cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Corsair831 on September 29, 2013, 04:16:26 pm

Title: Nerf Kicks
Post by: Corsair831 on September 29, 2013, 04:16:26 pm
Nerf their range (they outrange 1h)
Nerf their duration (they last longer than their animation)
Nerf their arc (oftentimes the foot does not hit but the kick lands)

I realise this thread has been made 50 times without any word at all from the devs, but hey, maybe this time will be the one :)

thanks, corsair
Title: Re: Nerf Kicks
Post by: Ronin on September 29, 2013, 04:22:52 pm
Yes and yes only.
Title: Re: Nerf Kicks
Post by: San on September 29, 2013, 04:28:03 pm
I grudgingly accept the range, but it ticks me off having to deal with invisible hitbox all the time.
Title: Re: Nerf Kicks
Post by: wayyyyyne on September 29, 2013, 04:29:49 pm
Kicks are fine as they are right now and the most recent changes were reasonable. Unless you got really unlucky you could still block and avoid getting hit whilst kicking.
As of now if you actually anticipate a kick you WILL get a free hit on someone. The increase in range is the logical trade off for that. It's high risk high reward (Please spare me your complaints about how you think it's low risk high reward just because you continuously run into everyone's kicks because that's something you can change yourself)
Title: Re: Nerf Kicks
Post by: the real god emperor on September 29, 2013, 04:37:13 pm
Can we have dropkicks? :(
Title: Re: Nerf Kicks
Post by: Prpavi on September 29, 2013, 04:41:43 pm
really a 1h/shielder class has never been stronger and yet you still arent satisfied and ask a nerf for one of the rare counters to your class. Shamefur Dispray!!  :mrgreen:
Title: Re: Nerf Kicks
Post by: Legs on September 29, 2013, 06:01:23 pm
The range and duration don't seem to be much different compared to before blocking was removed, but I have noticed that kicks now have this odd area-of-effect type of thing going where you can kick anyone that's in a ~45 degree cone in front of you. It's understandably frustrating to get 'kicked' when it looks like they missed, but I think it was a necessary change to compensate for not being able to block any more.

Also it's fun to be able to kick 2-3 tightly grouped people at once using my invisible octopus legs.
Title: Re: Nerf Kicks
Post by: TugBoat on September 29, 2013, 06:03:17 pm
I don't mind the range or the duration, but I feel that the arc and the ability to turn after hitting your kick has dumbed down kicks and takes away the skill from it.

Negga used to be a kick machine, I was always amazed at the kicks he would land. Now even I can land kicks fairly easily against a close target, and I SUCK. Seriously kicking now includes training wheels.
Title: Re: Nerf Kicks
Post by: SirCymro_Crusader on September 29, 2013, 06:03:32 pm
Nerf their range (they outrange 1h)
Nerf their duration (they last longer than their animation)
Nerf their arc (oftentimes the foot does not hit but the kick lands)

I realise this thread has been made 50 times without any word at all from the devs, but hey, maybe this time will be the one :)

thanks, corsair

Now 51 times  :rolleyes:
Title: Re: Nerf Kicks
Post by: AntiBlitz on September 29, 2013, 07:00:28 pm
I believe the reason these threads always come up is the same reason people complain about 1h stabs, quite annoying and clearly broken in some manor(not completely, it just needs some tweaks), all 2h and pole classes have the same fighting style where they just engage and then backpedal, so you have no choice but to chase them and inevitably be kicked 3-4 times during your fight essentially ending your life with the skill-less kick, be honest with yourself kicking is on par with bump slashing, or hitting people who are knocked down.

They need to make the kicks time shorter(fix it somehow, idk) so that you stop running into kicks when they are already over, i hate when the leg is obviously retracting and you run into it and get stunned.  <--this is my complaint

Title: Re: Nerf Kicks
Post by: Erzengel on September 29, 2013, 07:10:41 pm
Have to agree with corsair. Melee as a onehander is all about avoiding the annyoing kick spam nowadays... Very boring/frustrating, especially if you are using a short weapon. Give kicks a ~10 second cooldown, reduce their area of effect and they will be fine.
Title: Re: Nerf Kicks
Post by: Macropus on September 29, 2013, 07:17:35 pm
Sometimes I kick someone, clearly missing my target, then the kick somehow still lands but I fail to make a free hit because I didn't expect it, oh irony...
Title: Re: Nerf Kicks
Post by: Palurgee on September 29, 2013, 07:26:16 pm
Kicks are far too easy to abuse. You can turn your camera while kicking and it can hit anyone in a 90 degree radius in front of you, forget whether or not the foot connects to an enemy. The foot can be retracting, and still stun the target. I'm all for giving them a nerf. At the moment they just seem to exist for the benefit of S-key heroes.
Title: Re: Nerf Kicks
Post by: Xant on September 29, 2013, 07:40:46 pm
Why not just make kicks like they are in native?
Title: Re: Nerf Kicks
Post by: SirCymro_Crusader on September 29, 2013, 07:43:27 pm
native?

native?

native?

native?

native?
Title: Re: Nerf Kicks
Post by: Xant on September 29, 2013, 07:49:22 pm
ok
Title: Re: Nerf Kicks
Post by: Palurgee on September 29, 2013, 07:56:16 pm
Why not just make kicks like they are in native?

You're aware that the kicks in native allowed for you to kick again before the stun was complete?
Title: Re: Nerf Kicks
Post by: BlueKnight on September 29, 2013, 08:12:55 pm
Kicks got from barely used to pretty retarded over the last year
Title: Re: Nerf Kicks
Post by: XyNox on September 29, 2013, 08:28:32 pm
You are lucky Corsair, cmp would have moved to chamber of tears  :lol:
Title: Re: Nerf Kicks
Post by: Vodner on September 29, 2013, 09:36:33 pm
You're aware that the kicks in native allowed for you to kick again before the stun was complete?
Kicks in native have the same cooldown they do in cRPG, unless things have changed in the last couple patches (I haven't played much recently).
Title: Re: Nerf Kicks
Post by: Corsair831 on September 29, 2013, 09:46:57 pm
it's obvious most people agree that kicks ruin gameplay for 1h shielders and make the 's-key kick spam' metagame far too easy for 2h / polearm players

we just need the devs to nerf them now :)

(when i say nerf them i'd like to reinforce i mean reduce the duration, the range, and the area of effect. If you have to give them back blocking whilst kicking to rebalance this, i could live with that personally, i'd imagine a lot of other people would be able to as well)
Title: Re: Nerf Kicks
Post by: Matey on September 29, 2013, 09:57:02 pm
it's obvious most people agree that kicks ruin gameplay for 1h shielders and make the 's-key kick spam' metagame far too easy for 2h / polearm players

we just need the devs to nerf them now :)

(when i say nerf them i'd like to reinforce i mean reduce the duration, the range, and the area of effect. If you have to give them back blocking whilst kicking to rebalance this, i could live with that personally, i'd imagine a lot of other people would be able to as well)

old kicks: almost no risk, decent reward
new kicks: some risk, huge reward

why not... Some risk, Some reward?

in other words... don't give them blocking back because that shit was just as retarded when people just constantly spam kicks while blocking. just take off the AoE on kicks and make the duration match the animation.
Title: Re: Nerf Kicks
Post by: San on September 29, 2013, 10:01:42 pm
Kicks are fine as they are right now and the most recent changes were reasonable. Unless you got really unlucky you could still block and avoid getting hit whilst kicking.
As of now if you actually anticipate a kick you WILL get a free hit on someone. The increase in range is the logical trade off for that. It's high risk high reward (Please spare me your complaints about how you think it's low risk high reward just because you continuously run into everyone's kicks because that's something you can change yourself)

I'm trying to change myself, but when I see a kick miss, I can't help but try to capitalize and move in, even though my brain is telling me the invisobox is still there.
Title: Re: Nerf Kicks
Post by: Paul on September 29, 2013, 10:04:33 pm
cmp changed the kick with wse so it's his responsibility and only he can revise it. find a medium to talk to him about it.
Title: Re: Nerf Kicks
Post by: Corsair831 on September 29, 2013, 11:08:00 pm
cmp changed the kick with wse so it's his responsibility and only he can revise it. find a medium to talk to him about it.

is it even possible to contact cmp / chadz? o.O

i remember trying to contact them for ~~ 3 weeks when setting up the nations cup and eventually just giving up lol
Title: Re: Nerf Kicks
Post by: Vodner on September 29, 2013, 11:19:44 pm
Quote
is it even possible to contact cmp / chadz? o.O
They were both in IRC the last time I visited.
Title: Re: Nerf Kicks
Post by: Gurnisson on September 29, 2013, 11:19:52 pm
Why not just make kicks like they are in native?

