Author Topic: Polearms....  (Read 6612 times)

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Offline CaptainQuantum

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Re: Polearms....
« Reply #30 on: September 17, 2011, 11:45:34 am »
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Because it was a STF alt he made to test the glaive. He deleted it to make a cav I think.

/End rage
 I don't think it's the weapons that are the problem it is the range and backpedalling they are used with. Yes you can leave a back pedaller alone, but he will likely slash you in the back if you do. And they will backpedall even as the last, something needs doing about backpedalling with long weapons I think. Not shorter ones like the 1h+Shield since they are fine.
« Last Edit: September 17, 2011, 11:52:59 am by CaptainQuantum »

Offline Snoozer

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Re: Polearms....
« Reply #31 on: September 17, 2011, 11:53:04 am »
+1
pls tell me more........so i can rape all that is alliance with my blademaster class even though i already posted this I SHALL DO IT ONCE MORE

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Offline Dezilagel

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Re: Polearms....
« Reply #32 on: September 17, 2011, 12:38:08 pm »
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No Quant, it's a simple question of physics:

The glavie is long, really long. If you have a long stick and swing it with a certain speed then the speed at the tip is going to be higher than if you had a shorter stick. Combine that with the decent weapon speed of the glavie (90? 91 MW?) and it's not that hard to figure out why the Glavie looks so fast.

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Offline Snoozer

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Re: Polearms....
« Reply #33 on: September 17, 2011, 12:44:08 pm »
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^SCIENCE!!!!!!



same reason why bitches get in ma face i glance alot also y ima a back peddling spamyspamspamer spamming FOR SPAMINGTON

(5 ath sucks im going back to 6ath n up from now on)
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Offline CaptainQuantum

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Re: Polearms....
« Reply #34 on: September 17, 2011, 01:05:38 pm »
+1
Hmm you have failed to understand the principle you speak of Dezi, yes the tip is moving faster but that doesn't mean it moves faster in a radial way. For completeness I will show you in equations.

w=omega=angular velocity=weapon turn speed
v=velocity
r=weapon length

The relation rather obviously is wr=v.
Just because the tip is moving faster doing mean it will complete a turn faster.

Edit: You forget that I am a student of theoretical physics myself, I would not overlook something so simple. I shall also derive a much more useful equation, there are 2pi radians in a full circle so over 1 swing period T the relation will be: w=2pi/T. The length does not have any relation at all to swing time completion, other than how fast realistically you can spin (moments of inertia).
« Last Edit: September 17, 2011, 01:10:53 pm by CaptainQuantum »

Offline Snoozer

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Re: Polearms....
« Reply #35 on: September 17, 2011, 01:11:05 pm »
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well how come the fact that most of the weight is at the tip and its not put in as a factor in the equation?

i graduated a while ago so my equations "skills" r fail lol so sorry if i misinterpreted u
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Offline CaptainQuantum

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Re: Polearms....
« Reply #36 on: September 17, 2011, 01:20:02 pm »
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Thats the moment of inertia part, which I will explain here. I must first say that Warband weapons do not run off this, since I did derive the models for this and the glaive comes out with a speed of 68 without accounting for the fact that all the weight is at the edge which would make it slower, also damage solely depends on the weight of the weapon since the speed of the tip being dependant of the length is cancelled out by larger moments of inertia being produced from the extra range.

Moments of inertia is the amount of resistance to circular motion a certain thing has, for a point particle it is mr^2. For something more complex you have to know some calculus (3D calculus is required), you can treat each little mass inside something as a small mass dm at a distance from point of rotation r. Now you could work all those infinitesmal masses and add them together (theoretically), but technically that's an integral. So you take Integral[r^2dm]. This is not very useful however since dm is variable so instead use a constant thing to integrate with. Now density ,p=m/V where m is mass and V is volume. So we can use dV instead. Now rewriting this in terms of dV,
 Moment of inertia, I=integral[p*r^2 dV].
Volume integral formed, that is the difficulty to swing an object of length r about it's edge.

Edit: To answer your question the weight at the tip part is "accounted" for in the swing speed of the weapon. Also I said that that equation is for the object of length r about it's edge, but this equation works even if the object is not rotated about it's edge, it's just easier to deal with it that way.
« Last Edit: September 17, 2011, 01:29:16 pm by CaptainQuantum »

Offline Paul

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Re: Polearms....
« Reply #37 on: September 17, 2011, 01:37:34 pm »
+1
polearms are fine. too lazy to think of something for polestagger atm.

