cRPG

cRPG => Beginner's Help and Guides => Topic started by: Glyph on May 11, 2011, 08:52:55 pm

Title: size matters
Post by: Glyph on May 11, 2011, 08:52:55 pm
where are the sizes of the weapons in c-rpg based on? cm, inches? or not based on anything at all?
thanks
Title: Re: size matters
Post by: Teeth on May 11, 2011, 08:55:43 pm
I always thought it was based on cm, it pretty much fits with the character/weapon scale.
Title: Re: size matters
Post by: Dravic on May 11, 2011, 10:46:43 pm
afaik length stats of weapons are given in cm and they show length from hilts (grips) to the damaging weapons' end.
Title: Re: size matters
Post by: Patricia on May 12, 2011, 02:53:55 am
Which is why some weapon have ghostreach, or you get full damage from a hit coming from the VERY VERY TIP of the weapon, basically a scratch doing 80% of your health.
Title: Re: size matters
Post by: Cyclopsided on May 12, 2011, 03:06:14 am
None have ghost reach. Getting hit with the tip DOES do the most damage, just like real life it has the most inertial force and tends to be the sharpest point/blade or the concentrated mass of a mace end. The only "ghost reach" occurs with highly curved weapons, not that they have more length, but since the hitbox is straight, not bent, it will hit you ever so slightly before the weapon does.

and yes it appears to be cm.
Title: Re: size matters
Post by: MouthnHoof on May 12, 2011, 09:28:20 am
The most damaging part of the blade is not the tip, it is a few cm lower. Also for thrust, the weapon needs to reach the target and then still travel a couple of cm into it.
Title: Re: size matters
Post by: Cepeshi on May 12, 2011, 09:31:20 am
Since when is this based on realism?

but yeah, i was always seeing the number as centimeters aswell
Title: Re: size matters
Post by: MouthnHoof on May 12, 2011, 01:32:11 pm
this is regardless of realism. Setting the reach parameter to be exactly the tip of the weapon creates many instances of small phantom reach. I believe that ~5 cm should be removed from weapons reach to create a more believable "hit" image (i.e. the weapon 3D-mesh length from the grip -5) rather than scratch.
Title: Re: size matters
Post by: Patricia on May 12, 2011, 05:53:55 pm
None have ghost reach. Getting hit with the tip DOES do the most damage, just like real life it has the most inertial force and tends to be the sharpest point/blade or the concentrated mass of a mace end. The only "ghost reach" occurs with highly curved weapons, not that they have more length, but since the hitbox is straight, not bent, it will hit you ever so slightly before the weapon does.

and yes it appears to be cm.

How is the very tip the most damaging? I'll  impale my ENTIRE SWORD in you, and then scratch you with the VERY TIP of my sword, you tell me which one killed you better, the impaling, or the 1mm deep scratch?
Title: Re: size matters
Post by: Penitent on May 12, 2011, 06:59:54 pm
A sword, or other weapon, has a "center of percussion" (cop) that actually does the most damage.

Think about hitting a baseball with a bat.  If you hit with the tip of the bat, not so good.  However, if you hit a few inches closer to the center of the bat, the ball will go much farther.

The entire game is not a mirror of reality, but most of it is based in realism.
Title: Re: size matters
Post by: Inkompetent on May 12, 2011, 08:45:07 pm
this is regardless of realism. Setting the reach parameter to be exactly the tip of the weapon creates many instances of small phantom reach. I believe that ~5 cm should be removed from weapons reach to create a more believable "hit" image (i.e. the weapon 3D-mesh length from the grip -5) rather than scratch.