Because blocking while kicking is retarded.

While the range and turn on the kick was weird at first (specifically getting hit while the kicker retracts his foot, even though that rarely gave them a free hit) , I definitely prefer them to the old kick. With decent anticipation at least 9 kicks out of 10 should be dodged, and now you can get a free hit in when they do. High risk and high reward, I like that. When you could kick and block you'd have players like Hearst in 70 body armour and a strength build with a greatsword kicking every time the cooldown was over and blocking everything with ease. Fighting players like that before the change with a 3-directional weapon or a weapon with a crap stab was a genuine pain in the ass. Not taking anything away from Hearst though, he's a good two-hander, he just abused the previously OP kicks because it was an easy way to get the multiplier.

I don't care if they nerf the AoE, how long it's active or the range of it to reduce the amount of tears, just please don't give back the blocking.
Title: Re: Nerf Kicks
Post by: YnScN on September 29, 2013, 11:24:33 pm
We need this!

(click to show/hide)
Title: Re: Nerf Kicks
Post by: adieumnode on September 30, 2013, 06:13:23 am
If all you (bad) 1handers didn't complain about kicks in the first place it wouldn't have been changed to these new kicks which admittedly are awful to play against as 1h, and have barely any use for yourself to use.

Just revert it back to how old kicks were, they were prettyy easy to counter to get free hits on people 1/2~ the time if you weren't trash so the new ones not having block isn't even that big a deal. With the new ones you can't even strafe a person at close range because they're gonna 360 spin kick you like something out of dragonball z.
Title: Re: Nerf Kicks
Post by: Xant on September 30, 2013, 07:00:56 am
You're aware that the kicks in native allowed for you to kick again before the stun was complete?
You're aware that you're talking nonsense?

Native kicks add another layer of depth to duels, forcing you to take footwork even more into consideration - and giving you another weapon.
Title: Re: Nerf Kicks
Post by: Corsair831 on September 30, 2013, 01:37:04 pm
You're aware that you're talking nonsense?

Native kicks add another layer of depth to duels, forcing you to take footwork even more into consideration - and giving you another weapon.

they still were kinda cheap in native duels; if someone had a ping of (i believe but im not sure of the exact number) above 60, they could block on every kick, meaning they could spam them with no risk :P

was a little bit cheap that this happened
Title: Re: Nerf Kicks
Post by: Falka on September 30, 2013, 10:25:07 pm
kicks ruin gameplay for 1h shielders

1h QQ is equally retarded as 2h QQ :P
Title: Re: Nerf Kicks
Post by: Ronin on September 30, 2013, 10:38:57 pm
Please don't turn this into a drama thread, because; as much as kicks are avoidable if you are ultra-experienced in the profession of avoiding them; they are still broken both visually and gameplaywise. Don't spoil the thread as it might serve a purpose. I know it's just a fool's hope, but please. Let the discussion remain serious.
Title: Re: Nerf Kicks
Post by: Falka on September 30, 2013, 10:49:18 pm
Please don't turn this into a drama thread, because; as much as kicks are avoidable if you are ultra-experienced in the profession of avoiding them; they are still broken both visually and gameplaywise. Don't spoil the thread as it might serve a purpose. I know it's just a fool's hope, but please. Let the discussion remain serious.

really a 1h/shielder class has never been stronger and yet you still arent satisfied and ask a nerf for one of the rare counters to your class. Shamefur Dispray!!  :mrgreen:
Title: Re: Nerf Kicks
Post by: Patoson on September 30, 2013, 11:07:22 pm
I'm no expert but sometimes I see kicks connecting in weird positions, so it could have some adjustment.

they still were kinda cheap in native duels; if someone had a ping of (i believe but im not sure of the exact number) above 60, they could block on every kick, meaning they could spam them with no risk :P

was a little bit cheap that this happened
You could also consider that people with a high ping have trouble fighting people with half their ping or less, especially if the opponent's weapon is faster. Maybe that little advantage of blocking while kicking isn't so cheap if you think about it.
Title: Re: Nerf Kicks
Post by: Palurgee on September 30, 2013, 11:27:18 pm
You're aware that you're talking nonsense?

Native kicks add another layer of depth to duels, forcing you to take footwork even more into consideration - and giving you another weapon.

"layer of depth"

Title: Re: Nerf Kicks
Post by: Son Of Odin on September 30, 2013, 11:52:03 pm
I realise this thread has been made 50 times without any word at all from the devs, but hey, maybe this time will be the one :)

And 9/10 of these threads are made by you personally :lol:

If it isn't Rufio QQ about ranged or 1h stab, it's Corsair making another thread about kicks.
Title: Re: Nerf Kicks
Post by: Vodner on October 01, 2013, 12:08:26 am
"layer of depth"

(click to show/hide)
e:e:

This wasn't really worth the polite post I had previously made to address this. You are playing single-player and complaining about the kick delay. Try the same thing on a multiplayer server with bots. The AI is still braindead, but the kicks will have the same delay as cRPG (barring any recent cRPG patches). Jesus fucking Christ.

This would be forgivable if it was just a simple mistake, but the smug tone of your post combined with the obvious fact that you haven't played enough Native to comment knowledgeably on it makes for a really obnoxious combination.
Title: Re: Nerf Kicks
Post by: Palurgee on October 01, 2013, 01:25:06 am
e:e:

This wasn't really worth the polite post I had previously made to address this. You are playing single-player and complaining about the kick delay. Try the same thing on a multiplayer server with bots. The AI is still braindead, but the kicks will have the same delay as cRPG (barring any recent cRPG patches). Jesus fucking Christ.

This would be forgivable if it was just a simple mistake, but the smug tone of your post combined with the obvious fact that you haven't played enough Native to comment knowledgeably on it makes for a really obnoxious combination.

Why not just make kicks like they are in native?

You're aware that the kicks in native allowed for you to kick again before the stun was complete?

If Xant wanted to say that kicks should be like they are in native multiplayer, he should have said "Why not just make kicks like they are in native multiplayer?" When I see "native" I think of the vanilla single-player game. Guess I'm obnoxious because of that.
Title: Re: Nerf Kicks
Post by: racecar on October 01, 2013, 05:42:25 am
When I see "native" I think of the vanilla single-player game. Guess I'm obnoxious because of that.

Why on Earth would you not think of vanilla multiplayer?
Title: Re: Nerf Kicks
Post by: DrTaco on October 01, 2013, 05:49:39 am
Why on Earth would you not think of vanilla multiplayer?

Because that's when his argument against native tends to fall apart. A stick your head in the sand approach I think.

When I see cRPG, I think of the website where I buy funny outfits.
Title: Re: Nerf Kicks
Post by: Xant on October 01, 2013, 06:14:22 am
Why on Earth would you not think of vanilla multiplayer?
Because we're playing cRPG singleplayer here, so it makes sense to think of native singleplayer.