Offline Snoozer

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Re: Polearms....
« Reply #38 on: September 17, 2011, 01:39:40 pm »
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what do you mean? like you do not want to think of something to justify pole stagger of you just do not want to think of something to replace it?
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Offline CaptainQuantum

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Re: Polearms....
« Reply #39 on: September 17, 2011, 01:47:32 pm »
+1
I think it was, too lazy to think of a fix.

Edit: The overhead chamber block on a stab doesn't require a fast weapon or agi whore, I just had it done unintentionally by a highland claymore with the guy in full plate.
« Last Edit: September 17, 2011, 01:53:30 pm by CaptainQuantum »

Offline Jambi

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Re: Polearms....
« Reply #40 on: September 17, 2011, 03:13:19 pm »
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polearms are fine. too lazy to think of something for polestagger atm.

Meh.

Not too lazy, too biased.

I think its time for more players to start leaving this shit mod, the devs deserve this imo. Its been nothing but shit coding/trolling/retardness lately.

What happend to the whole voting thing?
I remember us all voting on what we thought was balanced, needed buff or nerf?
Yet now you decide to just push nerfs thru without any community oppinion, or patchnotes.

You want us to believe the devs care about community input and oppinion, by having chadz make these cheesy voting polls etc.
No, you showed now again... how CRPG's devs dont give a shit.
http://forum.c-rpg.net/index.php/topic,5439.msg93572.html#msg93572 <------ Biased Politics Inside




« Last Edit: September 17, 2011, 03:34:21 pm by Jambi »
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Offline CaptainQuantum

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Re: Polearms....
« Reply #41 on: September 17, 2011, 03:19:13 pm »
+1
I am with Jambi, polestun was the number one thing WSE was meant to fix, the first thing to be fixed? Ground collisions. Why, not because of realism and it was not OP to feint the floor like Atze since you can't see anything that is going on and it's easy to block. Seriously is cmpx every going to nerf his own class instead of buffing. "Too lazy", polestun is likely dependant on one or 2 values as that is how the Warband engine is coded, change one value and that feature disappears. It allows modders to make their own mod and I am guessing this has followed through to the polestagger. Seems to me more like bias as Jambi said. I am not one to judge but the delaying of fixing the number 1 issue for WSE seems a bit strange.

Back to native ->

Offline Dezilagel

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Re: Polearms....
« Reply #42 on: September 17, 2011, 03:32:50 pm »
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(click to show/hide)

I'm not trying to lecture you in physics, I'm just saying that probably, this is due to your brain messing with ya - since there is a very simple explanation that doesn't involve animations being weird, and that would explain why everyone is complaining about the Glavie specifically.

Also Jambi - stop filling the forums with your crap; their mod - they decide what to do. If you don't like it just go play native where bows are completely op, just how you like em.

« Last Edit: September 17, 2011, 03:51:30 pm by Dezilagel »
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Offline Jambi

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Re: Polearms....
« Reply #43 on: September 17, 2011, 03:38:59 pm »
+1
Also Jambi - stop filling the forums with your crap; their mod - they decide what to do. If you don't like it just go play native where bows are completely op, just how you like em.

Erm, yeah i do want bows to be OP, totally.
*sarcasm off*

Dude you have no idea.

stop filling this forum with your crap
Go suck a dev, you anti-archer biased sheep
Seems like you have done zero research about me, and what i actually think of archery atm.
« Last Edit: September 17, 2011, 03:43:09 pm by Jambi »
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Also, most fucked up brain of the year award goes to jambi. Well done.

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Offline CaptainQuantum

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Re: Polearms....
« Reply #44 on: September 17, 2011, 03:41:23 pm »
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Inertia is not a value you overcome, it is more a reduction to the possible rate of swinging.

E=Iw^2
w=(E/I)^2 so it's not something through strength becomes neglible, it's something which is a reducing factor dependant on your strength (energy you can swing with) and the moment of inertia which for polearms is larger due to the high weight concentration at the end.
« Last Edit: September 17, 2011, 03:46:29 pm by CaptainQuantum »