounds i like it so far. i had not that much occasions to test the stab in very close combat but there was a noticeable difference at max range.
before the patch i have wiffed alot if i have tried a long stab to use the full lenght (haha) of my short sword, sometimes even against cloth armour.
now such attacks connect more reliably and a i was able to wound heavy armoured fighters quite often, what is good for me and bad for them.
Title: Re: 0.3.0.4
Post by: San on August 10, 2013, 08:21:27 pm
1h right swing and polearm overheads are finally fixed. Great job.

Edit: To go into more detail on the right swing:

Due to the pause that was felt before, it was pretty difficult to actually gauge your maximum range. There were times where I would try to hit someone slightly to my right and I would miss if I turned. Other swings could also release much later than the right swing and still win out. Now, it feels like the hitbox and the sword matches up properly, and the whole animation feels much more fluid. It might be a bit fast, but it's closer to the overhead now in terms of speed, so it's not like you can spam with it so easily, too. I feel it hit a nice sweetspot with its speed. Its roles as an opener and distance punishing are much more adequately served.

1h stabs also feel correct, from the receiver's point of view. I feel like I get hit when I should, and it glances on me when it should, after the thrust has already followed through.
Title: Re: 0.3.0.4
Post by: dbrook on August 10, 2013, 08:37:50 pm
visitors can't see pics , please register or login
Title: Re: 0.3.0.4
Post by: Tydeus on August 10, 2013, 08:47:45 pm
1h stabs also feel correct, from the receiver's point of view. I feel like I get hit when I should, and it glances on me when it should, after the thrust has already followed through.
The thrust on you that glanced right as it hit max range and got me killed by your overhead made me both very sad and happy at the same time.
Title: Re: 0.3.0.4
Post by: Mlekce on August 10, 2013, 08:59:09 pm
New animations for 1h stab is awesome,i feel like my NCS finally got power that he deserves.
Title: Re: 0.3.0.4
Post by: Nehvar on August 10, 2013, 09:22:29 pm
The polearm nudge now works while holding any block direction but the two-handed nudge is still restricted to a held overhead.  Was that intentional?
Title: Re: 0.3.0.4
Post by: Tydeus on August 10, 2013, 09:24:58 pm
The polearm nudge now works while holding any block direction but the two-handed nudge is still restricted to a held overhead.  Was that intentional?
Been like that for a while now.
Title: Re: 0.3.0.4
Post by: Quentry on August 10, 2013, 09:47:39 pm
Exuse me, what does "sweetspots" mean?  :oops:
Title: Re: 0.3.0.4
Post by: San on August 10, 2013, 09:53:49 pm
^When you perform an attack, the duration of the animation where your attack deals good damage.
Title: Re: 0.3.0.4
Post by: Quentry on August 10, 2013, 09:56:48 pm
^When you perform an attack, the duration of the animation where your attack deals good damage.
Thanks  :)
Title: Re: 0.3.0.4
Post by: Denam on August 10, 2013, 10:25:32 pm
Loving the roll, now I don't feel so vulnerable when someone smacks my old legs.
Title: Re: 0.3.0.4
Post by: Ubereem on August 10, 2013, 10:48:19 pm
being underwater should put out flames now? umm wasnt aware fire had effect. are there fire arrows now or what?
Title: Re: 0.3.0.4
Post by: TheAppleSauceMan on August 10, 2013, 10:53:00 pm
Torches is really all I can think of that would have this effect, and the flaming katana I guess haha
Title: Re: 0.3.0.4
Post by: SucculentHeadCrab on August 10, 2013, 10:59:13 pm
Urist: - preventing backwards overheads from doing damage now

Sad face, reverse up-attack worked really well for fending off spammers, any idea if the attack still stuns enemies?
(for 0 damage)
Title: Re: 0.3.0.4
Post by: Inglorious on August 11, 2013, 12:24:21 am
You indirectly nerfed bonsai D: But, everything seems in order.

The roll is hard to time. Animation is pretty fast as well. People say it looks weird.

Oh and someone said this earlier in the thread: Fix cav spawns in strat, please.
Title: Re: 0.3.0.4
Post by: Sir_Hans on August 11, 2013, 12:53:07 am
Changes to 1h stabs and right swing are great.
Just what the Dr. ordered.

I can actually stab now without expecting a 0 dmg glance.  :mrgreen:

Bravo dev team, bravo!
Title: Re: 0.3.0.4
Post by: pingpong on August 11, 2013, 01:15:58 am
Urist: - added knockdown escape based on Ozin's dodge script and Tydeus' barrel roll anims; it can be triggered with double-tapping move left(a) or right(d) when one is in the early frames of knockdown anim

So you nerfed the only good thing maulers had going for them, this would be great addition if it could be only used on horse knockdowns to reduce lame bumpers, either change this or maul is officially ded now.
Title: Re: 0.3.0.4
Post by: Sparvico on August 11, 2013, 01:27:42 am
So you nerfed the only good thing maulers had going for them, this would be great addition if it could be only used on horse knockdowns to reduce lame bumpers, either change this or maul is officially ded now.

Good, fuck maulers.
Title: Re: 0.3.0.4
Post by: Malaclypse on August 11, 2013, 01:36:52 am
So you nerfed the only good thing maulers had going for them, this would be great addition if it could be only used on horse knockdowns to reduce lame bumpers, either change this or maul is officially ded now.

I think he means outside of the highest blunt damage in the game.
Title: Re: 0.3.0.4
Post by: pingpong on August 11, 2013, 01:58:12 am
I think he means outside of the highest blunt damage in the game.
That 46b dmg dont mean shit if you move like a snail and have 80 speed weapon,  knockdown was THE point of having G maul, ok it still has crusthrough but it pretty much only works againts clueless shielders who forget to backpedal, you get outreached by everything and outpaced by everything as a mauler, thats why we had knockdowns to balance this class against others, now  i dont see the point of using g mauls or maul, just go 2hGSkuyaakhero or ranged and youre winning.
Title: Re: 0.3.0.4
Post by: Tydeus on August 11, 2013, 02:22:41 am
Somehow I really doubt rolls will end the usefulness of knockdown. If you choose to roll, you are also choosing to be on the ground longer, not to mention, you can roll off of edges and you still collide with players while rolling (thus you stop moving).
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 11, 2013, 03:03:17 am
New 1h stab feels almost as powerful as the 2h stab, I suggest either reverting the change or altering the polearm stab making it longer somehow
Title: Re: 0.3.0.4
Post by: Jona on August 11, 2013, 03:05:14 am
That 46b dmg dont mean shit if you move like a snail and have 80 speed weapon,  knockdown was THE point of having G maul, ok it still has crusthrough but it pretty much only works againts clueless shielders who forget to backpedal, you get outreached by everything and outpaced by everything as a mauler, thats why we had knockdowns to balance this class against others, now  i dont see the point of using g mauls or maul, just go 2hGSkuyaakhero or ranged and youre winning.

So 6 athletics is moving like a snail now? You can use a great maul with a 21 - 18 build.. it is just that 90% of 2h heroes choose to go pure str.
Title: Re: 0.3.0.4
Post by: Sir_Hans on August 11, 2013, 03:15:26 am
So you nerfed the only good thing maulers had going for them, this would be great addition if it could be only used on horse knockdowns to reduce lame bumpers, either change this or maul is officially ded now.

crushthrough? + it still does knockdown, just gives players a way to roll out of knockdown.

In my humble opinion, this could be considered more of a nerf to non-crushthrough knockdown weapons than it would be for just mauls.

Something tells me we will still be seeing plenty of mauls in strategus battles/sieges.
Title: Re: 0.3.0.4
Post by: Tomas on August 11, 2013, 03:45:26 am
You give them too much credit. 2 full frames of the arm not doing a damned thing being within the sweet spot, isn't mirroring physics. It might need a bit of tweaking now, but it's a lot closer to where it should be, than where it was.

Just look at the point in a baseball, cricket or tennis swing where they actually hit the ball.  Then look at what happens when players swing too early or misjudge a slower ball thereby hitting the ball at a later point in their swing.  At an estimate based on some clips I'd say that their sweet spots are somewhere between a third and half way through the full swing of their bat/racket. 

Obviously cricketers and baseball players don't have to worry as much about what happens after they strike the ball and so the tend to add prolonged flourishes or long follow throughs to their swings, whereas a fighter would need a shorter more controlled follow through to maintain control ready for any counter attack or their next attack.  The principle is still the same though and certainly the last 10-20% of any arm extension during attack animations, should not be part of the sweet spot imo.
Title: Re: 0.3.0.4
Post by: pingpong on August 11, 2013, 04:38:35 am
So 6 athletics is moving like a snail now? You can use a great maul with a 21 - 18 build.. it is just that 90% of 2h heroes choose to go pure str.
if i remember right it had something to do with more STR= higher knockdown/crushthru chance, hence why 90% go that route.
Title: Re: 0.3.0.4
Post by: Tydeus on August 11, 2013, 04:51:05 am
Just look at the point in a baseball, cricket or tennis swing where they actually hit the ball.  Then look at what happens when players swing too early or misjudge a slower ball thereby hitting the ball at a later point in their swing.  At an estimate based on some clips I'd say that their sweet spots are somewhere between a third and half way through the full swing of their bat/racket. 

Obviously cricketers and baseball players don't have to worry as much about what happens after they strike the ball and so the tend to add prolonged flourishes or long follow throughs to their swings, whereas a fighter would need a shorter more controlled follow through to maintain control ready for any counter attack or their next attack.  The principle is still the same though and certainly the last 10-20% of any arm extension during attack animations, should not be part of the sweet spot imo.
What do horizontal swings like this have to do with the 1h thrust?
Title: Re: 0.3.0.4
Post by: Gmnotutoo on August 11, 2013, 06:43:33 am
Thank you for the dodge mechanic, I feel more immersed in my ninja character now more than ever.