I guess the "add another layer of depth to duels" wasn't hint enough. Or the fact that I said he's talking nonsense about being able to kick before the stun is over.
Title: Re: Nerf Kicks
Post by: Lord_Bernie_of_Voodoo on October 01, 2013, 07:11:18 am
Reducing the kick range wouldn't be a bad change, but kicks should stop opposing melee attacks on the person being kicked.
Title: Re: Nerf Kicks
Post by: San on October 01, 2013, 07:33:20 am
^I believe it does, but hitting someone doesn't cancel out the kick.
Title: Re: Nerf Kicks
Post by: Zlisch_The_Butcher on October 01, 2013, 01:39:05 pm
Kicks are fine
Title: Re: Nerf Kicks
Post by: Kaoklai on October 01, 2013, 05:02:11 pm
Guess I'm obnoxious because of that.

and about as intelligent as the Warband AI. 
Title: Re: Nerf Kicks
Post by: Admiral Ballsack on November 21, 2013, 06:10:07 am
pls fix

People have made str builds and do NOT rely on BLOCKING at all... They just kick when it is my 'turn' to attack. Not that I get hit by all of them, but the radius/hang time of the leg is HUGE. I think you can kick two people if they're standing next to each other just to give you an idea. If you get into a battle with a one-hander vs a 21+ agi 'long' weapon user it is impossible not to get kicked because they'll S-Key out of your range and when the time comes they'll just kick you while you're chasing after them.
Title: Re: Nerf Kicks
Post by: CrazyCracka420 on November 22, 2013, 07:52:55 pm
You can kick more than two people if standing next to each other.

As you said, the area of effect (radius) is ridiculous on kicks, and the "hang time" is bad too (animation stopped, leg is hanging in the air and you still get kicked if you come anywhere in the area of effect).
Title: Re: Nerf Kicks
Post by: Matey on November 22, 2013, 10:47:18 pm
You can kick more than two people if standing next to each other.

As you said, the area of effect (radius) is ridiculous on kicks, and the "hang time" is bad too (animation stopped, leg is hanging in the air and you still get kicked if you come anywhere in the area of effect).

i hear that if we all spam cmp with forum messages he might actually fix kicks...
Title: Re: Nerf Kicks
Post by: DaveUKR on November 23, 2013, 10:31:40 am
You just need to know how to counter them. I can understand Corsair because kicks are a real pain for his playstyle. Just imagine, low-str with low-armour build which is very dependent on blocking pretty much every hit, and then BAM, you get kicked and die from one hit. And it is even worse for me when I'm using my mace because it's only 70 length. But still I find it a niche for the gamestyle as I dodge these kicks most of the time and it just gives me a free hit. I myself use them very situationally because there is a risk. And I completely have no problem punishing people who kick while having long weapon myself.  I just consider them as a thing that counters short weapons.
Title: Re: Nerf Kicks
Post by: Ronin on November 23, 2013, 04:15:39 pm
My suggestion would be giving the old kick, with the same length and range; maybe even giving the ability to block attacks like it was if it is deemed necessary. Considering every weapon type has a very strong thrust attacks now, it might not be much of an issue. Though it will make these attacks to be used even more often, so nevermind just give them the old school length and range; and that's all.


The problem with the kicks is, not the game balance among classes but the "unrealisticism". (Hehe I used that made up word again) It just makes you feel bad when you get kicked while you obviously shouldn't.
Title: Re: Nerf Kicks
Post by: kinngrimm on November 23, 2013, 06:06:32 pm
*takingadeepbreath*

a) anticipation
... needs a hint that a certain action would lead to another certain action.
As the time to initiate kicks is small and not only backpeddal but also sidestrave/circling works with kicks, so that in any duel situation there will be unavoidable kicks. Can you anticipate them, maybe, but avoiding them ... hardly. So with 3/4 of movement directions, which can bring the duelists closer together, if more or less in sync, it is not only about spotting pure backpedal. I rarely aproach players anymore in a straight line ... still at some point i want to attack and need to get close.
How "long" is the reach of a kick exactly? 45° degrees angle was said earlier, can that be confirmed? How long is the duration of the kick to have an effect?
In reallife when combatants meet each other, the bodylanguage tells us about hteir intentions, if we would have an additional trigger from what we could concluede there is a kick in preparation ... like an inverted cooldown .. you click the kick button once, a 1 sec cooldown starts and afterwards the kick take place, at the beginning of that 1 sec cooldown we also get a small animation to show us, the dude is planning a kick.


b) 2h/pole vs 1h
As i see it for 2h/pole, while they now also get themsleves already regularly kicked and they are anoyed by it, they still wouldnt argue against kicking, because combined with their weapons range, kicking is predistend for them. Again, the weapons range is one of the biggest advantages in this game, hence why i target ranged players first ^^
damaging and killing stuff without getting yourself in jeopardy.

c) duel no fun
i stopped now playing eu 1 for over 2 years because of the increased ranged, which aint fun to me anymore, and i stopped playing on duel servers, because it aint fun anymore to get kicked "all the time" a few motnhs befor the patch which took away the ability to block while kicking. The only chance to avoid kicks, or only get kicked by chance, is to target switch within crowds, many vs many situations. As soon you get into a duel situation besides eu3, the kicking starts, within confined spaces it is even worse or if the underground is reducing your movement speed ... Yeah Wayhen i get it why you just wait on ladders lying on the ground ^^
I had said it often, i am not one of the best players, though as most players i will avoid situations where i get constantly beaten ... because it is no fun.
If you say i am lacking skill in duelling ... maybe so, for me it is but very simple, no fun = not doing that shit. If a game lacks more and more the fun ... it is tougher and tougher to convince yourself it is worth it.

c) told you so
that this is a trend, that it isnt over with the remove of the blocking. The remove of blocking was nessary, still it is too easy to kick. The timing needs to be narrowed down and the angles reduced by perhaps 15° to 20°. The range would be perhaps ok if the animation would tell exactly the start and stop of the kicks, which but it doesnt so i also pledge for reducing either the range of kicks by 2/3 or fixing the animation.


... one of the first of those 50 0_o
Title: Re: Nerf Kicks
Post by: chesterotab on November 23, 2013, 06:34:35 pm
If someone you are fighting is a known kicker, or you think will throw a kick, bait that shit. run straight at them and once you are within kick range or near, JUMP over it! Krosis did that to me in a strat fight, pretty sure on purpose, and blew my mind. Or try to chamber kick / circle around the kick for a free hit I guess. #1 kick targets for a 2h/pole user like me are 1h/shielders, ill spam "e" during a fight if I think you'll run straight at me (which A LOT of 1h users do when it's their "turn" to attack)

kicks are pretty dang strong though, still unsure how I feel about the balance.
Title: Re: Nerf Kicks
Post by: Ronin on November 23, 2013, 06:45:08 pm
(click to show/hide)

I remember kicking the hell outta kinngrimm yesterday, in EU2 :D
Seriously it is abusable, but more importantly annoying.
Title: Re: Nerf Kicks
Post by: Matey on November 23, 2013, 08:53:30 pm
somebody needs to go into duel and record themselves kicking someone who is standing side by side with them (just hit kick and then turn your mouse really quick and you'll nail the fellow) then post a gif or youtube link of it here and then everyone needs to send it to cmp and tell him to fix that shit.
Title: Re: Nerf Kicks
Post by: Admiral Ballsack on November 24, 2013, 10:36:47 pm
Gifs of kicks!

(click to show/hide)
Title: Re: Nerf Kicks
Post by: Matey on November 24, 2013, 11:44:57 pm
Gifs of kicks!

(click to show/hide)

Thank you. I'm sending all these to cmp. everyone should do the same.
Title: Re: Nerf Kicks
Post by: Ronin on November 25, 2013, 01:13:27 am
I did the same
Title: Re: Nerf Kicks
Post by: Admiral Ballsack on November 25, 2013, 02:15:08 am
I aswell did the same! Lets hope something becomes of it.
Title: Re: Nerf Kicks
Post by: Osiris on November 25, 2013, 02:37:22 am
damn some of those gifs are too fast to fully appreciate the kicks :D
Title: Re: Nerf Kicks
Post by: STR_KpuBopy4ka on November 25, 2013, 09:48:10 am
Coz of stun mechanics ppl who use str build can kick and don't worry about free hit. Аll they need is just hold swing for a while.
Title: Re: Nerf Kicks
Post by: Teeth on November 25, 2013, 10:46:41 am
Gifs of kicks!