This seems pretty good actually. Either way, for example slashing with swords only work if 1) Your opponent doesn't wear armour; or 2) your sword is so heavy you BLUNT him to bits with the sword throug the armour, pretty much like hitting him with a Bar Mace

Longsword-fighting is a good example where there are two completely different ways to use the sword depending on if you fight an opponent with or without armour. If he has armour (nearly) all attacks are thrusts, while you mainly cut if he doesn't. At least shorting the weapon-hitboxes would be a tad closer to the truth.
Title: Re: size matters
Post by: Penitent on May 12, 2011, 09:49:05 pm
Longsword-fighting is a good example where there are two completely different ways to use the sword depending on if you fight an opponent with or without armour. If he has armour (nearly) all attacks are thrusts, while you mainly cut if he doesn't.

Well, depends on the armor.  A strong hack attack can split mail links, or break a bone through mail.  But plate armor...yeah you gotta thrust.
Title: Re: size matters
Post by: Osiris on May 12, 2011, 09:57:19 pm
tell the realism that the shaft of my great long axe does as much damage as the axe head  :mrgreen:
Title: Re: size matters
Post by: Siboire on May 12, 2011, 10:06:51 pm
tell the realism that the shaft of my great long axe does as much damage as the axe head  :mrgreen:

ya with a lot of weapons (mainly polearms) you can stupidly "limbo" the guy and hear the sound of slashing and you do as much damage as you would with the cutting tip of the polearm.
Title: Re: size matters
Post by: MouthnHoof on May 13, 2011, 11:42:07 am
tell the realism that the shaft of my great long axe does as much damage as the axe head  :mrgreen:
tell the realism that I cannot bend my elbows more, or slide the grip on the pole so that the axe head hits in shorter range :mrgreen:

The problem with scratches is that it makes judging the length of the weapon difficult. There is a small added uncertainty due to lag, so sometimes I get hit when I am almost sure that I am out of reach and I see the blade swinging just a few cm short of me. Yet not only it hits, it also does maximum damage. On highly curved weapons this is even more misleading. It is a practical issue of range estimation more than an aesthetic-visual issue "it hit me with the shaft".
Shortening the "reach" by a couple of cm has both play value and is more realistic in terms of damage done: a cut needs a few extra cm of blade to make a deep wound, a thrust needs to go in, not just prick with the tip. A 5 cm (2 inch) deep wound is already deadly. 1 cm is barely enough to go through cloths and fat.
Title: Re: size matters
Post by: Glyph on May 13, 2011, 06:07:55 pm
yes, it is true that it's almost impossible to hit with a sword true a plated armor, but in reallity warriors wouldn't just learn to strike at the chest or belly but at the neck, shoulder and the points where different pieces of the armor woul.d be attached to eachother. but in-game that's really hard to do so they balanced it by also letting people be able to hit a knights chest and do damage to him.
Title: Re: size matters
Post by: Phazey on May 13, 2011, 06:21:32 pm
I guess this should be under the realism forum, but hey, can't resist:

Just yesterday wached a nice national geographic documentary on Talhoffer's manual. (http://channel.nationalgeographic.com/episode/medieval-fight-book-5366/Overview#tab-Videos/09511_00)

What i gleaned from that: if someone is heavily armored, you hit him hard with the pommel or guard of your longsword. Use it as a blunt weapon. The impact of that could knock someone out or at least make him stumble, giving the unarmored guy a chance to poke the more vulnerable parts of his armor.

But as the engine doesn't really allow swords weapons to be used like that, we'll have to make due with the dev's team of balancing stuff properly. :)
Title: Re: size matters
Post by: Peasant_Woman on May 13, 2011, 06:27:31 pm
Phantom reach only really effects curved weapons as the engine views all weapons as straight lines and so leads to situations where a weapon can appear to kill you before it even touches you, but had it been where you thought it was you would have dodged it. Ideally any weapon should do much less damage if you just clip someone with the very end of the tip, as someone else said the real damage should start from a little further down the length (2-5 length) to represent a solid hit for full damage.

Just 5 minutes ago I was fighting a greatswod user and was killed by his stab animation 'hanging' out there for a moment which I stepped into thinking the animation was over and immediately died, which is frankly ridiculous.