Author Topic: Earlier active attacks blow!  (Read 4763 times)

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Offline Dioxete

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Re: Earlier active attacks blow!
« Reply #45 on: October 11, 2011, 12:58:23 pm »
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@ Dioxete / Denbitre Date: use overheads. Don't sideswing if there is a guy next to you. Those still work fine in crowds.
So when you are attacking with your team mates, there are guys behind you too :/ if it tries to get close to the RL, you won't do kilometric swings in RL, rly animations+stuck are fucking up infantry. Switching to crossbower :D

By the way: when you are a laggy bastard like me. overhead is not rly usefull. you gonna miss 60% of the hits.
« Last Edit: October 11, 2011, 01:05:26 pm by Dioxete »

Offline RandomDude

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Re: Earlier active attacks blow!
« Reply #46 on: October 11, 2011, 02:12:37 pm »
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heres a tip for gankers: First guy to come in contact with the loner blocks the hit and flanks him. That way you have a perfect surround.

People who fear good players are the people that die first.

and bcos they die they fear them so it becomes self-perpetuating

Offline Kafein

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Re: Earlier active attacks blow!
« Reply #47 on: October 11, 2011, 06:02:20 pm »
+1
I see much more (successfull) spam than before this change. I don't really care though. I don't even know why I still have a inf weapon.


Aside those very selfish statements, I think the melee animations should be reworked in order to make this change work right. IRL, you effectively attack from the start of your "animation". But IRL nobody is a widely-swinging moron like in the game. Previous attack timings were sort of more accurate because they matched what a true RL attack would do, despite the retarded look.

Offline rustyspoon

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Re: Earlier active attacks blow!
« Reply #48 on: October 11, 2011, 06:54:24 pm »
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Aside those very selfish statements, I think the melee animations should be reworked in order to make this change work right. IRL, you effectively attack from the start of your "animation". But IRL nobody is a widely-swinging moron like in the game. Previous attack timings were sort of more accurate because they matched what a true RL attack would do, despite the retarded look.

I entirely agree. The animations need to be more fluid and less ridiculous. Maybe by incorporating more of the combat animation enhancement mod?
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Offline Siiem

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Re: Earlier active attacks blow!
« Reply #49 on: October 11, 2011, 06:56:32 pm »
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This change forces people to think

And there is your mistake! Forcing people to think, madness.

Offline Penitent

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Re: Earlier active attacks blow!
« Reply #50 on: October 11, 2011, 07:04:06 pm »
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Earlier attacks ARE better because the swing collide with walls.  This is good.

A tweak I would recommend:
make the early part of the attack MUCH weaker, so hitting teamies in the head that are behind you dont die, just get a minor wound.  This should not be a powerful attack.

ALSO, the attacks last TOO LONG.  I've been killed by overhead sword swings after the swing was completed.  Same with thrusts.

Offline Zisa

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Re: Earlier active attacks blow!
« Reply #51 on: October 11, 2011, 07:05:50 pm »
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It would be great .. if it didn't seem to be more BS swinging through people, more wtf tks and still shit like a guy swinging an axe through a fence and attacks that mysteriously stop for no apparent reason.

Add this little factoid, the game is 3rd person, so there is the inherent parallax problems of aiming. Whatever has been done seems unecessarily punitive and with unintended side effects.
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Offline IR_Kuoin

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Re: Earlier active attacks blow!
« Reply #52 on: October 12, 2011, 09:23:24 am »
-1
Earlier attacks ARE better because the swing collide with walls.  This is good.

ALSO, the attacks last TOO LONG.  I've been killed by overhead sword swings after the swing was completed.  Same with thrusts.

I agree to the last part, cuz sometimes i block their overhead, and after their hit has reached the ground i take down my block and then i get a hit in the head, and dies...
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Offline FRANK_THE_TANK

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Re: Earlier active attacks blow!
« Reply #53 on: October 12, 2011, 11:43:22 am »
+1
I went onto the EU server to test this whole survive in a crowd thing. I had ping of 400 and I was using an arbalest by its self with no shield or melee weapon. I was wearing padded cloth with plate mittens.

I was able to run into a group and run around in circles and survive every time for about 20 seconds. I ran into one group and manged to get them to TK 2 people. 1 vs 4 then 1 vs 5 then finally 1 vs 7 and it took them about 30 seconds to kill me.

I'm going to STF a char and make a 13 shielder with a practice shield, a Huscarl's Round Shield and a kyhber knife. Then the griefing shall commence.

Also I find it much easier now to use my 2h against ganks. I thought my skill must have gone up after patch, now I'm sad panda.
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Offline Tomas

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Re: Earlier active attacks blow!
« Reply #54 on: October 12, 2011, 12:17:56 pm »
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A tweak I would recommend:
make the early part of the attack MUCH weaker, so hitting teamies in the head that are behind you dont die, just get a minor wound.  This should not be a powerful attack.

I agree with this. 

The only alternative I can think of is for the chambering of swings to be interupted rather than the actual swing.  That would stop the team hits but would probably make survivng in an uneven melee even easier so Garison's solution is what i'd go with

Offline MaHuD

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Re: Earlier active attacks blow!
« Reply #55 on: October 12, 2011, 12:23:52 pm »
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Today a Danish Greatsword in battle, a Great Maul in siege and a Long War Axe on an alt. I did the tk behind me with a left swing with a Long War Axe.

And you are complaining that your swing kills teammates?
Oh Dear.
Surely that can't be one of the weaknesses of using big weapons?

Offline Kafein

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Re: Earlier active attacks blow!
« Reply #56 on: October 12, 2011, 12:25:33 pm »
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The animations need to be less ridiculous.

We agree but...

combat animation enhancement mod?

What ? You said

less ridiculous.

I don't want japanime-looking animations x)


Earlier attacks ARE better because the swing collide with walls.  This is good.

A tweak I would recommend:
make the early part of the attack MUCH weaker, so hitting teamies in the head that are behind you dont die, just get a minor wound.  This should not be a powerful attack.

ALSO, the attacks last TOO LONG.  I've been killed by overhead sword swings after the swing was completed.  Same with thrusts.

That seems effective and easier to do.

Offline Zisa

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Re: Earlier active attacks blow!
« Reply #57 on: October 16, 2011, 04:29:02 am »
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So is this what is causing all the silly collisions with slopes - people invulnerable to attacks on steep hills?

How long until people decide this is not working?
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Offline Greziz

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Re: Earlier active attacks blow!
« Reply #58 on: October 16, 2011, 07:41:03 am »
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I approve of the animations colliding with stuff better but seriously WHY IN GODS NAME DO MY RIGHT AND LEFT SWINGS AND OVERHEADS HIT MY ALLIES DIRECTLY BEHIND ME WITH A BASTARD SWORD!!!!!!!!!!!!

I could understand if he was to my right or left in the swings and maybe the overhead if he was directly behind me but seriously my left and rights hit people who are directly behind me it is ludicrous. All I am asking is that you tweak the active collision just a bit so I dont left or right people who are BEHIND me.

Offline Kalp

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Re: Earlier active attacks blow!
« Reply #59 on: October 16, 2011, 09:58:14 am »
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@ Dioxete / Denbitre Date: use overheads. Don't sideswing if there is a guy next to you. Those still work fine in crowds.
And if someone stay behind you ? Then even with 1h, overhead atack is blocked....
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