(click to show/hide)
I don't know why you perceive kicking people during their attack as a problem, that is exactly the point of the kick. People walk backwards when defending, move forward when attacking, which is why you attack, he blocks, you anticipate how he will move in on you and place the kick there. Kicking him before or during his attack. That is just how it works, even in Native. Of course apart from that I fully agree with the sentiment.
Title: Re: Nerf Kicks
Post by: CrazyCracka420 on November 25, 2013, 04:56:30 pm
Fixing the area of effect, and the active duration of the kicks would be nice...should have been done months ago when they came out with the new borked kick mechanics.

Also cmp replied on irc to me:

cmp: it's not that hard, but it requires a new engine build

He's way too busy with M:BG to dick around with kicks or a new engine build for CRPG, and I'm cool with that.  He said maybe in dec/jan he might have some time, but I honestly don't care...I'm eagerly awaiting M:BG. 

I just wish it was as easy as "going back" to the old kicks (I'd be okay with blocking while kicking again). 
Title: Re: Nerf Kicks
Post by: Phew on November 25, 2013, 07:14:09 pm
I'm amazed that an entirely new mechanic (nudge) was added, and it was largely balanced within a couple months. But kick is still totally unbalanced.

Hardly anyone even bothers with nudges, because kicks have much greater potential reward, and very little risk (thanks to huge arc and long duration). Half my nudges phase right through my target despite being perfectly aimed, meanwhile you can kick someone that's nearly behind you with relative ease. 
Title: Re: Nerf Kicks
Post by: San on November 25, 2013, 10:07:36 pm
I still believe that nudge is pretty much what kick was supposed to be.

Nudge helps open up enemies to attacks from teammates.
Nudge pushes away facehuggers rather effectively, but missing results in a potential hit. It also helps you from getting boxed in.
Nudge is used pretty well by most melee classes and can be used quite creatively.
Nudge helps break through shield walls and some defensive formations.

Kick belongs in a game that uses combos and frame advantage numbers. It's easier for me to facehug and try to kick an enemy and get two hits from it. Got hits on and received hits from this technique when fighting some good players in duel. Kick has a legacy in the game, so it would piss a lot of people off if it was removed, but I feel it can't help but overlap with how the current nudges work.
Title: Re: Nerf Kicks
Post by: Paul on November 25, 2013, 10:22:00 pm
Nudge is (badly) done in the module system by me while the kick changes are done in WSE2 by cmp. That are two different levels of implementation, the latter being the higher(engine) one. Only cmp can do wse stuff, so he is the only one who can change kick mechanic. There can be crude workarounds be done with the MS though but I dunno if there are any MS coder devs active atm apart from DTV.
Title: Re: Nerf Kicks
Post by: Penitent on November 25, 2013, 11:14:53 pm
Nudge is (badly) done in the module system by me while the kick changes are done in WSE2 by cmp. That are two different levels of implementation, the latter being the higher(engine) one. Only cmp can do wse stuff, so he is the only one who can change kick mechanic. There can be crude workarounds be done with the MS though but I dunno if there are any MS coder devs active atm apart from DTV.

CMP SAVE US.
Title: Re: Nerf Kicks
Post by: Ronin on November 26, 2013, 03:26:24 pm
Nudge is (badly) done in the module system by me while the kick changes are done in WSE2 by cmp. That are two different levels of implementation, the latter being the higher(engine) one. Only cmp can do wse stuff, so he is the only one who can change kick mechanic. There can be crude workarounds be done with the MS though but I dunno if there are any MS coder devs active atm apart from DTV.
It is not the process that matters, what matters is the result of the work and the professional approach.
Title: Re: Nerf Kicks
Post by: Phew on November 26, 2013, 03:36:15 pm
Nudge is (badly) done in the module system by me while the kick changes are done in WSE2 by cmp. That are two different levels of implementation, the latter being the higher(engine) one. Only cmp can do wse stuff, so he is the only one who can change kick mechanic. There can be crude workarounds be done with the MS though but I dunno if there are any MS coder devs active atm apart from DTV.

Paul, I think most of the community appreciates your work on nudges; it has added a lot of depth to cRPG combat without upsetting balance. I just think that nudge is under-used and under-appreciated because kick is so powerful; players don't want to give up their ability to kick for 6s by attempting a nudge.

Can a separate kick cooldown be added without WSE2? It appears to be roughly 2 seconds right now, when it should probably be more like 10s (as long as it has the huge arc and lengthy duration).
Title: Re: Nerf Kicks
Post by: Paul on November 26, 2013, 05:07:25 pm
I couldn't use the same crude kick cooldown overwrite that is used after a nudge but I don't think I should. Kick mechanic is cmp stuff. He started messing with it, so it's his thing.
Title: Re: Nerf Kicks
Post by: Elindor on November 26, 2013, 05:21:09 pm
I like nudge better anyhow except we cant remap it so I hardly use it - I bet that requires cmp though?
Title: Re: Nerf Kicks
Post by: Phew on November 26, 2013, 05:28:40 pm
The lack of manpower for WSE2 development seems to really hurt cRPG. Obviously cmp is going to focus on the new game, because that pays the bills. Are there any developers of other warband mods with WSE2 proficiency that are willing to help with cRPG?
Title: Re: Nerf Kicks
Post by: Admiral Ballsack on January 19, 2014, 12:51:38 am
BUMP
Title: Re: Nerf Kicks
Post by: Leshma on January 19, 2014, 01:53:36 am
Seriously? Infestation of little kingrimms, 15/30 shielder builds with tiny damaging weapons which can hardly be blocked while having superior athletics and almost unbreakable, 360 autoblock shield. And you want kicks to be nerfed? Begone with you, phool!
Title: Re: Nerf Kicks
Post by: Kafein on January 19, 2014, 12:17:34 pm
Seriously? Infestation of little kingrimms, 15/30 shielder builds with tiny damaging weapons which can hardly be blocked while having superior athletics and almost unbreakable, 360 autoblock shield. And you want kicks to be nerfed? Begone with you, phool!

Crossed the bullshit. 1h picks aren't harder to block than long axes. Agi shielders don't have superior athletics to an equivalent 2h build, because they have at least 4 less skill points due to shield skill. And finally their blocking angle is attack-independent which means is it is effectively smaller than that of a weapon.

Please do tell me how a skilled 15/30 2h with a GGS is easier to kill than a skilled 15/30 shielder with steel pick and elite cav shield.
Title: Re: Nerf Kicks
Post by: Leshma on January 19, 2014, 02:49:03 pm
skilled 15/30 shielder with steel pick and elite cav shield.

 :lol:
Title: Re: Nerf Kicks
Post by: Kafein on January 19, 2014, 04:05:51 pm
:lol:

Exactly, a shield and such a short weapon makes even a great player pretty limited.
Title: Re: Nerf Kicks
Post by: Leshma on January 19, 2014, 04:20:32 pm
Well Kafein, maybe you should stop using heaviest shield in this mod and pick something lighter. Buckler maybe. You are so narrow minded when it comes to balance discussion, it hurts. I remember when you used to argue about 1Hcav on TW forums, just because you played cav atm. Look at other players a bit, look which weapons and build are dominant atm and then come to conclusions.
Title: Re: Nerf Kicks
Post by: Kafein on January 19, 2014, 05:30:21 pm
Well Kafein, maybe you should stop using heaviest shield in this mod and pick something lighter. Buckler maybe. You are so narrow minded when it comes to balance discussion, it hurts. I remember when you used to argue about 1Hcav on TW forums, just because you played cav atm. Look at other players a bit, look which weapons and build are dominant atm and then come to conclusions.

