I like it. i feel like i glance less or hit the head of my target more.
It is better in close range. I do not disagree with that.
But you know how I play with the long range pokes. It does not feel at all the same.
That seems like something that would have to be done with WSE(so it won't happen), since native functionality is to use the same exact animation for 1hers, regardless of the presence of a shield. I don't know of a trigger that I could use, to tell the character to use the appropriate release animation.
I added the .brf to a .rar file so it can be downloaded easier. https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar (https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar). Just replace the anim_tydeus_nudges.brf found inside your warband/modules/crpg/resources/ folder, with the one inside the .rar.
I'm skeptical that the reach was nerfed.Range is reduced. Since the swing is angled horizontally now,effective reach of the sword is fucked up. Play with a long 1h like ACS on foot, you'll see that your swings go on top of the head of 2handers who aim at your feet. They simply bow their heads to dodge your awkwardly high aimed swing.
A few quick images I took for Tydeus' right swing vs native's (I don't have the first tweaked right swing from Tydeus, but I'll assume the reach is the same as native's). Since the player's position is constant, you can see the difference in reach by looking at the shadow. It's easy to see how far off to the side it reaches by looking at the number of boxes down, and reach by looking at the number of boxes it reaches forward. Slightly longer than 3 boxes still outreaches pretty much every swing and is close to 1h stab/2h overhead.
Frames didn't align, so this was as close as I could get. This doesn't take into account any animation blending and other possible effects that could alter distance by a few cm, but at least it's something. I might do some in-game reach tests tomorrow evening just to be sure. To be honest, native's right swing also looked awkard, so now it's just another kind of awkward we have to deal with. I think performance-wise it's better (maybe too much better) with the same reach.(click to show/hide)
why was it changed?Because fuck you and all other 1handers, that's why.
Range is reduced. Since the swing is angled horizontally now,effective reach of the sword is fucked up. Play with a long 1h like ACS on foot, you'll see that your swings go on top of the head of 2handers who aim at your feet. They simply bow their heads to dodge your awkwardly high aimed swing.
I dunno what was the intention of this change but it nerfed long 1handers bigtime while buffing short 1handers heavily since right swing does not glance now. 1hander class doesn't need an alternative to leftswing though, it's the best animation to deal damage to the head at close distance, right swing was a good poke now 1handers are even more defenceless against backpedaller bundle of stickss.
the right swing is fine. it glances less at close range and generally makes a lot more sense now
Mmh, maybe you are right, I didn't think about people duking below the swing. It's not like it happens all that often though.It's happening quiet often, 2handers tend to bow their heads down to avoid teamhit in fights and even some nerds aim your feet if you wear low armored footgear
Wat, now the tendency to hit at head height for an animation is a disadvantage because people duck under the swing? That is the most desperate, far fetched whine I have ever heard.If i am not high enough to think i sent my reply imaginary, you really are fucked up in the head terribly.
why was it changed?
Leftswing = High damage, low reach
Overhead = Medium damage, medium reach
Rightswing = Medium damage, high reach (Downside compared to overhead = no damage at close reach by glancing)
Overhead deals more damage than right swing and left swing. Left swing and right swing deal the same damage. The way glancing works for sideswings is also a lot dumber than you can believe.I dunno the math part of it, basing my feedback on my experiences.
This is what right swing will look like next patch unless you provide feedback: https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar Drop it in your warband/modules/crpg/resources/ folder and temporarily rename the old tydeus_anim.brf.I'll try this and share feedback here.
You have the option of whining while doing nothing, or helping out with a future change.
Considering it was tweaked by the same person last year (for the better).. I have faith that it'll eventually get to a satisfactory level.
id like to know who thinks he is smarter than the ones creating the game he have made a mod for.Anyone who thinks Warband is a Masterpiece, is simply ignorant of the facts. :|
This is not only going to fix the bulky animation but the hitbox and angle of the swing aswell with future patch ?Once patched, the server will use the new animation for hit detection.
What is the intention of this change in first place anyway ?
Anyone who thinks Warband is a Masterpiece, is simply ignorant of the facts. :| Once patched, the server will use the new animation for hit detection.Thanks for detailed explanations, even if you create the best animation, people will rage because messing with animation brings a new learning curve to adept the change and everyone hates that process :lol:
The intention was to simply make it a more viable swing. It's not really the type of change that is easy to get perfect on the first try since you have to find the right angle where it won't collide with things that it shouldn't(not just from a user's standpoint, but a balance standpoint)and will still connect when desired.
The old animation certainly had its use, and it definitely excelled in its area of expertise. The intention is simply to increase usability. When people talk about weapon reach, it's spoken about from a "best case scenario", which is with your opponent directly in front of you. In this situation, the 1h right swing hasn't lost anything(at least nothing worth mentioning). It's only on the sharper angles where this becomes an issue. If the issue is effective reach at any given time, then I'd rather focus on when in the old animation the reach really started getting used, and make the new animation's reach available at that same point in time.
warband is still good enough for you to spend years on creating and maintaining a mod for that game.Well both Strat and cRPG are beta for 4 years for a reason :D
chadz not working on it anymore. crpg is now the trainee project, the way to train and teach the new young devs. they are alchemisting and we are testdummy'ing and if we aint testdummy'ing, we should stfu about anything cos trainees knows wtf they do.
:lol:
Wat, now the tendency to hit at head height for an animation is a disadvantage because people duck under the swing? That is the most desperate, far fetched whine I have ever heard.
(click to show/hide)
Whoops, yeah, outside of the head-hitting part. Left swing would deal more when it hits the head, then (I personally look down when I fight, so my left swings hit the body :oops:). For some reason, overheads just deal more damage in general, with additional bonus damage to the head.san you should try the wakishashi for king weabooness and ulti spam power
I can't really speak for Tydeus. I just shrugged and said go for it if he thinks he can improve it since I liked his last right swing change.
Edit: Clarified a few points better.
I am getting used to the new right swing. I guess it isn't that bad.
I like the idea of the new animation;
From native, the slash directions looked like: \ (left) and _ (right)
Now the idea is to do something that looks more comfortable: \ (left) and / (right)
Since we're on animations, does the 2h up attack nudge look kind of wonky (it stutters) in-game?It's because of how it was implemented(the animation had to be sped up a ton). So yes.
I've looked at it in openbrf and it looks fine there.
It's because of how it was implemented(the animation had to be sped up a ton). So yes.
I think the new animation makes the ghost reach of the Elite Scimitar less (more?) apparent, which is why Eyebeat is having a hard time. It's awesome that this change has fixed longstanding glaring issue, although in a roundabout faction. Eyebeat may just have to find something else to crutch.