cRPG

cRPG => Suggestions Corner => The Chamber of Tears => Topic started by: San on November 21, 2013, 04:17:35 am

Title: Fix late overhead hitbox
Post by: San on November 21, 2013, 04:17:35 am
Was running at a guy who just missed an overhead and received 80% damage as my leg brushed across the weapon as it was at rest on the ground. Please fix.
Title: Re: Fix late overhead hitbox
Post by: Tydeus on November 21, 2013, 05:06:41 am
Was running at a guy who just missed an overhead and received 80% damage as my leg brushed across the weapon as it was at rest on the ground. Please fix.
The only 2 ways I know to fix this, is to either make every single whiffed overhead bounce off the ground(absorbs the swing's damage the same as hitting one player keeps you from cleaving through and hitting others) or to slow overheads down significantly, which would just make them easy as hell to block.
Title: Re: Fix late overhead hitbox
Post by: Jarold on November 21, 2013, 05:21:44 am
...........The first one.
Title: Re: Fix late overhead hitbox
Post by: Tydeus on November 21, 2013, 05:31:04 am
...........The first one.
This means that any time you whiff an overhead, you get stunned, essentially. You become unable to block for an extended duration, something akin to thrust stun. This isn't a good idea.
Title: Re: Fix late overhead hitbox
Post by: Paul on November 21, 2013, 06:57:35 am
There are of course other solutions like speeding up the actual attack while slowing down the wind up. Another one would be overwriting damage with an on hit trigger that nullifies it when connecting during one of the last frames of the overhead anim.
Title: Re: Fix late overhead hitbox
Post by: Tydeus on November 21, 2013, 07:35:28 am
There are of course other solutions like speeding up the actual attack while slowing down the wind up. Another one would be overwriting damage with an on hit trigger that nullifies it when connecting during one of the last frames of the overhead anim.
Option one here has serious consequences as well. Option two doesn't have any apparent flaws though(Not that it is sure to be done).
Title: Re: Fix late overhead hitbox
Post by: MURDERTRON on November 21, 2013, 07:36:32 am
Shorten the bell curve at the end of the animation, causing it to glance.  I forgot what the axis' meant on tydeus'is graphs but he knows what I mean.
Title: Re: Fix late overhead hitbox
Post by: Tydeus on November 21, 2013, 07:41:04 am
Shorten the bell curve at the end of the animation, causing it to glance.  I forgot what the axis' meant on tydeus'is graphs but he knows what I mean.
Unfortunately that graph for sweetspots only applies to thrusts. Overhead sweetspots aren't solely based on duration like thrusts are.
Title: Re: Fix late overhead hitbox
Post by: Jarold on November 22, 2013, 02:45:50 am
This means that any time you whiff an overhead, you get stunned, essentially. You become unable to block for an extended duration, something akin to thrust stun. This isn't a good idea.

So if someone blocks your overhead you get the equivalent of a stab stun or is it just if you miss? It makes sense to me because if you miss you'll hit the ground which should stun you.

It just sounds like the better option out of the two you suggested.
Title: Re: Fix late overhead hitbox
Post by: Kalp on November 22, 2013, 11:58:39 am
Fix early overhead hitbox  :P
Title: Re: Fix late overhead hitbox
Post by: Jona on November 25, 2013, 08:10:47 am
So if someone blocks your overhead you get the equivalent of a stab stun or is it just if you miss? It makes sense to me because if you miss you'll hit the ground which should stun you.

It just sounds like the better option out of the two you suggested.

If you take a ~100+ length 1hander and overhead, you will usually bounce off the ground. It is the same effect as hitting a short 2ft tall wall with your sword, only it instead bounces off the ground.
Title: Re: Fix late overhead hitbox
Post by: Teeth on November 25, 2013, 11:23:13 am
This might be connected to the same issue, but overhead hitboxes have been terrible in general for polearms at least. It's like the hit detection doesn't actually now that the swing was sped up. I frequently die because when I chop straight through someone's face with my Flamberge or English Bill, nothing happens. Other way around as well. I clearly miss on my screen but hit anyway.