I still think melee cav as a whole sucks right now, I just gave up playing it. Also heaviest shield what. The heaviest shield I've been using during the entire last year is the board shield, and even then I only use it like once in fifty rounds. I suggest you take whatever medicine you need :/


The weapons and builds I see are dominant right now in siege when it comes to melee is 4d polearms because they skip frames like there's no tomorrow and that makes it very difficult to perfect block them. All these Fenris elite cav shielders with tiny weapons ? Yeah they are harder to kill than your average siege player because they actually know when to block, but other than that their weapons are weaker, much shorter and unless you fight very naively, slower than good 2h and polearms. I would trade fighting Rollicks or Nokeyboard for Danior or Alonza any day.
Title: Re: Nerf Kicks
Post by: Leshma on January 19, 2014, 05:56:27 pm
Nokeyboard uses Quarter Staff which is simply too fast. For some reason 100 speed polearms are a lot faster than 100 speed one handers...

I'm glad that more people haven't figured out that fast polearms are the way to go. But they are abusing fast shielder builds, today I've seen at least 5 rondel my old friends on siege server...

Anyway, I don't mind losing to the likes of Nokeyboard because I know he's very good player who knows everything (includes manual blocking). But I have problem losing to the likes of kinngrimm because I know they are dead meat without their shield.
Title: Re: Nerf Kicks
Post by: Tzar on January 19, 2014, 06:04:11 pm
Leshma, you know... your´a rather terrible at manuel blocking yourself, so stop bashing other players  :lol:
Title: Re: Nerf Kicks
Post by: Leshma on January 19, 2014, 06:07:20 pm
Yeah, you're the one to tell. Dude who's either playing shielder or STR oriented melee char with 70 body armor. Gtfo.
Title: Re: Nerf Kicks
Post by: kinngrimm on January 19, 2014, 06:11:12 pm
...I would trade fighting Rollicks or Nokeyboard for Danior or Alonza any day.
Fighting Nokeyboard is like signing your own death sentence. He doesnt do that much dmg himself, but damn those knockdowns all the time while 3 other enemies are around. Besides he realy knows how/when to block and even a normal attack on him perfectly timed often is just not good enough as he moves to the side and spams and once again you land on the floor.

Also yes Fenris has some very good shielders, long time players, all besides myself also able to block manually  :lol:
Still we are not centred on shielders, i would like to have more throwers and cavalary players in Fenris, too. Basicly i would accept anyone who is older then 20 and has his head not up his ars, sry Leshma still no invitation for you  :wink: , besides you are an independant player anyways.

ontopic:
Promoting to keep a broken mechanic is by default already a wrong aproach.
It is broken because the original target, shielders are not the sole or main targets anymore. Kicks are used against anyone who comes too close. It is broken as the changes the first time, were said to be under review later on, which then but didnt happen.

The increase of shielders, wont be increased or descreased by changing kicks, it would be stopped by shields being less needed, that but only happens when there would be less ranged players.
Ranged players are in a positiv feedback loop, Shielders are supposed to be their counter, which they arent, still lots of 2h/pole players switched to 1h/shield as they got frustrated from ranged or they just stopped playing.


... But I have a problem losing to the likes of kinngrimm because I know they are dead meat without their shield.
:lol: that made my day, well i guess you need to get yourself an axe or keep on trying to shoot me in the back. In the end, if you got a problem .. adapt, wasnt that one of the things you suggested?
Besides that, i and everyone else is aware of that i am rather bad at manual blocking, guess what ... i got myself a shield  :lol: and still people succeed in killing me over and over again :rolleyes:  damn no god mode for me  :oops:
Yesterday i got killed by a peasent, a real peasent who i never heared from before, he finshed what others started, still i cherished that moment, it reminded me from where i started 3 years ago.
Title: Re: Nerf Kicks
Post by: Osiris on January 20, 2014, 01:08:14 am
Just because you cant handle agi shields leshma doesn't mean retarded kicks is the answer :D Currently you can kick with insane range and to the left or right etc. Native kick is much better. Native kick + no block would make it rarer and more skill than spam.
Title: Re: Nerf Kicks
Post by: Kafein on January 20, 2014, 01:13:58 pm
Nokeyboard uses Quarter Staff which is simply too fast. For some reason 100 speed polearms are a lot faster than 100 speed one handers...

I'm glad that more people haven't figured out that fast polearms are the way to go. But they are abusing fast shielder builds, today I've seen at least 5 rondel my old friends on siege server...

Anyway, I don't mind losing to the likes of Nokeyboard because I know he's very good player who knows everything (includes manual blocking). But I have problem losing to the likes of kinngrimm because I know they are dead meat without their shield.

Tbh even though he's a bigger pain in the ass with his staff, Nokeyboard doesn't seem to be any slower using a glaive or a long axe. That's just how broken polearms are IMO.

I respect good shielders because it takes a different, not smaller set of skills to be successful with a shield. It doesn't magically make you competitive. I have far less respect for 2h and polearm players that continuously try to abuse their reach or warband engine limitations. Of course you can play like an asshole with a shield too. There's the infamous left swing spam and perma-turtling, but that doesn't mean the best shielders are to be considered less skilled than the best 2h and the best polearm players.


Saying you have a problem losing to kinngrim is like me saying I have a problem losing to the likes of Varadin because I hit him 5 times in a row but he's still alive then he oneshots me when I bounce on his armor.
Title: Re: Nerf Kicks
Post by: rustyspoon on January 20, 2014, 01:36:53 pm
The problem with kicks is that they break the game reality. Since the kicking area and duration has absolutely nothing to do with the kicker's leg, you really have no idea whether you're in a safe zone or not.

After someone kicks, you can't approach them either as their kick may still be active. Because of the long duration, you really have no idea.

Chamber kicking is pointless, because by the time you recover from being kicked, the guy you knocked on the ground can block again.

The only safe way to fight someone who kicks a lot is to stay out of their range. So you either need a long weapon, or if you have a short 1-hand you have to right swing/stab them to death. Makes for a boring fight.

Kicks do need a fix, but as that won't happen without a WSE fix...I won't hold my breath.
Title: Re: Nerf Kicks
Post by: korppis on January 20, 2014, 01:56:09 pm
The only safe way to fight someone who kicks a lot is to stay out of their range. So you either need a long weapon, or if you have a short 1-hand you have to right swing/stab them to death.

Jumping works too and grants you a free headshot.
Title: Re: Nerf Kicks
Post by: kinngrimm on January 20, 2014, 02:25:02 pm
Jumping works too and grants you a free headshot.
while this may work at times
The problem with kicks is that they break the game reality. Since the kicking area and duration has absolutely nothing to do with the kicker's leg, you really have no idea whether you're in a safe zone or not.

After someone kicks, you can't approach them either as their kick may still be active. Because of the long duration, you really have no idea.
...

Not being able to recognize or predict, renders technics to counter kicks useless. Some suggested you can trick people into kicking you, that maybe true under certain circumstances a) the kicker is well known(no gear changes) and well known for kicking in certain situations b) you consiously get yourself into such a situation and keep track of the movement patterns which would lead to the opponents kicks c) you still need to get the timing right.
That all seems to be a lot of trouble to go through to trap/counter ^^ a kick. When this would have worked several times, the kicker will adjust and be more carefull, while the game mechanics remains broken.
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 02:54:06 pm
Saying you have a problem losing to kinngrim is like me saying I have a problem losing to the likes of Varadin because I hit him 5 times in a row but he's still alive then he oneshots me when I bounce on his armor.

Varadin is a native player and can block very well when he wants. Kinngrimm is just a player who abuses whatever he finds suitable. Can't block manually, have awful footwork for someone with 10 ATH, can't even feint fast enough. But yes, he kills me a lot. Mostly in gank but 1vs1 he gets in your face which combined with ping difference between him and me and famous Warband's crappy collision detection (players going through models ftw) grants him a free hit WHICH CAN'T BE BLOCKED.

If it was up to me, I would completely render his build pointless by either nerfing blunt/pierce damage of one handed weapons or simply raise STR requirement so he can't have more than 24 AGI and use pick/mace/whatever damaging.