Give me a stealth option and I'll give you my undying love for forevers.
Title: Re: 0.3.0.4
Post by: MURDERTRON on August 11, 2013, 07:50:19 am
I think the roll covers too much ground.  Not really an issue on NA 1 Battle, but on NA2 or Strategus, its moving way too fast compared to what the people in heavy armor can keep up with.
Title: Re: 0.3.0.4
Post by: Latvian on August 11, 2013, 08:09:51 am
good job, fix some random things except such unimportant thing as horse teleports, good game devs, cavalry is unplayable for almost week.
Title: Re: 0.3.0.4
Post by: Paul on August 11, 2013, 08:44:24 am
We can't fix horse teleport. It's a cmp thing. We can only do stuff that is within our power. It's like complaining that the garbage men still take away your trash while the Euro crisis isn't solved.
Title: Re: 0.3.0.4
Post by: Latvian on August 11, 2013, 09:48:08 am
why cmp is not fixing it? too bussy with BG  or what?
Title: Re: 0.3.0.4
Post by: Ronin on August 11, 2013, 10:17:57 am
Oh my god what did they do to cavalry again?
Title: Re: 0.3.0.4
Post by: Latvian on August 11, 2013, 10:32:40 am
Oh my god what did they do to cavalry again?
only compleatly killed it, nothing new.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 11, 2013, 10:51:51 am
Oh my god what did they do to cavalry again?
Nothing
Title: Re: 0.3.0.4
Post by: Teeth on August 11, 2013, 12:16:39 pm
I am just glad Tydeus and Paul are doing something, and especially glad that they are actually trying to improve the most important part of the game, the core fighting mechanics. At this point I hate playing any other multiplayer Warband mods just because the cRPG combat system has in fact been substantially improved, not in all respects, but still definitely improved overall.

I just get so pissed off for example when I get ganked in some other mod and expect the enemy to get his reckless sideswing stuck in his teammate and he just swings right through his teammate and hitting you. I have long argued that the earlier active attacks were detrimental to the game and made whirling around swinging in a group of enemies much too easy, but it is actually for the better because it requires more skill and care and gives you somewhat of a chance when outnumbered.
Title: Re: 0.3.0.4
Post by: Quentry on August 11, 2013, 01:27:58 pm
I am just glad Tydeus and Paul are doing something, and especially glad that they are actually trying to improve the most important part of the game, the core fighting mechanics. At this point I hate playing any other multiplayer Warband mods just because the cRPG combat system has in fact been substantially improved, not in all respects, but still definitely improved overall.
+1
they should test their new features before releasing patches  :)
Title: Re: 0.3.0.4
Post by: Kajia on August 11, 2013, 01:48:46 pm
they should test their new features before releasing patches  :)
BETA. nuff said.
Title: Re: 0.3.0.4
Post by: Elindor on August 11, 2013, 01:55:58 pm
How do we do this ground roll?
Title: Re: 0.3.0.4
Post by: Erzengel on August 11, 2013, 03:11:41 pm
Awesome patch, thank you for making 1h stab and rightswing finally useful.

Quick draw for dagger and barrel roll are also very cool.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 11, 2013, 05:52:08 pm
Awesome patch, thank you for making 1h stab and rightswing finally useful.

Quick draw for dagger and barrel roll are also very cool.
You can't possibly believe the 1h rightswing wasn't powerful, awesome reach and an animation suitable for getting behind peoples blocks...
Title: Re: 0.3.0.4
Post by: Teeth on August 11, 2013, 06:35:08 pm
I dunno why I always read so much the 1h rightswing hate, probably all siege players who don't require using reach ever or something. Right swing was amazing, I'm scared to find out what it is like now.
Title: Re: 0.3.0.4
Post by: Tydeus on August 11, 2013, 06:40:16 pm
I dunno why I always read so much the 1h rightswing hate, probably all siege players who don't require using reach ever or something. Right swing was amazing, I'm scared to find out what it is like now.
The right swing had the least done to it out of all of the animations, I really wanted to keep its personality in tact.
Title: Re: 0.3.0.4
Post by: musketer on August 11, 2013, 09:22:41 pm
Where is the 2 handed thrust animation change? Meh...
Title: Re: 0.3.0.4
Post by: En_Dotter on August 11, 2013, 10:20:41 pm
And im still teleporting over the map... SRSLY WTF :S
Title: Re: 0.3.0.4
Post by: Patoson on August 11, 2013, 10:47:36 pm
You can still kick during nudge cooldown sometimes. It's been happening ever since the cooldown was added.
Title: Re: 0.3.0.4
Post by: Clockworkkiller on August 11, 2013, 10:50:45 pm
Too bad I gotta get a new PSU for my pc, damn I want to check out these new animations, and the rolls!
Finally able to stick it to the no skill mauls.

Oh yea, don't fix cav, fuck cav
Title: Re: 0.3.0.4
Post by: BaleOhay on August 11, 2013, 11:27:04 pm
I seem to be swinging thru people a lot now with 1 hand.. no glances just nothing.

Thought it was lag at first but I does not seem to be.

Anyone else?
Title: Re: 0.3.0.4
Post by: Tydeus on August 12, 2013, 01:14:02 am
I seem to be swinging thru people a lot now with 1 hand.. no glances just nothing.

Thought it was lag at first but I doe snot seem to be.

Anyone else?
I actually noticed that I seemed to be doing that as well, except I remember first noticing it a very long time ago and not very often.
Title: Re: 0.3.0.4
Post by: Macropus on August 12, 2013, 02:16:36 am
All classes have lolstab now, seems legit.
Title: Re: 0.3.0.4
Post by: BaleOhay on August 12, 2013, 02:36:40 am
I have been 1 hand for 20 plus gens. I like the right swing change... but this swing thru has never been like this before
Title: Re: 0.3.0.4
Post by: Tydeus on August 12, 2013, 04:09:06 am
Did you only recently start playing again, Bale? I can't imagine the animation changes causing this as I didn't change any parts of the anims where the weapon would fall within a sweetspot. Meaning that if my changes were the cause, you'd expect to see the swinging through occur when a player is to your right or left. Apparently there is a new horse teleportation bug, maybe the two are connected? Has anyone else been noticing this?
Title: Re: 0.3.0.4
Post by: BaleOhay on August 12, 2013, 04:10:15 am
nope been playing the whole time. Duel with me sometime Ty we can look at some stuff if you want.
Title: Re: 0.3.0.4
Post by: EyeBeat on August 12, 2013, 09:53:53 am
How do we do this ground roll?
Very good question!
Title: Re: 0.3.0.4
Post by: Paul on August 12, 2013, 09:58:58 am
Double tab strafe left or right in the early frames of the knockdown anim. You can train it on a duel server with having someone ride you over.

Title: Re: 0.3.0.4
Post by: karasu on August 12, 2013, 04:45:41 pm
Does it work on a knocked down ranged after nudge when aiming?
Title: Re: 0.3.0.4
Post by: karasu on August 12, 2013, 05:16:25 pm
Just tested doesn't work :(

Can it be done so it works as-well?
Title: Re: 0.3.0.4
Post by: Paul on August 12, 2013, 05:43:47 pm
It doesn't work because it plays a differently named (although practically the same) anim. I could include it but I'm not convinced that I should.
Title: Re: 0.3.0.4
Post by: karasu on August 12, 2013, 06:16:17 pm
Aight, just checkin'
Title: Re: 0.3.0.4
Post by: En_Dotter on August 12, 2013, 08:04:23 pm
It doesn't work because it plays a differently named (although practically the same) anim. I could include it but I'm not convinced that I should.

A lot of "smart" and "fun" allies tend to nudge-knockdown archers making them (me for example) easy target for enemy archers and/or cav. Reporting them wont do much since i will die or get damaged afterwards so please use this as a convincing argument from a crying archer that is being nudged almost every round on EU1...
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 12, 2013, 08:20:24 pm
What is this dodge shit?

I don't like the idea of a dodge being implemented, nor do I like the idea of being able to mitigate being knocked down.

Isn't it easy enough if you're fighting someone with a knockdown weapon to just keep tapping left or right movement if there's a chance you might get hit?

(click to show/hide)

This isn't a Taleworlds mistake - it is simply their attempt to mirror real life physics.

The point at which any attack is at its most potent is the point where the weapon has high momentum AND the arms are not fully extended so that they are able to continue applying force to the weapon during contact.  This occurs in the middle of the swing or thrust not at the end.

So if that's the case, why does a 2h thrust do full damage when the guy's holding it out fully extended for a full second?  Instead of 1h getting the lolstab, I think it would be nice to fix 2h lolstab (didn't realize polearm could be fully extended and still deal full damage).

A lot of "smart" and "fun" allies tend to nudge-knockdown archers making them (me for example) easy target for enemy archers and/or cav. Reporting them wont do much since i will die or get damaged afterwards so please use this as a convincing argument from a crying archer that is being nudged almost every round on EU1...

That sucks, I swear it doesn't seem like we have the same amount of griefers EU has over on NA1.  Or our admins are just better (I think that's it).
Title: Re: 0.3.0.4
Post by: Kafein on August 12, 2013, 09:12:14 pm
Will the 2h stab animation get any change ? I guess the arms should extend later for 2h because right now when the arms are fully extended a 2h thrust can still inflict good damage for some time, with no visible momentum.
Title: Re: 0.3.0.4
Post by: Falka on August 12, 2013, 09:24:57 pm
A lot of "smart" and "fun" allies tend to nudge-knockdown archers making them (me for example) easy target for enemy archers and/or cav. Reporting them wont do much since i will die or get damaged afterwards so please use this as a convincing argument from a crying archer that is being nudged almost every round on EU1...

Just remove nudge against aiming friendly archers/xbowers. Retards liek me gonna do that no matter how many times you will press "M", cause it's just too funny, though I'm sure it's annoying as hell for archers and especially xbowers.

Or our (NA) admins are just better (I think that's it).

 :shock: :shock: :shock:


 :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Title: Re: 0.3.0.4
Post by: Kafein on August 12, 2013, 11:01:11 pm
I dunno why I always read so much the 1h rightswing hate, probably all siege players who don't require using reach ever or something. Right swing was amazing, I'm scared to find out what it is like now.

The problem with the right swing is that even though there are good ways to exploit its strengths, you can't protect yourself from its weaknesses. Caught against for example a polespammer that keeps rightswinging and turning to your right while facehugging, the right swing is a disaster.
Title: Re: 0.3.0.4
Post by: Gurnisson on August 12, 2013, 11:13:31 pm
The problem with the right swing is that even though there are good ways to exploit its strengths, you can't protect yourself from its weaknesses. Caught against for example a polespammer that keeps rightswinging and turning to your right while facehugging, the right swing is a disaster.

