cRPG
cRPG => Suggestions Corner => Topic started by: Rumblood on July 03, 2011, 04:20:27 pm
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If the point of your weapon is more than 45 degrees away from where you began an overhand/thrust attack, then it whiffs for no damage and no interrupt. This will eliminate the "180 thrust spin" and the "Overhand spinning crushthrough".
If you have positioned yourself properly in melee, the opponent shouldn't be able to spin their mouse around to cover 360 degrees around them using what is supposed to be a specific directional attack,
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+1 to this. I am sick to death of being "piked" at point blank from a thrust spin jumper (you know who you are..... Dasty)
The 360 degree kill arc on a stab is ludicrous
Even if this effectively nerfs the overhead slash for 2H, it is still a better solution than the current combat situation
The only other thing I am in awe over, is the whole pike situation where you are effectively inside a pikers guard, and yet he can thrust and kill you even though the point of the weapon is somewhere six feet behind you. the kill spot for those particular polearms is just insane and seems to encompass the entire length of the weapon. And no one thought this was a problem when they were testing these??
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I agree and support this.
Including the pike comlaint of the post above mine.
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But not sideswings, only thrusts/overheads? I like freshly grilled bias.
Especially considering sideswing turns are the most effective of the attacks, and when used correctly you can swing twice before someone can swing back after a block if they don't turn fully into their attack too.
Yep, totally just thrusts which can't do that and overheads which can't do it either.
Totally agree with you man, only nerf stabs and overheads. sideswings is the only thing that should be able to kill.
Don't take it the wrong way, I don't mean to insult you. Just pointing out the huge flaw in your point.
Also 45 degrees is really small, especially when you consider ~30 degrees of rotating your body into a thrust in real life gives it the most power. The problem is 120 degree plus turns.
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I agree with Marathon here. It would also eliminate stabs of any kind really. When you're fighting with a 1-hander, really the only way you can hit the other person with a stab is to turn into them. Otherwise you'll whiff.
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Well, I automaticly applied his idea to sideswings as well, at least in my mind.
He didn't particulary LIMIT his suggestion to stabs, now did he?
Of course 120 degree & + are the main problem, no matter with what kind of attack.
And the pikes... well you -should- be safe once you're past the point end. That wooden stick alone is not going to do much damage at that angle and distance.
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The pike, not the long spear, won't clip any enemies within 2 feet of the user. the next .5 of a foot will only glance. So, if you do get close to a person using a pike, even if they are the craziest spin stabbing bro in the game, they can't hit you. Just don't let go of your W key! relentlessly push forward! There is a minimum range on the pike, go use it and see for yourself!
The long spear can hit point blank though, which does make sense since they do pull the point almost all the way to their body at the beginning of the thrust.
Another point on spears, from a realism perspective, is you don't have to hold the spear all the way back. You don't in 1 v 1 combat if they do close in on you. You move your grip closer to the pointy end so you effectively make it a shorter weapon. Ever played Billiards?
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No, but I played with spears and against them.
Yes, you can switch the position at which you grip a spear.
But really, at a certain distance, it becomes very hard to handle and defend yourself.
Real-life fact.
Not a balance fact, mind you.
It's good to hear that the pike has a minimum distance, but those spins still are ridiculous. :P
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No, but I played with spears and against them.
Yes, you can switch the position at which you grip a spear.
But really, at a certain distance, it becomes very hard to handle and defend yourself.
That is when fights go into grappling and finishing takedowns anyways if they do get that close, regardless of the weapon.
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Not necessarily.
Hitting with your guard or pommel is very effective at exactly the distance I'm talking about, just before the bodies touch and the grappling starts. Long weapons with a staff as base are not effective at that range.
But that's not the topic, is it?
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I agree the the spin stab for spears and the down slash spin are a bastard.
The thing I find most frustrating is not getting any feed back from the animations. With other attacks even the spin stab there is an amount of telegraph but with the downward spin the person misses and then hits you moments later. After the stroke has been complete the power of the strike should drop of significantly but as it stands, they hit your feet and flip the turtle for massive damage. I've been one hit by it at high lvl, twas amazing, stupid hammer.
Also add fly kicks, FLY KICKS!
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I imagine its not as easy as you would think because no modder has done this yet.
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The combatsystem allrdy is simple the general speed allrdy got slowed done from what its was once....
Dont get me wrong, but the things that get mentioned here keep the melee interesting somehow, as unrealistic they may seem...
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The combatsystem allrdy is simple the general speed allrdy got slowed done from what its was once....
Dont get me wrong, but the things that get mentioned here keep the melee interesting somehow, as unrealistic they may seem...
I have to agree with this 100%.
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The combatsystem allrdy is simple the general speed allrdy got slowed done from what its was once....
Dont get me wrong, but the things that get mentioned here keep the melee interesting somehow, as unrealistic they may seem...
I think you are wrong. Footwork is a huge part of melee combat. It takes skill to maneuver yourself so that you can step to the side and behind another player when he starts his massive overhand smash. It is less than interesting for that player to negate that skilled footwork and overcome their own lack of timing by simply spinning their mouse around. Same thing for someone who thrusts at you and misses, but can then turn the smooth haft of their spear into your side and do damage as if they just shoved all of that right through you. Its like throwing a punch, missing, and then rubbing your arm against their face. It doesn't knock people out.
Footwork should matter. This change will remove the str builds ability to negate the agi builds natural advantage.
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This would make most stabs completely redundant. If you don't spin, it whiffs, or has a high chance of doing so. This would need to be solved first.
But mostly, if someone spins, block down.
I'm not too fond of removing it, though I've never got the hang of it myself. Not much stabbing with my preferred weapon. But, I don't think it should be removed. It's a valid tactic to an attack direction that would otherwise be gimped.
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Well... when done right a 2h sword right swing-spinthrust feint is extremely hard to read. Duel Phyrex and you'll never think the same again about spinthrusting. I don't know anyone that does this trick better, and few can do it actually. But it's really gamebreaking at that point.
I think you are wrong. Footwork is a huge part of melee combat. It takes skill to maneuver yourself so that you can step to the side and behind another player when he starts his massive overhand smash. It is less than interesting for that player to negate that skilled footwork and overcome their own lack of timing by simply spinning their mouse around. Same thing for someone who thrusts at you and misses, but can then turn the smooth haft of their spear into your side and do damage as if they just shoved all of that right through you. Its like throwing a punch, missing, and then rubbing your arm against their face. It doesn't knock people out.
Footwork should matter. This change will remove the str builds ability to negate the agi builds natural advantage.
Footwork already matters a lot. And frankly, not in a good way. Spinspamming a 2h/polearm is one the cheapest duelling techniques yet it works very well and many many many people do it. The worst thing about it is that many of the spinspammers don't even know how to fight in a different manner. So I don't think it should be "buffed" in any way.
Overall I think the spinattacks should not be changed. Removing the possibility of spinning thrusts and overheads would remove a good part of the skill involved.