Poll

What say you?

Hell yeah, brotha!
24 (63.2%)
Get off your soap box, knave.
11 (28.9%)
no opinion <que cricket noise>
3 (7.9%)

Total Members Voted: 38

Voting closed: July 01, 2012, 07:40:10 pm

Author Topic: Shielders and Swashbucklers, stand up  (Read 1548 times)

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Offline HardRice

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Re: Shielders and Swashbucklers, stand up
« Reply #15 on: June 22, 2012, 09:37:20 am »
0
Tested it on duel server. Instantly noticed that the sweetspots for stabs have been made less harsh in compensation for the turn limit thingy. So doing a damaging thrust without the turn crap is possible now. Asked cmp about it, he confirmed (for all stabs, 1h, 2h, pole). Noone else noticed because they are busy with whining.

Thank you.  8-)

Offline Vibe

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Re: Shielders and Swashbucklers, stand up
« Reply #16 on: June 22, 2012, 09:37:40 am »
0
Tested it on duel server. Instantly noticed that the sweetspots for stabs have been made less harsh in compensation for the turn limit thingy. So doing a damaging thrust without the turn crap is possible now. Asked cmp about it, he confirmed (for all stabs, 1h, 2h, pole). Noone else noticed because they are busy with whining.

Sweet. How was the thrust changed, other than the spin speed?

Offline Kaoklai

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Re: Shielders and Swashbucklers, stand up
« Reply #17 on: June 22, 2012, 09:48:49 am »
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Disapointed.

I'll be in Vikingr til it's changed.

Well the way the mod has been progressing lately, soon there won't be any difference.  Let's all thank the wannabe-knight larping baddie lobbyists for turning a fun mod for a game whose entire frame of reference for combat is unrealistic (4 direction motion capture on spastic Turks holding broom handles in a garage) into another slow shitheap. 

Actually, I don't give a fuck -just felt like spitting some venom.  Go ahead, turn this mod into Vikingr.  Good players will still own larping babies.  Just seems like a nerf to skill is all; misdirection is the heart of combat once you've got the basic footwork and blocking down. 
« Last Edit: June 22, 2012, 09:57:59 am by Kaoklai »
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Offline Wraist

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Re: Shielders and Swashbucklers, stand up
« Reply #18 on: June 22, 2012, 10:05:39 am »
0
Tested it on duel server. Instantly noticed that the sweetspots for stabs have been made less harsh in compensation for the turn limit thingy. So doing a damaging thrust without the turn crap is possible now. Asked cmp about it, he confirmed (for all stabs, 1h, 2h, pole). Noone else noticed because they are busy with whining.

I thought I noticed that, although I wasn't entirely sure.

Offline Idzo

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Re: Shielders and Swashbucklers, stand up
« Reply #19 on: June 22, 2012, 10:21:27 am »
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Nerf! :mrgreen:
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Offline Froto_the_Loc

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Re: Shielders and Swashbucklers, stand up
« Reply #20 on: June 22, 2012, 07:17:00 pm »
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Well the way the mod has been progressing lately, soon there won't be any difference.  Let's all thank the wannabe-knight larping baddie lobbyists for turning a fun mod for a game whose entire frame of reference for combat is unrealistic (4 direction motion capture on spastic Turks holding broom handles in a garage) into another slow shitheap. 

Actually, I don't give a fuck -just felt like spitting some venom.  Go ahead, turn this mod into Vikingr.  Good players will still own larping babies.  Just seems like a nerf to skill is all; misdirection is the heart of combat once you've got the basic footwork and blocking down.
I think you took that wrong.
I'll be playing Vikingr until I feel like I can stab someone to my left.
The actual mod.
Hooray for customization and hybridization!
Down with monotonous pure classes!