Look down and you can insta-hit with it, just like with a 2h sword or a polearm (depending on the damage compared to armour of course)
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 12, 2013, 11:20:23 pm
Apparently there is a new horse teleportation bug
There is not, he's just crying about the horse teleportation bug that happens on occasion (depending on playstyle triggering it can be hard or easy) and only stops once you stop your horse, this has probably been around from the first alpha of the game, it has at least been around since the first time I got on a horse.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 12, 2013, 11:23:32 pm
The problem with the right swing is that even though there are good ways to exploit its strengths, you can't protect yourself from its weaknesses. Caught against for example a polespammer that keeps rightswinging and turning to your right while facehugging, the right swing is a disaster.
Jump leftwards while turning your char so your hit doesn't connect immediately, also I believe the kick was implemented for countering people who purely facehug with no real sense of proper footwork, believe it or not but kicks actually also work against 2n and polearmers...
Title: Re: 0.3.0.4
Post by: Tydeus on August 12, 2013, 11:55:30 pm
There is not, he's just crying about the horse teleportation bug that happens on occasion (depending on playstyle triggering it can be hard or easy) and only stops once you stop your horse, this has probably been around from the first alpha of the game, it has at least been around since the first time I got on a horse.
Yeah, we talked about that a few hours ago and decided it wasn't an additional bug, but the same Warband bug that's been around for ages.
Title: Re: 0.3.0.4
Post by: Clockworkkiller on August 13, 2013, 01:16:00 am
Is the dagger instant draw thing, really faster? Seems like the same speed to me
Title: Re: 0.3.0.4
Post by: The_Bloody_Nine on August 13, 2013, 01:32:50 am
Is the dagger instant draw thing, really faster? Seems like the same speed to me

same here, but only tried it 2 times.
Title: Re: 0.3.0.4
Post by: Kafein on August 13, 2013, 03:05:33 am
Look down and you can insta-hit with it, just like with a 2h sword or a polearm (depending on the damage compared to armour of course)

I remember trying that with not so much effect, but I'll try again.

There is not, he's just crying about the horse teleportation bug that happens on occasion (depending on playstyle triggering it can be hard or easy) and only stops once you stop your horse, this has probably been around from the first alpha of the game, it has at least been around since the first time I got on a horse.

It happens much more frequently in cRPG since some patch a few months ago, and yes it is gamebreaking when it happens every round.

Jump leftwards while turning your char so your hit doesn't connect immediately

I don't see 2h doing any complex maneuver to offset such a basic weakness. The point is exactly that you want that attack to connect as soon as possible because you are being spammed, but you can't because of how the animation works, plus overall low damage.

also I believe the kick was implemented for countering people who purely facehug with no real sense of proper footwork, believe it or not but kicks actually also work against 2n and polearmers...

I do kick 2h and polearmers on occasion, but kicking your opponent when he is already at facehug range is much more difficult and also much more riskier than what you make it sound. Shielders are by far the easiest to kick because with their one fast swing and short reach, they are extremely predictable when closing in for an attack, and that's what makes them easy to kick. 2h and polearms can safely keep themselves out of kicking range and simultaneously make sure they hit. With two fast and reliable side swing directions, they can also move left or right without giving it away until it's too late to kick. In other words, starting from the distance at which you want to start your kick, someone that can potentially go in four directions is much harder to kick than someone that will almost always go towards you.
Title: Re: 0.3.0.4
Post by: San on August 13, 2013, 04:56:12 am
The horse glitch, I have no idea how it exactly occurs, but I feel that I do something similar most times it happens and can't pinpoint what. I made a topic a long time ago hoping that something with WSE2 could address it, but to no avail.

The old 1h right swing, it just felt very awkward. You just swung and turned and hoped it hit first. It was so slow, that I could spam 1hs that tried to right swing after a block in most scenarios. It only needed a slight tweak, and now it works great imo. My bias against it came from both using it and taking advantage of others who used it. It was only useful in a few cases: backpedal swinging after a block, and switching from it to another attack direction. As an approach, overhead seemed much more useful and less likely to get blocked.

After a while, I completely replaced it in my playstyle with overheads and only noticed improvements. The looking down thing sounds interesting, but then wouldn't that worsen your range? Does the enemy have to be at a specific angle on your right, or can they be in front of you? Does it work against decent armor, or does it have to be a lightly armored opponent so you can hit that early? I usually look downwards when I fight, but have only seen my right swing hit absurdly early only once: on a lightly armored foe that was trying to hiltslash me, and it was only enough damage to stun him.



Now, I feel there is good balance between all four attack directions. Left swing is indirectly weaker since right swing can outreach it more easily, and one would need better positioning against someone using the longer overhead or stab, too. It remains great against the other classes, but left swing spammers can get outpaced by more clever 1h players.
Title: Re: 0.3.0.4
Post by: Paul on August 13, 2013, 07:36:11 am
Is the dagger instant draw thing, really faster? Seems like the same speed to me

It is significantly faster. Try to chain a thrust to it and compare to normal drawing+thrust.
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 13, 2013, 04:07:49 pm
There is not, he's just crying about the horse teleportation bug that happens on occasion (depending on playstyle triggering it can be hard or easy) and only stops once you stop your horse, this has probably been around from the first alpha of the game, it has at least been around since the first time I got on a horse.

I never had this issue before we started using WSE2.  Been riding cavalry in Warband for years, and since I started crpg about 2.5 years ago. 

It's a pretty fucking terrible bug too.  If I run over one infantry guy, I run a very high risk of "lagging" for about 3 seconds where my horse appears to stop in place, and then slowly move along, but I see it "skip" about 5 meters across the map at a time.  So I'm extremely vulnerable if I bump someone and there's any enemy infantry behind him.
Title: Re: 0.3.0.4
Post by: Paul on August 13, 2013, 05:44:39 pm
That bug has been there since Warband beta.
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 13, 2013, 06:19:21 pm
That bug has been there since Warband beta.

As someone who was mainly cavalry in Warband beta and pretty much exclusively in crpg since about feb 2011, I can tell you 100% conclusively this never affected me until WSE2. 

If you want me to ask my bro (Tommyhu) I bet he'd confirm this as well (he's the one who got me into Warband and crpg, and he also played cavalry lancer exclusively).  He honestly hasn't even played that much in the last 6-9 months, so I doubt he even would know what issue we're talking about.
Title: Re: 0.3.0.4
Post by: Ronin on August 13, 2013, 08:35:06 pm
It is significantly faster. Try to chain a thrust to it and compare to normal drawing+thrust.
It is the most awesome thing I have ever seen. Very, veeeeeeery good idea. Carrying a dagger instead of a short sword as some sort of a sidearm, has a point now.
Title: Re: 0.3.0.4
Post by: Phew on August 13, 2013, 08:38:22 pm
Can someone explain in practical terms the 1h right swing changes? I've seen Tydeus' graph, but I haven't really noticed the change during play (probably because I've trained myself not to right swing since it has always been a death sentence to try one against a competent player).

-Is it just that you can turn into the swing and have it connect earlier without glancing (like you can do with 2h/pole sideswings and 1h left swing?)?
-Or is the effective delay shorter?

In other words, how do you position yourself relative to your enemy to take full advantage of it? Like with left swing you want to keep your enemy close and at about your 10-11 O'clock.
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 13, 2013, 08:46:41 pm
I'd say it's closer to the "reverse" of a left swing now.  Whereas before trying to hit someone at 1 or 2 o'clock would usually glance, they seem to connect more often now. 

Got a nice kill on San last night that I expected to glance but connected when he was at my 2 o'clock, but I'd say 2 is about the extreme in which a right swing will connect
Title: Re: 0.3.0.4
Post by: San on August 13, 2013, 08:57:30 pm
Yeah, it just feels like it releases faster. The speed can catch you by surprise if you're used to the old right swing timing. I like it at 1 o'clock.
Title: Re: 0.3.0.4
Post by: Phew on August 13, 2013, 08:59:20 pm
Yeah, it just feels like it releases faster. The speed can catch you by surprise if you're used to the old right swing timing. I like it at 1 o'clock.

Thanks guys, I'll try it more tonight.
Title: Re: 0.3.0.4
Post by: Prpavi on August 13, 2013, 09:50:31 pm
Haven't played for 2 weeks, logged on this evening, all I can say is: Thank you Tydeus!
Title: Re: 0.3.0.4
Post by: Byrdi on August 13, 2013, 10:38:06 pm
Will these changes be taking affect on EU_4? :(
Title: Re: 0.3.0.4
Post by: Rhaelys on August 13, 2013, 10:40:01 pm
Regarding the new roll, I would be in favor of some adjustments to it. In its current implementation, it's a godly-beast-ninja-move that works only if you are anticipating being knocked down (ie fighting someone who can knock you down, or getting bumped by a horse that is charging straight at you) because of the early window in the knock down animation. At the same time, if you do perform the roll, you cover more ground in half a second than a naked person running forward with 12 athletics.

My suggestion to improve the usability and balance of the roll is to make the roll slower, cover less ground, but allow the window for input to be during the middle of the knock down animation; ideally a bit later than its current window. Therefore, a horse bump from a cav behind you doesn't necessarily spell doom; with sufficient reflexes you can actually react to that. With the current window you basically have to focus all your conscious effort on spamming A or D when you see the slightest indication of your character going down to the ground.
Title: Re: 0.3.0.4
Post by: Tydeus on August 13, 2013, 10:50:53 pm
Can someone explain in practical terms the 1h right swing changes? I've seen Tydeus' graph, but I haven't really noticed the change during play (probably because I've trained myself not to right swing since it has always been a death sentence to try one against a competent player).

-Is it just that you can turn into the swing and have it connect earlier without glancing (like you can do with 2h/pole sideswings and 1h left swing?)?
-Or is the effective delay shorter?

In other words, how do you position yourself relative to your enemy to take full advantage of it? Like with left swing you want to keep your enemy close and at about your 10-11 O'clock.
The graph is for thrusts and doesn't have anything to do with horizontals. All I did with the right swing was rotate the wrist and move the arm slightly, so that the weapon moves in more of a circular motion, rather than an upside down U. Basically this just allows you to hit sooner, you're looking at close to 50% of the animation's progression to reach a sweet spot, so it's still slower than any other right swing and slightly faster than pole/2h overheads.
Yeah, it just feels like it releases faster. The speed can catch you by surprise if you're used to the old right swing timing. I like it at 1 o'clock.
This.