Title: Re: Nerf Kicks
Post by: Paul on January 20, 2014, 03:12:20 pm
Kinngrimm might be a shameless lobbyist and of course his opinion is mostly disregarded because of that but at least he's moderately sane.
Title: Re: Nerf Kicks
Post by: Phew on January 20, 2014, 03:19:48 pm
As others have said, it's not just that kicks are overpowered (which they are), it's that they just look stupid. Some guy pulling back his leg 90 degrees from your location causes you to stagger like you just took a bullet?

Are there some WSE2 developers of other mods that could fix the cRPG kick for us, since cmp has apparently abandoned us in favor of the new game?
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 03:22:53 pm
Quote
Kinngrimm might be a shameless lobbyist and of course his opinion is mostly disregarded because of that but at least he's moderately sane.

Oh really? He believes you're going to take over cRPG development and port it to M&B2, transferring character database so he could continue to grind to whatever level he has envisioned. Who's insane now?

Not to mention the whole quitting and coming back ordeal. I did it very quietly, only bothering Cooties to resurrect characters just like everyone else who deleted them in the past. He knew he's gonna get dick if he go to Cooties, so he went to good old Harald instead and asked for full retrieval. Not to mention that he went into fight with his old clannies, demanding to get leadership back after months of absence.

That's the problem you have, Paul. You're not able to spend as much time playing, so you lack the full picture. I barely even chat ingame now, only when I'm comfortable with friends around (insulting everything ranged doesn't count as socialization, the purpose it to share my disgust nothing more).

Back to topic: if you further nerf kicks, there will be very little what high ping players can do against the likes of kinngrimm. That is why is he lobbying so hard for it.
Title: Re: Nerf Kicks
Post by: Kafein on January 20, 2014, 03:30:25 pm
Varadin is a native player and can block very well when he wants. Kinngrimm is just a player who abuses whatever he finds suitable. Can't block manually, have awful footwork for someone with 10 ATH, can't even feint fast enough. But yes, he kills me a lot. Mostly in gank but 1vs1 he gets in your face which combined with ping difference between him and me and famous Warband's crappy collision detection (players going through models ftw) grants him a free hit WHICH CAN'T BE BLOCKED.

If it was up to me, I would completely render his build pointless by either nerfing blunt/pierce damage of one handed weapons or simply raise STR requirement so he can't have more than 24 AGI and use pick/mace/whatever damaging.

I think there are much, much more abusable things in the game than agi 1h mace/picks. I can't understand how you can say that kinngrim abuses whatever he can when he has quite literally not changed a thing about his playstyle in years. Player collision fails are annoying for everybody and I don't believe they benefit many people except moronic DRZ 2h spammers. Varadin is really a very good blocker, way better than the average STR stacking 2h (better than me too by a long shot), but that's doesn't change the fact that I need to make him fail to block me around 7 times in a row while he only needs one to kill me. The likes of kinngrim I can kill in 3, maybe 4 good hits, while their own attacks are marginally harder to block, but way easier to dodge than Varadin's. They are also vulnerable to kicks, even the best ones (first name that comes to mind, Dalhi, wasn't even that much harder to kick than average 1h).

Maybe you should try playing with a kinngrim build for some time. Even though you might argue that playing with a shield is boring, if you never do it you can't go around telling everybody it's so easy and expect to be believed.

I think the reasoning behind nerfing kicks is that first, their mechanical effect is completely unrelated to what is shown on-screen, and as a result they are extremely hard to read. They last much longer than they should and can be dragged around, which is bullshit. Second, even the best shielders can hardly defend against it. Which makes me think the weakness of shielders against kicks is not linked to bad footwork but rather to the limitations of the class itself. If you want to be good against kicks, don't use 1h, period.
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 03:46:02 pm
I'm now enlightened, after I listened to your wise words Kafein. Decide to stop using my insta-stab, so OP, such bundle of sticks, Masterwork Awlpike. From now on I'll use underpowered Mighty Warhammer.
Title: Re: Nerf Kicks
Post by: Grumbs on January 20, 2014, 04:18:44 pm
1 handers get OP when you combo them with ranged. If you have awesome ranged potential as well as great melee weapons with randy knockdowns then you have something that could be OP. I don't think someone running around with just a warhammer is OP in itself though.

I mean if you compare someone with just a warhammer to someone with just an awlpike I wouldn't say the warhammer guy is OP. Even with a shield, you don't have the stab and shorter reach than a lot of swords. The damage and random knockdown can be a pain though and quite unrealistic.

I think the knockdown, hit, kick, kill is the real issue, and thats true for all knockdown stuff. Oh and its ridiculous how versatile ranged classes are
Title: Re: Nerf Kicks
Post by: kinngrimm on January 20, 2014, 04:24:41 pm
Oh really? He believes you're going to take over cRPG development and port it to M&B2, transferring character database so he could continue to grind to whatever level he has envisioned. Who's insane now?
I was asking for people to continue the development of this mod in general not a particular person specifically. As i see it, it would be a shame not to do so, when there has already been so much effort and love put into this game. If that is insane, well then i am insane and you are the sane one who doesnt want that to happen as it seems. Differentiating , is one of the big accomplishments of human logic in my eyes, to get our perpsectives straight, you should try it at times.

Not to mention the whole quitting and coming back ordeal. I did it very quietly, only bothering Cooties to resurrect characters just like everyone else who deleted them in the past. He knew he's gonna get dick if he go to Cooties, so he went to good old Harald instead and asked for full retrieval.
Again, you asume false. I did get in touch with Cooties, while we have different opinions and stances onto several strategus based political aspects, i always had the feeling he is a as you would put it "sane" person, which responses to logic and also appart from that i see him as intelligent. So while i respect him and i hope to some extent that maybe the other way round, too  :lol: we have differances in Strategus. When i asked him about what Tenne wrote in the faction hall thread of Wolves, if that would be possible, he arranged that, which i am gratefull for. So this is but a human thing, what happend there, nothing sinister i could see at least.

Not to mention that he went into fight with his old clannies, demanding to get leadership back after months of absence.
You really are delusional you know? You had not been present for wahtever went down there and still you judge loudly, i prefer to solve and discuss these things with the people who concerns it, you are not one of those. As you but try to put mud here onto me i see myself in the need to clarify, it wasnt me who attacked in strategus a former clan friend and it was not me who ruined for 50 players 1 million XP in a fun fight where Nords as they told me later, repeatidly asked Odysseus not to kill the last remaining dude who could take up the flags again so we could continue. It was not me who started a flame thread in the forum, which in the end hurt Wolves more then myself or the new found clan Fenris. Before all of that, i didnt demand anything from Wolves, but i told them i would like to have a fief for my epen title and i would prefer the old flag over the new one, i told them what i didnt like, but in the same way as i talked openly about that, i congratulated them to their accomplishments since i was gone and i felt proud that my offsprings in a sense, that they kept going.
That later on, i quited Wolves, had been to many factors not only those i told above, there was amattor where people had been removed from the steam group, some of them now lost forever as i cant reac hthem otehrwise(some of those i were abel to recover and are now part of Fenris) and a again a few other things.

All this shit you havent witnessed Leshma, and you have no rigth to judge about it, if you do anyhow, well it prooves only that you bare any relation to reality and i may even concider you a douchbag

AND formost, all that shit has nothing at all to do with kicks
  :rolleyes:
....
u mad? take a chillpill or whatever other medication you normally get against your dellusions

Kinngrimm might be a shameless lobbyist and of course his opinion is mostly disregarded because of that but at least he's moderately sane.
I cant argue there, it is all a matter of opinion and perspective. I am not in the slightest hurt by this  :D as i see it wise to not listen to everything i have to say. Not because i would be allways wrong, but because i cant be always right. Too many things i may miss in my own judgment calls.
All in all, thanks Paul :) edit:(even though i asume you didnt ment it as a compliment hrhr, which i dont think it was , but also not the opposite of that)

Over and after all, for what it is worth, with the amount of playtime and the specific skills i use for my build, a build as mentioned by Kafein, which didnt change largly for a very very long time. I do like to think i have a certain perspective on shields, which when seen as that "a certain perspective", it would be helpfull to make judgement calls on the topics of shields and 1h/sh melee combat experiences.
I do try to get perpsectives for the other classes, i got a 4 gen thrower which i play now and then, i had an archer which bored be to death, while i do aknowledge that without ranged this game aswell would be boring, the same is true for any other weapon/class combination.
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 05:07:04 pm
I mean if you compare someone with just a warhammer to someone with just an awlpike I wouldn't say the warhammer guy is OP. Even with a shield, you don't have the stab and shorter reach than a lot of swords. The damage and random knockdown can be a pain though and quite unrealistic.

