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Do you like the earlier active attacks against players?

Yes
No

Author Topic: The new earlier active attacks against players  (Read 5160 times)

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Offline balbaroth

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Re: The new earlier active attacks against players
« Reply #15 on: September 26, 2011, 09:46:34 pm »
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Aww, I would really wish that the effect got decreased a little bit. Not as prepatch, not as it is now, but exactly in between. Atleast it would be controllably for me then.

If a guy with a Flamburger says its ok , it mean it work as intended :D

Offline Teeth

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Re: The new earlier active attacks against players
« Reply #16 on: September 26, 2011, 09:52:32 pm »
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If the leader of Germany says its ok, it probably is.

Offline Tears of Destiny

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Re: The new earlier active attacks against players
« Reply #17 on: September 26, 2011, 09:53:14 pm »
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I see what you did there -_-
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
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Offline balbaroth

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Re: The new earlier active attacks against players
« Reply #18 on: September 26, 2011, 09:53:54 pm »
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If the leader of Germany says its ok, it probably is.

But but! RandomDude is the Supreme Leader of Flambergia !

Offline _GTX_

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Re: The new earlier active attacks against players
« Reply #19 on: September 26, 2011, 10:00:38 pm »
+1
Too many teamhits, bounces and hitting walls. Its becoming more random in my opinion. And i am alrdy avoiding teammates.Because if i join the ganks, i will get more dmg from teammates than the enemies. And i mean the total dmg of the round, not just the gank situation.
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Offline Teeth

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Re: The new earlier active attacks against players
« Reply #20 on: September 26, 2011, 10:13:20 pm »
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Too many teamhits, bounces and hitting walls. Its becoming more random in my opinion. And i am alrdy avoiding teammates.Because if i join the ganks, i will get more dmg from teammates than the enemies. And i mean the total dmg of the round, not just the gank situation.
Exactly. In my opinion the game became less skill and teamwork based. The two things I valued the most in Warband

Offline balbaroth

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Re: The new earlier active attacks against players
« Reply #21 on: September 26, 2011, 10:28:22 pm »
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It has nothing to do with teamwork ,  especially when a horde is trying to gank  a single guy ,  accidents will happen especially when it comes to kill lust ,   

       I avoid the pack as you dont need 5+ people to kill a single man , that is teamwork , you prevent wounding your own team by doing so

  I think people with long weapons need to adapt to the new situation and forget about the past swinging without consequences

Offline cmp

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Re: The new earlier active attacks against players
« Reply #22 on: September 26, 2011, 10:35:42 pm »
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Exactly. In my opinion the game became less skill and teamwork based. The two things I valued the most in Warband

On the contrary, skill is also knowing when and where to place your hits, taking environment and teammates into account.

Offline Paul

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Re: The new earlier active attacks against players
« Reply #23 on: September 26, 2011, 10:41:26 pm »
+1
As a 2h you can bring a secondary cudgel for tight places.

Offline Teeth

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Re: The new earlier active attacks against players
« Reply #24 on: September 26, 2011, 10:48:39 pm »
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On the contrary, skill is also knowing when and where to place your hits, taking environment and teammates into account.
If only all your teammates did the same. You can generally see enemy attacks coming and block them. Teamattacks however, close to perfect blockers lose a lot of hp because of their teammates. I also find it very unpredictable myself. When there is a circling 2h spamming and there are 3 guys of youre team, it is so hard to hit him.

Offline Dezilagel

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Re: The new earlier active attacks against players
« Reply #25 on: September 26, 2011, 10:58:09 pm »
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I agree - imo the pike (sorry, long spear) overhead is what broke the system - with that gone I honestly see no reason not to return to the old way.

Ground collision makes hillfighting a real pain - especially when facing archers (who tend to camp said hills) since they can use the directional difference in movespeed and the ground collision to ruun awaay, ruun awaay...

Also - this is a game of teamplay - and in big, epic, laggy, organized battles fighting in tight formations is now a not-so viable tactic due to the messy nature of it all causing a lot of tk's, which for me atleast kills the fun. (DRZ archer renaissance HOORAY!)

Object collission is great though - but I would actually suggest rolling back the rest.

All this is ofc imho.
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Offline ThePoopy

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Re: The new earlier active attacks against players
« Reply #26 on: September 26, 2011, 11:38:25 pm »
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plz fix polearm stab hitbox so it dont hit everything 1 meter to the right of the weapon

Offline Jacko

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Re: The new earlier active attacks against players
« Reply #27 on: September 27, 2011, 12:17:22 am »
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Whine whine, I like it.


...as long as my pretty ass if fucking far away as possible from my incompetent melee teammates, who keeps killing me. 
Monkeys!

Offline rufio

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Re: The new earlier active attacks against players
« Reply #28 on: September 27, 2011, 12:20:22 am »
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i dont really have a problem with the new collision, ive been working hard to adjust with my great long axe, but i still do fine, only prob i have ..but what hasent been 100% confirmed is that 1 handers somhow sitll hit through walls, atleast of what ive experienced in siege so ye this new collision system might or might not end up starting a whole reballancing, what ive seen up till now is that shielders+one hand dominate , and shorter 2handers, especially katana. but that could also be because the whole player base needs to adjust to this. all in all good improvement still imo
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Offline hippy_with_a_scimi

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Re: The new earlier active attacks against players
« Reply #29 on: September 27, 2011, 12:46:34 am »
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i dont really have a problem with the new collision, ive been working hard to adjust with my great long axe, but i still do fine, only prob i have ..but what hasent been 100% confirmed is that 1 handers somhow sitll hit through walls, atleast of what ive experienced in siege so ye this new collision system might or might not end up starting a whole reballancing, what ive seen up till now is that shielders+one hand dominate , and shorter 2handers, especially katana. but that could also be because the whole player base needs to adjust to this. all in all good improvement still imo

 to help you on that ive been using my elite spammy on siege can i can assure you i hit walls or objects if im not careful enough , also even someone close behind me will make me glance on a overhead   ,