(click to show/hide)
Yeah, needs to be a bit slower, weight needs to have more of an affect than it currently does, and distance covered needs slightly reduced. I don't think there is a problem with the difficulty of performing a roll though. It's actually quite easy for myself and a few others that I have spoken with, to do. It's a new feature and it's going to take a bit for players to learn the timing and get used to utilizing it. Maybe in a few weeks or so after its been around for a bit we can have a conversation about the difficulty.
Title: Re: 0.3.0.4
Post by: Inglorious on August 14, 2013, 06:10:16 am
Right now, the way it is, it's definitely too fast. But, on the other hand, I can now roll out of the way of a two hander furiously up attacking and side swinging at the spot I fell after I am horse bumped.

Causes much hilarity when people furiously swing to catch me rolling (they hating) but hit each other in the process.
Title: Re: 0.3.0.4
Post by: [ptx] on August 14, 2013, 10:54:29 am
Wow, 1h stab is so much easier to land now :o
Title: Re: 0.3.0.4
Post by: Latvian on August 14, 2013, 04:29:17 pm
Wow, 1h stab is so much easier to land now :o
too easy i would say
Title: Re: 0.3.0.4
Post by: okiN on August 14, 2013, 05:04:29 pm
Latvian qq, mad cos bad, etc.
Title: Re: 0.3.0.4
Post by: Gnjus on August 14, 2013, 07:56:27 pm
Latvians qq, mad cos bad, etc.

That's what they usually do. All 3 of em this game ever had.
Title: Re: 0.3.0.4
Post by: Phew on August 14, 2013, 08:09:55 pm
too easy i would say

1h spent years being limited to basically two viable attack directions (left and overhead), all the while 2h enjoyed huge sweetspots on every attack direction. Tydeus' tweaks made it so you can't just instinctively block right while fighting a 1h user; you actually have to react to their attack direction. The 1h thrust is still slower than 2h lolstab, but it's at least a viable option now.

More variety on the battlefield is always good!
Title: Re: 0.3.0.4
Post by: Kafein on August 14, 2013, 09:34:07 pm
Has this been changed on all servers ? I can barely notice a difference on EU_2
Title: Re: 0.3.0.4
Post by: Smoothrich on August 15, 2013, 10:18:26 am
Has this been changed on all servers ? I can barely notice a difference on EU_2

Because despite all of your posting about 1hand balance, you are shit at the game and don't understand it at all.
Title: Re: 0.3.0.4
Post by: Molly on August 15, 2013, 10:23:54 am
Has this been changed on all servers ? I can barely notice a difference on EU_2
I can confirm it for EU1... lots of 1h players switched from left swing spam to stab spam already :D

It's fun though, you can pull off a stab from the weirdest angles now. Not sure if the damage values shouldn't be altered at least a tiny bit ;3
Title: Re: 0.3.0.4
Post by: Vingnir the Wanderer on August 15, 2013, 10:33:47 am
Havent seen this 'overpowered' aspec tof the stab change, in fact, I've always stabbed ALOT as a 1h, and had good success with it as an unexpected finisher or set-up.

Now, everyone is looking for it, and it doesnt seem anymore affective, or different really.

since the patch though, i've been experiencing numerous overhand 'ghost-swing misses' or glances that are not identified by a audible cue.

right side swing s faster, but seems like less reach, actually a disadvantage to the veteran 1Her, not by much but, not and much of an advantage if any...
Title: Re: 0.3.0.4
Post by: Latvian on August 15, 2013, 12:34:33 pm
i think there is 1 issue nobody has noticed, today i was playing with my archer alt and my teammate gave me siege shield so i deploy it as i need. when i deployed it and tried to pick up my bow and arrows i was able to pick up only bow or arrows, when i picked up bow it dropped arrows and other way.
Title: Re: 0.3.0.4
Post by: Teeth on August 15, 2013, 12:37:23 pm
I find both the polearm stab and 1h stab change bad. The 2h stab was the problem, the 2h stab should have been fixed instead of bringing the polearm stab and 1h stab to similarly ridiculous levels. The polearm stab is clearly a lot more forgiving near the end of the animation and you seem to be able to walk it into people and deal damage even though the weapon has stopped thrusting forward, much like the 2h stab already could. Which is bad, stabs should stop being able to do good hits as soon as the weapon stops thrusting forward.

A real problem is the Awlpike. Maybe it's the way the model looks but that weapon already always seemed to hit out of it's reach and that effect has been reinforced now. It's a phantom reach piece of instastab shit. Now with +10 effective reach due to the less glancing at end range stabs.

1h also got it's effective reach increased by a fuckton, something which should have been done, but I'd say it is a little overdone. With a Broad Short Sword I feel like I can outreach lancers, the stab is incredibly fast, long and easy to land. Granted, much like the 2h stab already was, but that is why the 2h stab should have been fixed instead of both the polearm and 1h stabs being broken. Biggest problem though is that Byzantium does not have any good stab 1h in the armoury so I can't join the rapetrain, even though even the Broad Short Sword has a bazillion reach now on the stab.
Title: Re: 0.3.0.4
Post by: Kafein on August 15, 2013, 01:18:32 pm
Because despite all of your posting about 1hand balance, you are shit at the game and don't understand it at all.

fite me irl


I find both the polearm stab and 1h stab change bad. The 2h stab was the problem, the 2h stab should have been fixed instead of bringing the polearm stab and 1h stab to similarly ridiculous levels. The polearm stab is clearly a lot more forgiving near the end of the animation and you seem to be able to walk it into people and deal damage even though the weapon has stopped thrusting forward, much like the 2h stab already could. Which is bad, stabs should stop being able to do good hits as soon as the weapon stops thrusting forward.

A real problem is the Awlpike. Maybe it's the way the model looks but that weapon already always seemed to hit out of it's reach and that effect has been reinforced now. It's a phantom reach piece of instastab shit. Now with +10 effective reach due to the less glancing at end range stabs.

1h also got it's effective reach increased by a fuckton, something which should have been done, but I'd say it is a little overdone. With a Broad Short Sword I feel like I can outreach lancers, the stab is incredibly fast, long and easy to land. Granted, much like the 2h stab already was, but that is why the 2h stab should have been fixed instead of both the polearm and 1h stabs being broken. Biggest problem though is that Byzantium does not have any good stab 1h in the armoury so I can't join the rapetrain, even though even the Broad Short Sword has a bazillion reach now on the stab.

I agree, the 2h stab needed a fix more than the other two, even though it was broken the other way.
Title: Re: 0.3.0.4
Post by: Falka on August 15, 2013, 01:44:06 pm
(click to show/hide)

2 patches ago devs buffed awlpikes stats and now they gave it better animation... Hm, seems legit :P And I think that awlpike was broken even before last patch.

New 1h animation is much better than previous one, but currently thrust is definitely too easy to land. It's almost imposible to make bad stab in medium/long distance. Previously 1h stab was probably too hard to make, now it's too easy. Though it still didn't reach lvl of OPness of awlpike and 2h stab :P
Title: Re: 0.3.0.4
Post by: Strudog on August 15, 2013, 01:56:26 pm
2 patches ago devs buffed awlpikes stats and now they gave it better animation... Hm, seems legit :P And I think that awlpike was broken even before last patch.

New 1h animation is much better than previous one, but currently thrust is definitely too easy to land. It's almost imposible to make bad stab in medium/long distance. Previously 1h stab was probably too hard to make, now it's too easy. Though it still didn't reach lvl of OPness of awlpike and 2h stab :P

Awlpike has always been a great weapon, but the new patch brought it to a whole new level of OPness, Awlpikes galore on EU servers right now, not fun.
Title: Re: 0.3.0.4
Post by: BaleOhay on August 15, 2013, 02:46:08 pm
Havent seen this 'overpowered' aspec tof the stab change, in fact, I've always stabbed AOLY as a 1h, and had good success with it as an unexpected finisher or set-up.

Now, everyone is looking for it, and it doesnt seem anymore affective, or different really.

since the patch though, i've been experiencing numerous overhand 'ghost-swing misses' or glances that are not identified by a audible cue.

right side swing s faster, but seems like less reach, actually a disadvantage to the veteran 1Her, not by much but, not and advantage.

Do you use a short weapon? I find I am swinging thru a lot as well now... Brought it up to tydeus and his responses were my internet suddenly got worse or I am a worse player than before.
Title: Re: 0.3.0.4
Post by: MURDERTRON on August 15, 2013, 03:02:32 pm
It does seem a bit ridiculous that that we are all of a sudden making stabs which should be a high risk, high reward attack so easy to land now.  With all the benefits of ignoring 90% of armor, the 1h stab is a little too easy to land and the damage is too high.  The 2h stab animation is ridiculously broken and should not be used as the baseline for all other adjustments.  Damage-wise, it's in the right place, but the animation makes it too easy to head shot.
Title: Re: 0.3.0.4
Post by: Vingnir the Wanderer on August 15, 2013, 03:12:22 pm
I find both the polearm stab and 1h stab change bad. The 2h stab was the problem, the 2h stab should have been fixed instead of bringing the polearm stab and 1h stab to similarly ridiculous levels. The polearm stab is clearly a lot more forgiving near the end of the animation and you seem to be able to walk it into people and deal damage even though the weapon has stopped thrusting forward, much like the 2h stab already could. Which is bad, stabs should stop being able to do good hits as soon as the weapon stops thrusting forward.

A real problem is the Awlpike. Maybe it's the way the model looks but that weapon already always seemed to hit out of it's reach and that effect has been reinforced now. It's a phantom reach piece of instastab shit. Now with +10 effective reach due to the less glancing at end range stabs.

1h also got it's effective reach increased by a fuckton, something which should have been done, but I'd say it is a little overdone. With a Broad Short Sword I feel like I can outreach lancers, the stab is incredibly fast, long and easy to land. Granted, much like the 2h stab already was, but that is why the 2h stab should have been fixed instead of both the polearm and 1h stabs being broken. Biggest problem though is that Byzantium does not have any good stab 1h in the armoury so I can't join the rapetrain, even though even the Broad Short Sword has a bazillion reach now on the stab.

Hmm. Weird about your observations regarding the sword, maybe its the shorter swords, cuz I use a champion, and it doesnt seem to reach now significantly farther on the stab... I'll just point out, it ALWAYS had a lengthy stab, and I pre-patch had ALOT less trouble pulling it off, than other 1h'ers complained about prior to the change.

And of course your not the only one saying this about it being overpowered now, but i wonder if maybe the shorter 1h swords now have more ghost reach than the longer 1h ones?

Maybe i just havent used it enough to really notice, cuz I'm using maces and axes more often right now...
Title: Re: 0.3.0.4
Post by: Vingnir the Wanderer on August 15, 2013, 03:21:55 pm
Do you use a short weapon? I find I am swinging thru a lot as well now... Brought it up to tydeus and his responses were my internet suddenly got worse or I am a worse player than before.