Downblock, forward, downblock, feint, attack, blocked, downblock, avoid kick, feint, attack, blocked, downblock, forward, attack, hit, knockdown, hit while on ground, win.

Pretty much every 1vs1 I had vs 2D pole players today.
Title: Re: Nerf Kicks
Post by: Kafein on January 20, 2014, 07:29:04 pm
Downblock, forward, downblock, feint, attack, blocked, downblock, avoid kick, feint, attack, blocked, downblock, forward, attack, hit, knockdown, hit while on ground, win.

Pretty much every 1vs1 I had vs 2D pole players today.

You two-hit pretty much every 2D pole player with a +3 warhammer ? Also you always knock them down first hit even though the kd chance is like 18%. I'm not saying a +3 warhammer is a bad weapon. It certainly isn't a bad 1h by any means with that damage output and ability to stab. I'm just saying that your "average" scenario is not average at all.
Title: Re: Nerf Kicks
Post by: bavvoz on January 20, 2014, 08:01:50 pm
Two-hitting polearmers with a warhammer is quite common actually if u take advantage of speed, held attacks and aim for the head bonuses :)
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 08:57:54 pm
You two-hit pretty much every 2D pole player with a +3 warhammer ? Also you always knock them down first hit even though the kd chance is like 18%. I'm not saying a +3 warhammer is a bad weapon. It certainly isn't a bad 1h by any means with that damage output and ability to stab. I'm just saying that your "average" scenario is not average at all.

I'll just tell you that I need 3 hits for ELS_Ogre_Mean. Rest go down in two hits (unless they have lighter armor and ton of HP).  Knockdown chance might be 18% on paper, but pretty much every held attack ended in knockdown today. With this weapon, 2D polearmers are really easy mode. I actually out-stabbed two awlpikers today (Furax and Rhekimos).

Also, MW Warhammer is my lucky charm. Had x5 for more than two hours :D
Title: Re: Nerf Kicks
Post by: Teeth on January 20, 2014, 09:15:37 pm
I always wanted to play with kinngrimm's char for a bit. I think it has huge potential that kinngrimm isn't able to extract entirely, with all due respect to kinngrimm's good performances with it, but I think in the hands of a top tier player it would wreck shit really hard. Of course many level 36 builds are extremely strong including my own level 35 build, but 4 ps, 34p with that kind of movement speed and an nearly unbreakable shield, gaaawd. Let's just say I am glad that no one else has that type of build at such a level.
Title: Re: Nerf Kicks
Post by: Phew on January 20, 2014, 09:36:22 pm
How the hell did this thread go from talking about the horrible kick mechanics to warhammer vs awlpike debate? You couldn't find two less similar weapons to compare.
Title: Re: Nerf Kicks
Post by: Camaris on January 20, 2014, 09:55:38 pm
Actually i dont support a nerf to kicks anymore.
I hate them while playing bastard sword but i think its enough with shieldbuffs.
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 10:02:45 pm
How the hell did this thread go from talking about the horrible kick mechanics to warhammer vs awlpike debate? You couldn't find two less similar weapons to compare.

How many times you get kicked daily? If you get kicked often, you probably run straight to your opponents. I rarely see kicks, even from those very well armored behemoths with mauls. That's because kicking is risky in a game where everyone opens an attack with a stab.

Contrary to popular shielder whine, kicks and hiltslashes aren't common as they claim. Knockdown with one handed blunt weapons, on the other hand...
Title: Re: Nerf Kicks
Post by: kinngrimm on January 20, 2014, 10:08:50 pm
..., kicks and hiltslashes aren't common as they claim. ...
So changing them shouldn't be a big deal, as they are not used often anyways.
Title: Re: Nerf Kicks
Post by: Gurnisson on January 20, 2014, 10:14:01 pm
So changing them shouldn't be a big deal, as they are not used often anyways.

Where's the logic there? If they're not commonly used, they shouldn't be nerfed, that's more logical, yes?

However, kicks are quite often used and the reach and duration is beyond retarded (saying this as a notorious kicker since it was first implemented in native...)
Title: Re: Nerf Kicks
Post by: kinngrimm on January 20, 2014, 10:15:56 pm
Where's the logic there? If they're not commonly used, they shouldn't be nerfed, that's more logical, yes?

However, kicks are quite often used and the reach and duration is beyond retarded (saying this as a notorious kicker since it was first implemented in native...)
You are making my point.
Title: Re: Nerf Kicks
Post by: Phew on January 20, 2014, 10:23:21 pm
How many times you get kicked daily? If you get kicked often, you probably run straight to your opponents. I rarely see kicks, even from those very well armored behemoths with mauls. That's because kicking is risky in a game where everyone opens an attack with a stab.

Contrary to popular shielder whine, kicks and hiltslashes aren't common as they claim. Knockdown with one handed blunt weapons, on the other hand...

I only play siege. Fighting mostly occurs in doorways/hallways/ladders/stairs. In these confines, kicks are the primary offensive weapon. I probably don't go a round without being kicked and landing a kick on someone at least once.

Something that's on a 2s cooldown like kick should at least require you to aim, which it doesn't now thanks to the huge arc and long duration.
Title: Re: Nerf Kicks
Post by: Leshma on January 20, 2014, 10:54:31 pm
Isn't NA siege long dead? I also play siege.
Title: Re: Nerf Kicks
Post by: Tzar on January 20, 2014, 11:26:16 pm
Kicking is hilarious, an fun.

Only thing that needs a fix, is the duration... which i can agree to is silly atm..

Also, for the lasy fuckers, try an stop running in a straight line, at your target, also try an use kick.

Ive never seen u kick once Kinngrim!! not once!  :lol:

Your play style is so obvious, an your really easy to read, even with your 10 ath you need to work on your footwork :)

A play style that relies on facehuggin an spamming left swings is bound to get fucked by kickers, even if they reset it back to native settings  8-)
Title: Re: Nerf Kicks
Post by: Grumbs on January 20, 2014, 11:51:07 pm
You should maybe be able to tap A or D to dodge when you're kicked
Title: Re: Nerf Kicks
Post by: Phew on January 21, 2014, 12:54:13 am
Also, for the lasy fuckers, try an stop running in a straight line

This would be a valid suggestion, if kicks didn't have a ~180 degree arc. It doesn't matter what direction you run at someone; they just need to kick in roughly the right direction.

If you are within range to land a left swing or overhead with a 1h weapon, you are within kick range. I bet you same people saying "kick is fine" complain "1h stab OP". Well maybe 1-handers wouldn't need to spam stabs all the time if we could get within a meter of our target without getting staggered by a foot that's way off to our side somewhere.
Title: Re: Nerf Kicks
Post by: kinngrimm on January 21, 2014, 03:42:33 am
...
Ive never seen u kick once Kinngrim!! not once!  :lol:
I do kick rarely, i never forced myself to train it and use it regularly to include it into my playstyle.

Your play style is so obvious, an your really easy to read, even with your 10 ath you need to work on your footwork :)
I try not to make science out of this game, i am doing ok and i know i am not the best player and i am ok with that too.

