Author Topic: Suggestion: Polearms glance when enemies are close.  (Read 5389 times)

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Offline Thomek

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Suggestion: Polearms glance when enemies are close.
« on: January 13, 2012, 02:43:30 pm »
+1
Dunno if this is possible with WSE.. :)

Makes sense.. Polearms are based on a wooden pole, after all. The change should be offset by a buff to damage if the polearmer lands a good hit at the right range.

This would make them completely different from 2h of course. Requiring a different way of fighting, where range control is much more important. It is also somewhat realistic.. (Of course a polearmer could change his grip etc, but this could be the alternate mode?

Just an idea, dunno if anyone kicks on it.
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Offline Torben

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #1 on: January 13, 2012, 02:46:36 pm »
0
hm,  my melee skills suck ass but afaiac this applies already
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Offline Ninja_Khorin

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #2 on: January 13, 2012, 02:54:54 pm »
+2
Well, I think poles would get a little too nerfed by it. And I have no inclination in fighting polearmers who are forced to backpedal constantly.

Offline Kato

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #3 on: January 13, 2012, 02:57:48 pm »
0
This suggestion belong to http://forum.c-rpg.net/index.php/board,69.0.html :)

HUGE nerf for polearms most polearms builds (everybody not agi backpedaler) would be useless in 1v1 situation.
It would broke warband combat mechanics.

Offline Byrdi

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #4 on: January 13, 2012, 03:34:51 pm »
-1
it is like that already?! I always glance with my mw ashwood if someone is to near, have to make crazy jumps and run backwards for a few seconds to hit again.

Its not as bad as Thomek wants it to be :D

And 2h animations are already better than polearms, no need to make it even worse. (yes I know polearms have bonuses in other areas)

Offline [ptx]

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #5 on: January 13, 2012, 03:50:16 pm »
0
You silly facehugging ninja :mad:

Offline Paul

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #6 on: January 13, 2012, 04:48:40 pm »
+4
Thomek's criminal energy in terms of lobbying always surprises me.

Offline Thomek

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #7 on: January 13, 2012, 05:08:55 pm »
+5
hey, I'm just bringing in my ideas. (And many of them have been implemented across the life of this mod)

Of course I mostly know the game from my perspective, and they will therefore be a bit jaded..

I don't understand that this suggestion is so bad. Yes, it would further separate 2h and polearms, but this would be good, as they are quite the same right now. (in actual use.)

And of course this would be murder for polearmers dueling swords, but battle efficiency would be much greater if one increased the damage they do.

And honestly Paul, battle efficiency is what weapons should be balanced to, not dueling power. Balancing weapons for duels has created a bias towards certain weapons in battle, at the same time as any weapon can win against any weapon. I would rather have harder counters and weaknesses. If you want a jack of all trades weapon, that weapon would not be good in anything.. But this would of course require a whole change in the philosophy of what kind of game you want.

« Last Edit: January 13, 2012, 05:18:01 pm by Thomek »
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Offline TurmoilTom

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #8 on: January 13, 2012, 05:46:57 pm »
+1
I'd prefer if all stabs from all weapons took distance into account. As it is right now, any stab can do full damage no matter the distance if you turn into it properly. It doesn't seem right that I can walk past the tip of a pike only to get stabbed at face-hug range.

Offline Dezilagel

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #9 on: January 13, 2012, 05:55:56 pm »
0
Block down.

Seriously, realism shouldn't be considered when regarding game balance.

It's not like pikes are hard to duel  :rolleyes:
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Offline Gurnisson

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #10 on: January 13, 2012, 06:01:35 pm »
0
You know how easy it is to facehug in this game? Do you seriously want polearms to be useless for anybody but kickslashers, at least against half-decent players?
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Segd

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #11 on: January 13, 2012, 06:22:06 pm »
0
-10 to all 2h speed & I won't care about adding pole glance or removeing polestun.

Offline Thomek

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #12 on: January 13, 2012, 06:38:00 pm »
+1
Gurnisson..

I predicted that. Perhaps polearms should have secondary mode, which is a higher grip, AKA close in fighting mode.

TBH imagine a skilled polearm player switching between short range and long range on his weapon depending on distance. Short range is the safest mode, but long range would deal more damage than now. A long axe would get increased versatility and also rewarding skilled players more than now.

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Offline B3RS3RK

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #13 on: January 13, 2012, 06:45:59 pm »
0
And how should he grip a pike in a short grip in a millisecond?
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Offline Sawbone

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Re: Suggestion: Polearms glance when enemies are close.
« Reply #14 on: January 13, 2012, 07:44:20 pm »
0
I think Thomek has something here - but if I may suggest a little variation (quite possibly impossible due to the game engine, but we never know): what if the damage of the weapon was scaled according to the part of the polearm that hits?

Meaning: the closer is the hit to the user's grip, the lower the damage. The closest the hit is to the tip of the polearm = damage is increased? Pole stagger severity could also follow this logic.

I do believe calculating range and keeping an adequate distance should be part of a pole-user's concerns. Would be cool to have a mechanic that illustrates this without of course reducing its effectiveness.
« Last Edit: January 14, 2012, 01:51:30 am by Sawbone »