Well not exclusively, i use a nordic champion, a spath, and sometimes a 1h battle axe... getting 'swing thru's' on all three occasionally...

Its not the first time, but it became noticable again after the patch.  Heh I also feel worse than before, which is horrifying, since my kd has always pretty much sucked...

Thats neither here nor there though, and i think possibly attributable to adjusting to the changes, even if theyre advantageous once i get used to them, more than the 'swing-thru's', although, they have been more often since the patch without a doubt
Title: Re: 0.3.0.4
Post by: Mae. on August 15, 2013, 05:07:09 pm
 long awlpike constantly glances as if its even longer than it actually is. wut?
Title: Re: 0.3.0.4
Post by: San on August 15, 2013, 05:16:40 pm
Tbqh, I experienced more ghost swings that missed the enemy before the patch.
Title: Re: 0.3.0.4
Post by: Mae. on August 15, 2013, 05:20:36 pm
Tbqh, I experienced more ghost swings that missed the enemy before the patch.

polearm or 1h? i will say 1h feels great now imo
Title: Re: 0.3.0.4
Post by: San on August 15, 2013, 05:52:14 pm
1h. That may have to do with me playing as an agi build the last few months so I could control my spacing and hit at the full reach of my swing.
Title: Re: 0.3.0.4
Post by: Canuck on August 15, 2013, 06:00:25 pm
Teeth man, I told you! Make Byznuck rank 3 and I'll toss my 1h looms in there, I've got a nice side sword waiting to be used

Biggest problem though is that Byzantium does not have any good stab 1h in the armoury so I can't join the rapetrain, even though even the Broad Short Sword has a bazillion reach now on the stab.
Title: Re: 0.3.0.4
Post by: MURDERTRON on August 15, 2013, 08:40:04 pm
Tbqh, I experienced more ghost swings that missed the enemy before the patch.

Well, as long as you're being honest...
Title: Re: 0.3.0.4
Post by: Jack1 on August 16, 2013, 06:53:47 am
take out the 1h stab changes.

was on NA 1 earlier using a great maul and I couldent swing left or right vs a 1h stab abuser. I would just be forced to sit there and block down or I would get insta hit before the swing even started to register on my computer. extremely OP in my opinion.

at the moment if you have a regular espada you get to have the following:

insta hit with stab
block every direction if you have a shield
do over half my health when in plate (24 str and 65 body armor) while having a 15/24 build

at the moment the playerbase for anything but 1h is going to shot down because there is no point in doing anything else.
Title: Re: 0.3.0.4
Post by: San on August 16, 2013, 07:21:35 am
But in the end, they're still stabbing a maul user.. There should still be enough blocking stun to get the advantage back at that moment.
Title: Re: 0.3.0.4
Post by: Inglorious on August 16, 2013, 07:57:03 am
at the moment the playerbase for anything but 1h is going to shot down because there is no point in doing anything else.

Join the cavalry master race and run over the one handers.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 16, 2013, 09:18:10 am
take out the 1h stab changes.

was on NA 1 earlier using a great maul and I couldent swing left or right vs a 1h stab abuser. I would just be forced to sit there and block down or I would get insta hit before the swing even started to register on my computer. extremely OP in my opinion.

at the moment if you have a regular espada you get to have the following:

insta hit with stab
block every direction if you have a shield
do over half my health when in plate (24 str and 65 body armor) while having a 15/24 build

at the moment the playerbase for anything but 1h is going to shot down because there is no point in doing anything else.
Only issue with this post is that if you knew what you were doing you could stab faster with the old animation, the new animation simply allows you to use 100% instead of 50% of the reach. Oh and that as a 15/24 espada user I still take a minimum of three hits to kill anyone in above medium armor with pure stabs unless I get crazy amounts of speed bonus or hit the head. Not saying the new anim ain't op, I'm merely saying this post includes a bit to much bullshit.
Title: Re: 0.3.0.4
Post by: Phew on August 16, 2013, 02:51:02 pm
take out the 1h stab changes.

1h stab is still slower and shorter reach than the 2h stab, not to mention it still usually glances at facehug range. 2h thrust is still king, so I don't see what's wrong with 1h thrust being elevated from "Poor" to "Good". That 15/24 Espada user has a high ceiling (can deliver huge damage on a thrust if they get high speed bonus on a head strike), but a very low floor (facehug them, and all of their attack options will probably glance). A big slow mauler in plate is pretty much the ideal prey for an agi 1h stabber, but say a longsword user in loomed medium armor will eat them alive.

As for the fear that the servers will become overrun with shielders sporting 1h stabby swords, the play base will adapt. All the 2h players might rediscover great weapons like the morningstar and great bardiche; break shield in 3 swings, hold attack to force block stun, kill the 1h player in one swing during the block stun.
Title: Re: 0.3.0.4
Post by: Kafein on August 16, 2013, 03:36:38 pm
As for the fear that the servers will become overrun with shielders sporting 1h stabby swords, the play base will adapt. All the 2h players might rediscover great weapons like the morningstar and great bardiche; break shield in 3 swings, hold attack to force block stun, kill the 1h player in one swing during the block stun.

This.
Title: Re: 0.3.0.4
Post by: Gurnisson on August 16, 2013, 04:10:54 pm
big slow mauler in plate is pretty much the ideal prey for an agi 1h stabber

Are you serious? :lol: :lol:
Title: Re: 0.3.0.4
Post by: Phew on August 16, 2013, 04:21:58 pm
Are you serious? :lol: :lol:

Jack is a good mauler and admitted he got dominate by an agi 1h stabber, and it's easy to see how. The stabber can dance outside of his maul range all day and just poke poke, never even has to block. He probably has an even tougher time against an agi 2h. Mauls excel in tight quarters or against slow 1h with short reach (like steel pick+huscarl), but they are easy prey to a swashbuckler type with room to maneuver.
Title: Re: 0.3.0.4
Post by: Gurnisson on August 16, 2013, 04:41:23 pm
When I was a 1h player I'd eat plated maulers alive with slashing swords and maces/picks, but with an espada (short one, non-loomed), I didn't even bother attacking them. A blocked stab is a free crush for a mauler and using 25 cut with 6 ps (or even a few points higher than that) is not even worth it versus >65 armour, because you have to play flawlessly and hit him several times to take him down, while you'll probably get one-shot if you make a mess out of it.
Title: Re: 0.3.0.4
Post by: Phew on August 16, 2013, 05:00:45 pm
When I was a 1h player I'd eat plated maulers alive with slashing swords and maces/picks, but with an espada (short one, non-loomed), I didn't even bother attacking them. A blocked stab is a free crush for a mauler and using 25 cut with 6 ps (or even a few points higher than that) is not even worth it versus >65 armour, because you have to play flawlessly and hit him several times to take him down, while you'll probably get one-shot if you make a mess out of it.

Effective reach of an Espada stab is now about 160cm, but max reach of a great maul is like 90cm. If your thrust gets blocked at near max range, and you get stunned, you should still have about 70 cm of cushion. Considering your massive mobility advantage thanks to higher athletics and less weight, maintaining that cushion should be pretty easy.

Maybe you are trying to backpedal? I suck vs. maulers, but I have learned that the key is don't ever block, and don't ever backpedal. Full speed all the time and don't be afraid to show them your back. I mostly stick to right swings, and not stabs though.
Title: Re: 0.3.0.4
Post by: Jack1 on August 16, 2013, 06:16:19 pm
Well mostly the situation I thought was compleat bill rap was when the whole enemy team followed me and a teammate(1h/shielder) into a tight little tunnel and it was 18v2. I got to kill about 11 of them but then came the bull crap. I started an overhead on the exact agi shielder I described in my previous post while his shield was up. My hammer was on the way down (while face hugging him) and he pulls out a quick little stab and kills over half my health when starting the stab when the sword was in me.
Title: Re: 0.3.0.4
Post by: San on August 16, 2013, 06:49:15 pm
His weapon speed is +15-20, he probably has a lot more wpf than you, and he is using his fastest attack, and you're using your slowest. If conditions were slightly different, maybe that swing would have went through. Sometimes, I can't respond against an awlpike user's stab and have to block. 11 kills still isn't bad, there may have been people who got hit earlier than they expected, too.
Title: Re: 0.3.0.4
Post by: Jack1 on August 16, 2013, 06:54:41 pm
Well I understand that 11 kills is still good but my argument is if they should get to insta-hit. Let alone how hard it should be able hit.
Title: Re: 0.3.0.4
Post by: Ronin on August 16, 2013, 08:35:03 pm
What are those new items? I've seen a horned helmet on someone.
Title: Re: 0.3.0.4
Post by: Smoothrich on August 16, 2013, 09:00:35 pm
Well mostly the situation I thought was compleat bill rap was when the whole enemy team followed me and a teammate(1h/shielder) into a tight little tunnel and it was 18v2. I got to kill about 11 of them but then came the bull crap.

Hahaha. I killed 11 people single handedly while tanking mad hits in heavy armor with a great maul... THEN came the bull crap from an agility 1hander.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 16, 2013, 09:03:32 pm
What are those new items? I've seen a horned helmet on someone.
Winged Great Helmet is buggy, lods look normal
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 16, 2013, 09:04:24 pm
Hahaha. I killed 11 people single handedly while tanking mad hits in heavy armor with a great maul... THEN came the bull crap from an agility 1hander.

Was thinking the same thing...wait, so the 11 kills weren't bullshit, but getting beat by an agi 1h when you're wearing plate and a great maul is bullshit?

I didn't because I like Jack and he explained why it was bullshit in the 2nd sentence "sword was point blank and still hit me".  But that's exactly what I was thinking  :P
Title: Re: 0.3.0.4
Post by: Horst_Kurmoottaja on August 17, 2013, 12:22:04 pm
Tthx for fixing map names Mustikki!
Title: Re: 0.3.0.4
Post by: Patoson on August 17, 2013, 05:36:30 pm
Apart from being able to kick during nudge cooldown sometimes, other times I try to kick but can't, even though I haven't nudged before; it only gets fixed after nudging and then the green/red icon appears.
Title: Re: 0.3.0.4
Post by: Sniger on August 17, 2013, 05:44:28 pm
visitors can't see pics , please register or login


kill banner balance, valour and multiplier though. cant adapt to WTJ uneven bs.

if we had some kind of real balance, the OP kicks, nudge, swings, weapons, whatever ppl think is OP wouldnt be an issue.

ppl dont care about winning as it is now. even losers can gain valour.

devs... for the love of whoever you belive in... you MUST be able to see it! why ignore it! do you know any other FPS (in lack of better term) where this abusive (sorry but i think its abusive) stuff is a gameFEAT?!

banner balance = WTJ. it completely screws up the clan synergie cus ppl join clans only to get multi.

enuff said. sorry but i cant help it. i want andrenalilne and im not getting andrenaline by getting creamed in gangbang.