A play style that relies on facehuggin an spamming left swings is bound to get fucked by kickers, even if they reset it back to native settings  8-)
If you think i do mostly leftswing, then you do know less and asume more then reality presents, which in the end will be my advantage. Again, i think i am doing ok. If Leshma or others think it is because of high level, gear, but cant be because there is some personal skill involved, well everyone has his illusions, i do have mine too  :wink: .
Title: Re: Nerf Kicks
Post by: Paul on January 21, 2014, 10:52:46 am
Actually a kick recovery via a, d or even s double tab is a viable and doable solution codeingwise. But the reaction window would have to be tight(prolly harsher than kd) and that might favour low pingers. Discuss the pro&contra and then Tydeus can implement it if he cares.
Title: Re: Nerf Kicks
Post by: kinngrimm on January 21, 2014, 01:32:01 pm
... a viable and doable solution codeingwise....
Changing 2 variable settings for angle and range of kicks isn't a viable/doable solution codingwise?
Or is it about waiting on cmp to change sth in WSE2? If the later, i wait gladly a little longer, aslong in the end we have a good solution and not only a "doable" solution.
Title: Re: Nerf Kicks
Post by: Leshma on January 21, 2014, 01:35:33 pm
Actually a kick recovery via a, d or even s double tab is a viable and doable solution codeingwise. But the reaction window would have to be tight(prolly harsher than kd) and that might favour low pingers. Discuss the pro&contra and then Tydeus can implement it if he cares.

Or, give players more time to react but bind some weirdly placed key on keyboard. That way, low ping players aren't at advantage, only octopuses (that's how I call those who use nudge a lot).
Title: Re: Nerf Kicks
Post by: Paul on January 21, 2014, 01:39:36 pm
Changing 2 variable settings for angle and range of kicks isn't a viable/doable solution codingwise?
Or is it about waiting on cmp to change sth in WSE2? If the later, i wait gladly a little longer, aslong in the end we have a good solution and not only a "doable" solution.

That's cmp stuff with an eta next pope election. Doable in real-time is only what us lesser beings can do in the module system.
Title: Re: Nerf Kicks
Post by: Bronto on January 21, 2014, 02:05:13 pm
Just revert kicks back to how they were a year ago. Only pros could use and be effective with them, now it's every 2h or polearmer that you engage is going to try and kick you at least once. Even I do this because of how ridiculous they are. I mean, look at firebus. JUST LOOK AT HIM.
Title: Re: Nerf Kicks
Post by: Gurnisson on January 21, 2014, 02:55:50 pm
Just revert kicks back to how they were a year ago. Only pros could use and be effective with them

While it was harder to hit with, punishing a failed kick with a weapon with bad or no stab was almost impossible without risking getting hit by it. Native kick with no block, that would've been a better solution.
Title: Re: Nerf Kicks
Post by: Phew on January 21, 2014, 03:45:27 pm
That's cmp stuff with an eta next pope election. Doable in real-time is only what us lesser beings can do in the module system.

Surely there is a WSE2 programmer for another mod that would be willing to help fix cRPG's broken kick. The community would probably gladly donate funds to cover his/her time; just give me a Paypal address and I'd chip in.
Title: Re: Nerf Kicks
Post by: Paul on January 21, 2014, 04:36:52 pm
There are no WSE2 programmers. There is only one god and cmp is his name. It's not a modding tool for the masses anyway. That's what the Module System is for. We should focus on solving problems with the MS and consider WSE2 stuff out of reach for the time being(because of Melee).
Title: Re: Nerf Kicks
Post by: CrazyCracka420 on January 21, 2014, 05:20:02 pm
I still think the native kick with block was better than what we have now.  The long duration of the kick (aka not knowing if the kick is active or not) is ridiculous.  The arc is ridiculous (it has fucking area of effect...).  The length is ridiculous. 

In short, the kick animation doesn't match where the kick is actually active.  I wish cmp didn't fuck with the kicks if he wasn't going to be around to tweak them after seeing the results in action.    :|

I also like how leshma turned 3 pages into a "you're bad" debate, instead of talking about kicks (you know, the original topic).

You sound like this guy:

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To play devil's advocate, it's possible kingrimm is just as bad as you say he is, but does that mean his argument about kicks being broken is invalid?  Why not both?
Title: Re: Nerf Kicks
Post by: Nightmare798 on January 21, 2014, 05:56:53 pm

To play devil's advocate, it's possible kingrimm is just as bad as you say he is, but does that mean his argument about kicks being broken is invalid?  Why not both?

I might sound like an asshole saying this, But Leshma has no right to call anyone bad, being beaten by ras frenzy.

Besides she plays polearm (I think), so ofc getting kicked is a staple of being bad at this game in her head.
Title: Re: Nerf Kicks
Post by: Kafein on January 25, 2014, 01:06:13 am
I might sound like an asshole saying this, But Leshma has no right to call anyone bad, being beaten by ras frenzy.

Being beaten once against a katana spammer with that kind of armor ?
Title: Re: Nerf Kicks
Post by: Nightmare798 on January 25, 2014, 12:34:58 pm
Being beaten once against a katana spammer with that kind of armor ?

Equipment was her choice. She could have used quarterstaff and heavier armor.

Besides, for all her pride as a "pro" manual blocker, she was shit at it.
Title: Re: Nerf Kicks
Post by: Kafein on January 25, 2014, 01:58:59 pm
Equipment was her choice. She could have used quarterstaff and heavier armor.

Besides, for all her pride as a "pro" manual blocker, she was shit at it.

But Leshma has at least defeated Raz once in the past, therefore Leshma is also the best manual blocker the world has ever seen. Also choosing bad equipment makes you bad at playing the game somehow. Your logic.
Title: Re: Nerf Kicks
Post by: Nightmare798 on January 25, 2014, 02:06:39 pm
But Leshma has at least defeated Raz once in the past, therefore Leshma is also the best manual blocker the world has ever seen.

I lold.

Quote
Also choosing bad equipment makes you bad at playing the game somehow. Your logic.

I am calling her bad because I saw nothing of the skills she brags about in that duel, not because of her equipment.

Her equipment is just what has heavily contributed to her defeat.

Hey I am not saying I am any better than her at manual blocking (It is the opposite, I suck hardcore at it), But at least I dont brag about skills I do not possess.
Title: Re: Nerf Kicks
Post by: Kafein on January 25, 2014, 02:29:00 pm
And I'm here to defend bragging as a constitutional right
Title: Re: Nerf Kicks
Post by: Ikarus on January 25, 2014, 02:33:50 pm
I thought we were talking about kicking here, Leshma and Raz are both good players, so, yeah

just reduce the range (I mean the area effect, because sometimes I receive the kick when I´m standing beside of some guy)
and the duration (his leg is already on the ground again? So what, you still get knocked back by magical powers)

just a bit, that would be great
Title: Re: Nerf Kicks
Post by: Nightmare798 on January 25, 2014, 02:43:51 pm
And I'm here to defend bragging as a constitutional right

People can brag once they archieved something.
Title: Re: Nerf Kicks
Post by: kinngrimm on January 25, 2014, 04:42:52 pm
...
just reduce the range (I mean the area effect, because sometimes I receive the kick when I´m standing beside of some guy)
and the duration (his leg is already on the ground again? So what, you still get knocked back by magical powers)
...
and the angle, atm you can without a problem kick 2 people who stand next to each other, with wiggling the mouse and rotation and kicking out of the movement some have achieved mircale like skills to put the angle to good use, so that even if you try to get out of reach to the left/right through straving/circling, you have nearly no chance, not to get kicked. This is increased by duel like situations or limited environments.
Title: Re: Nerf Kicks
Post by: Kafein on January 25, 2014, 04:50:01 pm
The angle is problematic, but the real problem with angle IMO is that you can move the kick effect while it's active.
Title: Re: Nerf Kicks
Post by: kinngrimm on January 25, 2014, 05:13:00 pm
The angle is problematic, but the real problem with angle IMO is that you can move the kick effect while it's active.
thats what i tried to express by "wiggling the mouse", as often you do put things in better argumentativ forms, where i didn't quite succeed.
(click to show/hide)
Title: Re: Nerf Kicks
Post by: Ronin on January 27, 2014, 04:58:29 pm
Just do it already!