Author Topic: Remove delay from failed 1h stab  (Read 2148 times)

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Offline Araxiel

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Re: Remove delay from failed 1h stab
« Reply #15 on: December 02, 2012, 02:27:18 pm »
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I do (read:did) this with a polearm very often, but it requires some thought.

You can't just do it with any bounce, you need to bounce really early in the attack animation but not instantly because then your character gets stunned.

When your character does one of these special bounces there's a distinct sound. I quickly learned to listen for it when fighting competent duelists.

Learning how to do it takes a little time, but it's not that hard. Learning to recognize and defend against it is even easier, just keep your cool and anticipate it.
Yeah, you can anticipate it but still annoying as fuck. GTX does that with 2hand lolstabs and stab you in the face while he is hugging you. I don't even see him if he is holding his attack or releasing.
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Offline Snoozer

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Re: Remove delay from failed 1h stab
« Reply #16 on: December 04, 2012, 08:19:26 pm »
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i wouldnt mind it....it would be a nice change for 1h imo they are glancy as a motherfucker and this would be one less thing on their plate
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Offline Phew

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Re: Remove delay from failed 1h stab
« Reply #17 on: December 05, 2012, 09:00:15 pm »
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1h thrust needs a lot of help, and removing this delay is one of several issues that need to be addressed (including the glances at all ranges and the fact that the actual hitbox way to the right of the animation).

I feel like landing a clean 1h thrust requires all the stars to align perfectly, whereas there is pretty much no situation where the 2h thrust isn't the ideal attack. I practice on DTV peasants all the time, and I bet I glance at least half the time. Against an aware (not even skilled) player? Forget about it. They see the animation start, and just lunge forward and attack, knowing that that can force a glance just by stepping toward me.

Offline Adamar

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Re: Remove delay from failed 1h stab
« Reply #18 on: December 05, 2012, 10:21:36 pm »
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Would probably result in super fast stab spam,, there must be some other way to fix it.

A super fast stab spam wouldn't be soo unrealistic or unballanced. It would only drive people to use more stabby weapons, since atm swinging is more efficient.

Offline Shaksie

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Re: Remove delay from failed 1h stab
« Reply #19 on: December 05, 2012, 10:29:36 pm »
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I know that when you stab with a 2h and bounce you can instantly strike again. I never saw anyone pulling this off with a polearm or a 1h.

Maybe that should be fixed, maybe not. Only a handful of players actually use this to their advantage anyway. IMO it's a bad mechanic no matter the weapon.
Unture. I can do both of these "thud feints" quite easily. That being said it is generally much more annoying when it doesn't work with a 1h weapon.
Honestly, I think 1h weapons could use this buff at the very least.
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Offline Jarlek

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Re: Remove delay from failed 1h stab
« Reply #20 on: December 06, 2012, 12:18:21 am »
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Considering 1h has overall the lowest stab damage (average stab damage), lowest top stab damage (halfswording and awlpike does more pierce than +3 LEE), lowest (actual) stab reach AND glance a lot. Why not give it something to compensate?
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Offline Soldier_of_God

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Re: Remove delay from failed 1h stab
« Reply #21 on: March 02, 2013, 05:34:04 pm »
+1
Does anyone think that a 1h stab animation change is in order? it seems like the animation itself is really slow. im sure there's plenty of replacements on taleworlds.

Offline Vodner

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Re: Remove delay from failed 1h stab
« Reply #22 on: March 02, 2013, 11:54:32 pm »
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Does anyone think that a 1h stab animation change is in order? it seems like the animation itself is really slow. im sure there's plenty of replacements on taleworlds.
The animation was actually really good when you could spin it. It was more like an alternate left swing in terms of effective reach and hit speed. Even better, turning your character away prior to the thrust made it momentarily difficult for your opponent to tell if you were right swinging or thrusting.

Offline Ronin

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Re: Remove delay from failed 1h stab
« Reply #23 on: March 03, 2013, 02:06:14 pm »
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Hmm. I was using thrusts as my common attacks, back when the nerf wasn't there. My first loom was a tempered nordic champ sword, which I didn't like because I was using thrusts more. So I traded it with a tempered long espada eslavona, my favourite sword of that time.

Since it was changed, I find thrusts more of an optional attack. I still find thrusts to be a part of my gameplay, just not that much. Long espada can still be useful, just not the strongest sword for me. Knightly arming is better.

Some sort of skill was required back in the day. Now it just requires more skill. It's effectiveness is still valid, although a bit decreased. All in all my opinion is, what suggested in OP can be a good feature. But I don't have many problems with the current system too. It's doable and viable. Just not the strongest part of 1h anymore.
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