"then join a big clan" lol you do know how stupid this sounds right? imagine if everyone did that? then eventually cRPG would be one big clan fighting itself... come on! geez. do you really want cRPG to become red vs. blue?
Title: Re: 0.3.0.4
Post by: Nessaj on August 17, 2013, 08:37:30 pm
EU4 doesn't have Banner Balance, feel free to use and advertise the server. It used to have a lot bigger crowd than it does nowadays.
Title: Re: 0.3.0.4
Post by: Zlisch_The_Butcher on August 17, 2013, 10:11:22 pm
EU4 doesn't have Banner Balance, feel free to use and advertise the server. It used to have a lot bigger crowd than it does nowadays.
One of the reasons it doesn't have a bigger crowd these days is most features aren't implemented there, fucks sake, server still got polestagger...
Title: Re: 0.3.0.4
Post by: Molly on August 18, 2013, 12:49:53 am
Not to mention that EU4 seems to have its own rule set. With people being kick polled or even team killed for not allowing stupid duels at the end of the round...
If all other servers are down I might consider playing there but most likely rather cleaning my windows or something.  :|
Title: Re: 0.3.0.4
Post by: Kafein on August 18, 2013, 03:08:22 am
Well mostly the situation I thought was compleat bill rap was when the whole enemy team followed me and a teammate(1h/shielder) into a tight little tunnel and it was 18v2. I got to kill about 11 of them but then came the bull crap. I started an overhead on the exact agi shielder I described in my previous post while his shield was up. My hammer was on the way down (while face hugging him) and he pulls out a quick little stab and kills over half my health when starting the stab when the sword was in me.

That's what I feel as a naked guy fighting pikes and such.
Title: Re: 0.3.0.4
Post by: Grumpy_Nic on August 18, 2013, 09:31:45 am
EU4 doesn't have Banner Balance, feel free to use and advertise the server. It used to have a lot bigger crowd than it does nowadays.

EU4 doesnt have admins, its brocoding deluxe in there. A fuckin shithole of a server, dont duel at the end of a round and your own team will harras you.
Title: Re: 0.3.0.4
Post by: karasu on August 18, 2013, 04:32:19 pm
EU4 doesnt have admins, its brocoding deluxe in there. A fuckin shithole of a server, dont duel at the end of a round and your own team will harras you.

Add EU_7 to that as-well.  :lol:
Title: Re: 0.3.0.4
Post by: karasu on August 18, 2013, 04:34:57 pm
visitors can't see pics , please register or login


kill banner balance, valour and multiplier though. cant adapt to WTJ uneven bs.

if we had some kind of real balance, the OP kicks, nudge, swings, weapons, whatever ppl think is OP wouldnt be an issue.

ppl dont care about winning as it is now. even losers can gain valour.

devs... for the love of whoever you belive in... you MUST be able to see it! why ignore it! do you know any other FPS (in lack of better term) where this abusive (sorry but i think its abusive) stuff is a gameFEAT?!

banner balance = WTJ. it completely screws up the clan synergie cus ppl join clans only to get multi.

enuff said. sorry but i cant help it. i want andrenalilne and im not getting andrenaline by getting creamed in gangbang.

"then join a big clan" lol you do know how stupid this sounds right? imagine if everyone did that? then eventually cRPG would be one big clan fighting itself... come on! geez. do you really want cRPG to become red vs. blue?

Big déjà vu from Strategus.
Title: Re: 0.3.0.4
Post by: Daunt_Flockula on August 20, 2013, 01:36:47 pm
I'm highly interested in feedback on the animation optimizations. This will likely affect weapon balance, so feel free to explain any differences you guys notice.

Going to post this here so more people can see it.Left side is damage/how far the arm has extended, bottom of the graph is the elapsed time (in %).

I've been running mad thinking that 1h thrusts have been buffed. But reading this carefully, I understand the exact change better. So, it is just a necessary animation change and it is only a matter of getting used to the proper animations now. Point taken dear Tydeus.
Title: Re: 0.3.0.4
Post by: Phew on August 20, 2013, 03:01:43 pm
I've been running mad thinking that 1h thrusts have been buffed. But reading this carefully, I understand the exact change better. So, it is just a necessary animation change and it is only a matter of getting used to the proper animations now. Point taken dear Tydeus.

I've had a while to evaluate the new 1h thrust, and here are my impressions:
1. You can actually hit people toward your left with a thrust now; the animation used to be "out of steam" before you could even rotate left. This is good.
2. The attack seems active a bit too long at full extension; i.e. you can deliberately miss then "wiggle" the attack into the enemy for full damage. This is reminiscent of the "roflcopter pike" everyone gets upset about.
3. It still glances at short-medium range. Short swords especially should be the ideal weapon for close-quarters thrusting, instead they are inferior to both 2h and pole in this situation.

As much as I enjoy being able to stab people 1.7m meters away with a 1h, I don't think we need yet another thrust attack that people are wiggling all over the battlefield for nonsensical hits. I'd prefer that the sweetspot function be adjusted so that short swords are effective stabbing implements at close range (their historical role). Let 2h and pikes be the long range stabbing weapons.

The new 1h right swing, however, seems pretty much perfect to me (less frustrating without introducing any exploitable mechanics).

 

Title: Re: 0.3.0.4
Post by: Tojo on August 20, 2013, 11:32:47 pm
. It still glances at short-medium range. Short swords especially should be the ideal weapon for close-quarters thrusting, instead they are inferior to both 2h and pole in this situation.

As much as I enjoy being able to stab people 1.7m meters away with a 1h, I don't think we need yet another

i think this has to.do with the actual weapon reach when your character uses their arms to swing. I k.ow that both 1h and 2h thust animationd give you extra length on your attack. This being opposed to polearm where you actually have less reach when you thrust.

when using a thrust with 1h it seems like starting the thrust at their torso and pulling the blade down to finish the animation at their feet is the only way to get the stab in, while at close quarters
Title: Re: 0.3.0.4
Post by: Jarold on August 21, 2013, 12:49:59 am
All thrust attacks give you more reach, it's just the polearm thrust isn't as long as a two hand.
Title: Re: 0.3.0.4
Post by: FrugFrug on August 21, 2013, 07:16:57 am
Thing I like most about the new 1h stab is that you can stab people on the ground without glancing.
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 21, 2013, 04:54:29 pm
Thing I like most about the new 1h stab is that you can stab people on the ground without glancing.

Yeah never even thought about how terrible it was trying to stab someone on the ground before, good call.
Title: Re: 0.3.0.4
Post by: Phew on August 21, 2013, 07:16:37 pm
Thing I like most about the new 1h stab is that you can stab people on the ground without glancing.

I always thought the "stab guy on ground, glance on ground, guy pops up and one-shots you" sequence was there just to remind us lowly 1h users of our place in the crpg hierarchy  :?
Title: Re: 0.3.0.4
Post by: MURDERTRON on August 21, 2013, 11:16:36 pm
Spathovaklion needs its stab back.
Title: Re: 0.3.0.4
Post by: Nightmare798 on August 21, 2013, 11:22:15 pm
Spathovaklion needs its stab back.

spathovaklion was one of strongest 1h weapons pre patch man.
Title: Re: 0.3.0.4
Post by: Phew on August 22, 2013, 01:30:14 am
spathovaklion was one of strongest 1h weapons pre patch man.

Still is. It has speed, reach, weight, and damage beyond relative balance of the other 1h blunt weapons.
Title: Re: 0.3.0.4
Post by: Jarold on August 22, 2013, 04:22:44 am
I think its damage needs to be nerfed quite a bit, speed is fine but the damage is ugghh. It also looks really tiny like it wouldn't hurt too much so damage neerrfff.
Title: Re: 0.3.0.4
Post by: Tojo on August 22, 2013, 04:49:41 am
ima let you finish and all but, spathovaklion beyonce was one of strongest 1h weapons of all time!
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 22, 2013, 05:11:12 pm
I think its damage needs to be nerfed quite a bit, speed is fine but the damage is ugghh. It also looks really tiny like it wouldn't hurt too much so damage neerrfff.

visitors can't see pics , please register or login


I disagree.  These are all the 1h's with over 25 blunt damage.  The Spathovaklion is 27 blunt, which isn't that strong compared to other 1h blunts (it's not weak either, middle of the road.

The stronger blunt 1h's are slower and shorter.  I think people use it due to it's higher speed and length than other blunt 1h's.  I can see maybe dropping damage down to 26, but I think the price should drop too then. 
Title: Re: 0.3.0.4
Post by: Phew on August 22, 2013, 10:01:03 pm
The stronger blunt 1h's are slower and shorter.  I think people use it due to it's higher speed and length than other blunt 1h's.  I can see maybe dropping damage down to 26, but I think the price should drop too then.

I dislike weapons that make another weapon totally obsolete; the Spathovaklion is longer, faster, heavier, and the same damage as the Winged Mace, making it totally obsolete.

Even the extra 2 speed and 4cm reach it has over the Iberian is too much for only giving up 1 damage. Typically 1 swing dmg and 1 speed are given roughly equal value in weapon balancing (see Liuyedao vs. Niuweidao, for instance).

Spathovaklion could be balanced by lowering its weight to 1.5kg or so; this would give it the lowest knockdown chance of 1h blunt weapons, but still maintain decent damage and high speed. 
Title: Re: 0.3.0.4
Post by: CrazyCracka420 on August 22, 2013, 10:19:50 pm
But the winged mace is half the price and does the same damage (for 1 less speed, and 5 less reach).  I think the 5 less reach is the most significant aspect here.  Spathvoklian (sp?) is the 2nd most expensive 1h blunt weapon.  And the Iberian is 33% cheaper.  Maybe the spathv does need to either have it's price increased (I don't think it's as good as the warhammer in sieges...) or some other stats reduced some.  I think it's pretty much on par for blunt weapons and pricing though.
Title: Re: 0.3.0.4
Post by: Kafein on August 22, 2013, 10:33:45 pm
The spathovaklion just happens to fill the balanced role in top tier 1h blunt weapons. The military hammer is the longest but also very slow, the warhammer is powerful but has crippling reach.
Title: Re: 0.3.0.4
Post by: Phew on August 22, 2013, 10:34:01 pm
No weapon that costs 4k should be totally outclassed by another weapon just because it costs more; the cheaper weapon should still have a niche. Again, the Liuyedao is a great example of a weapon that only costs 4k, but it offers a stat combination unavailable on even the most expensive 1h weapons.

The Winged Mace should offer something over the Spathovaklion besides a lower price. I suggest weight; since the Spathovaklion is so fast, it should probably be lighter than the slower blunt weapons.
Title: Re: 0.3.0.4
Post by: Tydeus on August 23, 2013, 01:17:26 am
The spathovaklion just happens to fill the balanced role in top tier 1h blunt weapons. The military hammer is the longest but also very slow, the warhammer is powerful but has crippling reach.
Indeed, the stats were created around the idea of filling the niche of a faster, top tier 1h mace. I see a problem as well, but I think you guys are looking at this from the wrong direction. I think it's more accurate to say the lower tier, massively underused, higher speed maces, are further away from "balance" than the Spathovaklion.

The Iron Mace is 2.5 weight, so why is it 1 less damage than a 1.7 weight mace that is roughly in the same weapon tier?

I'm thinking...
More metal: more weight, more damage, less speed. Less metal: less weight, less damage, more speed. .5 weight increases the kd probability quite a bit. This properly creates subclasses for 1h maces.
Title: Re: 0.3.0.4
Post by: Phew on August 23, 2013, 02:10:47 am
  • -1 damage and +1 speed for the Winged Mace
  • +1 damage for the Iron Mace
  • +1 speed for the Flanged Mace
  • + .3 weight, +2 damage and -2 speed for the Spiked Mace
  • +2 speed for the Knobbed Mace.
More metal: more weight, more damage, less speed. Less metal: less weight, less damage, more speed. .5 weight increases the kd probability quite a bit. This properly creates subclasses for 1h maces.

A step in the right direction, and gives mid-tier maces like the Flanged a niche for once. But these changes still leave the Winged Mace flat out inferior to the Spathovaklion. I think the Spathovaklion should be lighter; it's too long and fast to have such a high knockdown chance.

I understand how it's hard to create diversity between so many similar weapons. Maybe one of the "redundant" maces could get replaced with Jarold's 1h Mourningstar?
Title: Re: 0.3.0.4
Post by: Kafein on August 23, 2013, 03:03:11 am
Damage doesn't necessarily need to follow weight. Some maces might be more effective at knocking down but not so good at inflicting damage, and the spathovaklion would be on the opposite side of the spectrum. I think that makes sense considering the 3D model is really small.
Title: Re: 0.3.0.4
Post by: Jarold on August 23, 2013, 08:08:30 am
Let's face the facts, after your first gen you probably don't have to worry about a 4k increase in gear price. Yesh add me morninshtar in, it needsh it guysh!
Title: Re: 0.3.0.4
Post by: Sniger on August 23, 2013, 02:22:59 pm
Big déjà vu from Strategus.

strat is different. strat is strat BECAUSE of the banner balance. banner balance belong on strat server but not on frikkin public FFA server lol

yeah... i think i know what you are saying eventho i didnt/havent played much strat; ppl join clans only to win in strat/keep their fief/spying (metagaming... id ban right on spot if i were admin)/whatever.

i would like the clans to be more picky who they accept and i would also like a world without war but... well... :p

Title: Re: 0.3.0.4
Post by: Sniger on August 23, 2013, 02:26:37 pm
EU4 doesnt have admins, its brocoding deluxe in there. A fuckin shithole of a server, dont duel at the end of a round and your own team will harras you.

i hereby volunteer for admin/mod of EU4
Title: Re: 0.3.0.4
Post by: Sniger on August 23, 2013, 03:47:47 pm
Damage doesn't necessarily need to follow weight. Some maces might be more effective at knocking down but not so good at inflicting damage, and the spathovaklion would be on the opposite side of the spectrum. I think that makes sense considering the 3D model is really small.

something that is able to knock you out of balance and down will necessarily hurt. you know... physics and stuff... mass + speed :p every action.... u know :p
Title: Re: 0.3.0.4
Post by: Kafein on August 24, 2013, 06:38:29 pm
something that is able to knock you out of balance and down will necessarily hurt. you know... physics and stuff... mass + speed :p every action.... u know :p

I can push you out of balance with my hands without hurting you, because I can apply a lot of force on a wide surface of your body. Inflicting damage would be easier by applying it on a single point, like with a pick or a sword. That difference also exists with different mace profiles.
Title: Re: 0.3.0.4
Post by: Grumbs on August 27, 2013, 10:04:15 pm
I like pretty much all the recent changes to polearms, especially removing the damage of overheads behind the player. Makes 2d poles much more viable by giving them 2 directions they can more reliably use in team fights.

I have noticed a funny issue with overheads though, I seem to hit team mates on the right side of me when they don't seem to be any where near the swing. It feels quite glitchy atm and making me rethink the viability of the overhead in team fights. I'm going to test more but still not convinced atm

Haven't remembered to do a barrel roll yet when knocked down so can't really comment on that yet. I like the concept though and seem some guys rolling around well. Seems to glitch through other players tho
Title: Re: 0.3.0.4
Post by: karasu on August 28, 2013, 02:28:39 am
I like pretty much all the recent changes to polearms, especially removing the damage of overheads behind the player. Makes 2d poles much more viable by giving them 2 directions they can more reliably use in team fights.

I have noticed a funny issue with overheads though, I seem to hit team mates on the right side of me when they don't seem to be any where near the swing. It feels quite glitchy atm and making me rethink the viability of the overhead in team fights. I'm going to test more but still not convinced atm

Haven't remembered to do a barrel roll yet when knocked down so can't really comment on that yet. I like the concept though and seem some guys rolling around well. Seems to glitch through other players tho

I'm afraid the overhead from Polearms has been like this for a long time, not just this patch. It's something I noticed myself for a while now, the "top left to lower right" movement, not a perfect angle as Two-Handed swords. It's a bit of a pain when doing proper tactics like shieldwalls and such, hitting teammates might hurt a lot.  :|
Title: Re: 0.3.0.4
Post by: Mae. on August 28, 2013, 06:46:58 am
what happened to shields? crossbows seem to have a chance to go right through shields. I've been shot pointblank with the enemy directly in front of me, shield up.. and bolt ends up in the center of my chest.
Title: Re: 0.3.0.4
Post by: Huscarlton_Banks on August 28, 2013, 11:02:49 am
That's always been there.

Code: [Select]
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0
Title: Re: 0.3.0.4
Post by: Tydeus on August 28, 2013, 02:57:06 pm
what happened to shields? crossbows seem to have a chance to go right through shields. I've been shot pointblank with the enemy directly in front of me, shield up.. and bolt ends up in the center of my chest.
That's always been there.

Code: [Select]
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0
I tried telling you before Mae, it has always done this. Getting shot from point blank range means you're taking the full damage that the crossbow can dish out.
Title: Re: 0.3.0.4
Post by: Phew on August 28, 2013, 03:22:36 pm
I tried telling you before Mae, it has always done this. Getting shot from point blank range means you're taking the full damage that the crossbow can dish out.

The code seems to imply that any ranged weapon can penetrate a shield, but I've only ever seen bolts do it. A +3 Throwing Lance with 11 Power Throw has like 134 raw damage; way more than a +3 bolt fired from a +3 arablest.

It's a shame that shield skill has no effect on bolt penetration. There are lots of shields that are totally unused because their armor is too low to stop bolts. A guy with a heavy round shield and 13 shield skill takes as much damage from the bolt as the guy with 4 shield skill.
Title: Re: 0.3.0.4
Post by: Huscarlton_Banks on August 28, 2013, 05:02:54 pm
Only missiles with itp_can_penetrate_shield can pierce shields, and only bolts seem to have this flag in c-rpg.
Title: Re: 0.3.0.4
Post by: Phew on August 28, 2013, 05:13:30 pm
I noticed that the new ballistae appear to not penetrate shields, nor do they seem to have "bonus vs. shield". Not complaining, but it's funny that a Hunting Crossbow can penetrate some low-armor shields, but a ballista can't.
Title: Re: 0.3.0.4
Post by: Jarlek on August 28, 2013, 07:13:30 pm
I noticed that the new ballistae appear to not penetrate shields, nor do they seem to have "bonus vs. shield". Not complaining, but it's funny that a Hunting Crossbow can penetrate some low-armor shields, but a ballista can't.
I shot a guy with a shield with a ballista once, and he survived. It wen through a plated guy, then his shield and then him (he was in trans or something).

He took damage, but he didn't die from it.
Title: Re: 0.3.0.4
Post by: Paul on August 28, 2013, 07:55:04 pm
Ballista has a seperate shield penetration handling, independent from the Native one.
Title: Re: 0.3.0.4
Post by: Phew on August 28, 2013, 07:58:55 pm
Ballista has a seperate shield penetration handling, independent from the Native one.

Thanks Paul. What shield armor value is necessary to prevent ballista penetration?
Title: Re: 0.3.0.4
Post by: Paul on August 28, 2013, 08:27:27 pm
Hmm, I think I was wrong. There is a seperate shield hit handling which seems to modify the damage of the projectile but the penetration itself seems to be done by the Native mechanic. Ozin's work. Ballista projectiles have the itp_can_penetrate_shield flag.
Title: Re: 0.3.0.4
Post by: Phew on August 28, 2013, 08:46:06 pm
Hmm, I think I was wrong. There is a seperate shield hit handling which seems to modify the damage of the projectile but the penetration itself seems to be done by the Native mechanic. Ozin's work. Ballista projectiles have the itp_can_penetrate_shield flag.

Would it be possible to modify that shield penetration formula to include a modifier based on shield skill (maybe based on skill above the shield's requirement)? Or is that a WSE thing?

It's a shame that all of the low-armor shields are mostly ignored because bolts penetrate them so easily.
Title: Re: 0.3.0.4
Post by: Paul on August 28, 2013, 09:03:17 pm
WSE thing.
Title: Re: 0.3.0.4
Post by: Jarlek on August 28, 2013, 09:28:21 pm
Why do we have shield penetration anyway?

You use skillpoints and pay upkeep, limit your available weapons and get extra weight; all for an item to stop projectiles, yet they can STILL go through?

Most of the shields that can be penetrated are destroyed in 3-5 bolts anyway, why not just remove this? They can always do like archers&throwers and just shoot around the shield instead.
Title: Re: 0.3.0.4
Post by: Grumbs on August 28, 2013, 09:49:00 pm
TBH the last person to give crushthrough to is xbows that just point and click on slow moving targets
Title: Re: 0.3.0.4
Post by: Huscarlton_Banks on August 28, 2013, 11:14:03 pm
To be honest, I think shield penetration only makes sense if the missile is only able to penetrate enough to hit the arm holding the shield, and only if you hit the right spots, but I don't think it's doable with the module system.

It'd also make sense if throwing spears/jarids/throwing lances could hit the shielding arm with weaker shields as well, but that's opening up another can of worms.

At least the damage is greatly reduced whenever a missile goes through a shield.
Title: Re: 0.3.0.4
Post by: Macropus on August 28, 2013, 11:50:16 pm
I think the only case when projectiles should penertate shield is when, for example, shield has 50 hp left and it gets hit with 60 damage, so shield breaks and 10 damage goes to player.
Just something like that maybe.
Title: Re: 0.3.0.4
Post by: Tydeus on August 29, 2013, 07:53:03 am
To be honest, I think shield penetration only makes sense if the missile is only able to penetrate enough to hit the arm holding the shield, and only if you hit the right spots, but I don't think it's doable with the module system.

It'd also make sense if throwing spears/jarids/throwing lances could hit the shielding arm with weaker shields as well, but that's opening up another can of worms.

At least the damage is greatly reduced whenever a missile goes through a shield.
What I'd really like to see in this area, is the shield becoming more cumbersome when certain projectiles are stuck in them. Hitting someone's shield with a Throwing Lance should make it pretty damn unwieldy, this was one of the most important uses for these weapons. This would give throwers utility, increasing their effectiveness without increasing damage output.
Title: Re: 0.3.0.4
Post by: Molly on August 29, 2013, 09:45:20 am
What I'd really like to see in this area, is the shield becoming more cumbersome when certain projectiles are stuck in them. Hitting someone's shield with a Throwing Lance should make it pretty damn unwieldy, this was one of the most important uses for these weapons. This would give throwers utility, increasing their effectiveness without increasing damage output.
Basicly means adding the weight of the throwing weapon to the weight of the shield and therefore influencing the shield speed too?

Sounds awesome but is it even doable?

And question is: when the weight of the throwing weapon has such influence, will the added weight also slow down the shielder? Having an influence on his ath/agi-values?
Title: Re: 0.3.0.4
Post by: Ronin on August 29, 2013, 11:12:34 am
Hmm, I think I was wrong. There is a seperate shield hit handling which seems to modify the damage of the projectile but the penetration itself seems to be done by the Native mechanic. Ozin's work. Ballista projectiles have the itp_can_penetrate_shield flag.
Give that property to throwing lances!


Btw, you must not forget shield is not the only thing that protects a shielder from projectiles. They can use the shield and dodge the incoming projectiles. I killed tore with a ballista once (through shield). It should be possible for a shielder to avoid projectiles (at least avoiding getting shot in weaker parts), ballista is undoubtedly the easiest to dodge.
Title: Re: 0.3.0.4
Post by: Grumbs on August 29, 2013, 11:18:36 am
What I'd really like to see in this area, is the shield becoming more cumbersome when certain projectiles are stuck in them. Hitting someone's shield with a Throwing Lance should make it pretty damn unwieldy, this was one of the most important uses for these weapons. This would give throwers utility, increasing their effectiveness without increasing damage output.

A realism solution for a problem that doesn't exist? How about making some weapons like throwing axes bounce off 50/50 of the time, or make chain+ absorb the impact of some arrows and not penetrate the armour
Title: Re: 0.3.0.4
Post by: Tydeus on August 29, 2013, 02:39:45 pm
A realism solution for a problem that doesn't exist? How about making some weapons like throwing axes bounce off 50/50 of the time, or make chain+ absorb the impact of some arrows and not penetrate the armour
No problem? Throwers have the least utility out of all of the classes by far. Few strat factions even bother to buy throwing weapons. With something like this implemented, I could better justify nerfing throwing damage.  :twisted:
Title: Re: 0.3.0.4
Post by: Kafein on August 29, 2013, 03:35:25 pm
Well that would also further nerf the ability of shielders to "counter" ranged.
Title: Re: 0.3.0.4
Post by: Tydeus on August 29, 2013, 03:48:07 pm
Indeed. It'd be nice to be able to rework shield skill so that you get it for more than the 8% damage reduction, so that we can ditch unbreakable shield shenanigans(cap at 95-98% DR, rather than 100%). There's just not much of any reason to get higher levels of shield skill currently. I doubt any of these ideas get implemented, but collectively they'd all be nice to have, specifically if it adds a reason to play a thrower other than to troll.
Title: Re: 0.3.0.4
Post by: Ronin on August 29, 2013, 06:37:09 pm
No tydeus, if you make a change like this; just leave shields alone. If you can avoid getting shot at the center and if you have a decentish spear it will protect your shield from getting penetrated. A shielder doesn't have to sit duck at a place to block arrows, it can strafe at the same time. And I think high shield skill still gives many benefits that people often disregard. The fact that it is underrated doesn't mean it is underpowered.

If I have 6 shield skill and only 1 ironflesh at my character, it is not without a reason.
Title: Re: 0.3.0.4
Post by: Patoson on September 05, 2013, 02:46:42 pm
If you are using your weapon in its secondary mode and perform the dagger quickdraw, you drop the weapon as always, but a new one appears on your back, which can lead to unlimited spawning of the weapon.

Title: Re: 0.3.0.4
Post by: Miwiw on September 05, 2013, 03:01:14 pm
That's EU3? Did you try on other servers too?
Title: Re: 0.3.0.4
Post by: Jona on September 05, 2013, 05:54:06 pm
That's EU3? Did you try on other servers too?

I know it works in NA7 at least... saw someone spawning infinite weps for the whole team.

surprised no one has tried it in siege or battle yet. or at least, they've yet to do it and get caught.


(click to show/hide)
Title: Re: 0.3.0.4
Post by: Patoson on September 05, 2013, 06:01:56 pm
Actually I saw a couple of players doing it in DTV and, since they wouldn't report it, I decided to do it myself after I checked it worked in EU3 as well.
Title: Re: 0.3.0.4
Post by: Nehvar on September 05, 2013, 06:43:13 pm
I know it works in NA7 at least... saw someone spawning infinite weps for the whole team.

surprised no one has tried it in siege or battle yet. or at least, they've yet to do it and get caught.


(click to show/hide)

Becs are actually one of the few weapons this would be viable for.  The dupes created by this bug are stuck in secondary mode.
Title: Re: 0.3.0.4
Post by: Jona on September 06, 2013, 02:30:40 am
Becs are actually one of the few weapons this would be viable for.  The dupes created by this bug are stuck in secondary mode.

Took me a while to think of one that would be useful.  ;)
Title: Re: 0.3.0.4
Post by: Sharpe on September 06, 2013, 12:27:52 pm
Took me a while to think of one that would be useful.  ;)

Hey its viable for Gaga's Mwork Practice Swords to!
Title: Re: 0.3.0.4
Post by: Mendro on August 26, 2014, 02:37:01 pm
This is the original 3.0.4.
Stop your fake patch chadz.
Title: Re: 0.3.0.4
Post by: Blackbow on August 27, 2014, 05:09:28 am
This is the original 3.0.4.
Stop your fake patch chadz.
or just stop patch =p
Title: Re: 0.3.0.4
Post by: Angantyr on August 27, 2014, 09:24:52 am
Kafein, what a great burgonet visor, looks like an expression out of some anime.
Title: Re: 0.3.0.4
Post by: Kafein on August 27, 2014, 01:42:53 pm
Kafein, what a great burgonet visor, looks like an expression out of some anime.

Actually... http://imgur.com/khAd3l4
Title: Re: 0.3.0.4
Post by: Chris_the_Animal on August 31, 2014, 06:03:10 pm
visitors can't see pics , please register or login


Any german speaker able to help? This occurs when I pressed "Play cRPG" in the Launcher. It loads to the end and then this error shows up.

I tried to update my DirectX, that also did not work due to an error that doesnt tell me anything about the problem behind...
Title: Re: 0.3.0.4
Post by: olddog on September 05, 2014, 04:30:42 pm
1h bump slashers gonna b mad lel
Title: Re: 0.3.0.4
Post by: Daunt_Flockula on September 05, 2014, 04:34:49 pm
The question is: Why is this thread being constantly necroed?
Title: Re: 0.3.0.4
Post by: Kafein on September 05, 2014, 08:02:38 pm
visitors can't see pics , please register or login


Any german speaker able to help? This occurs when I pressed "Play cRPG" in the Launcher. It loads to the end and then this error shows up.

I tried to update my DirectX, that also did not work due to an error that doesnt tell me anything about the problem behind...

For a quick fix follow these instructions:

Go there and download the runtimes http://www.microsoft.com/en-us/download/details.aspx?id=8109
Use the setup executable. If this doesn't solve the problem, go through the files and find Jun2010_d3dx9_43_x64.cab or Jun2010_d3dx9_43_x86.cab (depending on your OS), open it with zip or rar or any archive program, find d3dx9_43.dll in the archive and extract it in the directory where your warband.exe is located.

Note that I just know how to do this "dirty" fix, I don't know what actually causes the absence of that file on your machine.
Title: Re: 0.3.0.4
Post by: Chris_the_Animal on September 05, 2014, 08:27:29 pm
If this doesn't solve the problem, go through the files and find Jun2010_d3dx9_43_x64.cab or Jun2010_d3dx9_43_x86.cab (depending on your OS)
Tried the End-Runtime thingy already. It gives me an error aswell.

Which "files" do you mean?
Title: Re: 0.3.0.4
Post by: Kafein on September 05, 2014, 09:12:43 pm
Tried the End-Runtime thingy already. It gives me an error aswell.

Which "files" do you mean?

When you download the runtimes you get one executable that extracts its content in a directory or your choice (simplest solution: create a new directory on your desktop). Then go into that directory and look for the .cab file I was talking about (there are many).
Title: Re: 0.3.0.4
Post by: olddog on September 06, 2014, 06:35:09 am
ok