Author Topic: Lolstab range  (Read 13236 times)

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Offline IRunUDie

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Re: Lolstab range
« Reply #135 on: March 02, 2011, 12:01:13 am »
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Making up excuses doesn't work with me, I can see right through it!
im pritty sure i anserwed your question.

Offline cmp

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Re: Lolstab range
« Reply #136 on: March 02, 2011, 12:24:10 am »
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im pritty sure i anserwed your question.

At least put some effort into your trolling, FFS. :(

Offline IRunUDie

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Re: Lolstab range
« Reply #137 on: March 02, 2011, 12:26:08 am »
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At least put some effort into your trolling, FFS. :(
effort? i had u going for over 3 hours :P
« Last Edit: March 02, 2011, 12:27:32 am by IRunUDie »

Offline cmp

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Re: Lolstab range
« Reply #138 on: March 02, 2011, 12:28:41 am »
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effort? i had u going for over 3 hours :P

You didn't realize that my posts were just random words thrown together?
Troll got trolled. :lol:

Offline IRunUDie

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Re: Lolstab range
« Reply #139 on: March 02, 2011, 12:30:32 am »
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You didn't realize that my posts were just random words thrown together?
Troll got trolled. :lol:

sorry but yes I did realise your posts made no sense at all as you was talking about 10 differnt things in 1 post at some points.. i simply couldnt be fucked to carry on =/


PS. what u was saying about a matrix combination with a rigid body collision was actually correct apart from the "bounding" part u added. as 3D objects require a rigid body to hit each other.
« Last Edit: March 02, 2011, 12:37:11 am by IRunUDie »

Offline cmp

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Re: Lolstab range
« Reply #140 on: March 02, 2011, 12:37:36 am »
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PS. what u was saying about a matrix combination with a rigid body collision was actually correct apart from the "bounding" part u added. as 3D objects require a rigid body to hit each other.

Somewhat. The game creates a capsule body on the fly (yes, even for curved weapons) and checks for collision using that.

By the way, since the trolling is over:

@CMP, if you do have the animation ranges and maybe the speeds, could we have them please? I'd quite like an updated animation range/speed list. Pretty please?

Nah, the ranges aren't stored anywhere, they depend on the animations. I honestly have no idea how to measure them (CG and animation aren't really my fields).
« Last Edit: March 02, 2011, 12:39:55 am by cmpxchg8b »

Offline MountedRhader

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Re: Lolstab range
« Reply #141 on: March 02, 2011, 12:54:40 am »
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Back on topic. lol-stab is funky and weird and keeps bizarre hit ranges.  :lol:
I think it has to do with 360 degree turning angles.. Or like someone else said when you're running full fledged towards a wall you can make 90 degree turns.
« Last Edit: March 02, 2011, 12:59:15 am by TheDashingRogue »

Offline IRunUDie

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Re: Lolstab range
« Reply #142 on: March 02, 2011, 12:58:51 am »
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Back on topic. lol-stab is funky and weird and keeps bizarre hit ranges.  :lol:

I am never trolling 3 hours of my life away agian... Lol stab is gay anyway

I here by rename Lol Stab - Gay Stab... All in favour!

Offline Torp

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Re: Lolstab range
« Reply #143 on: March 02, 2011, 03:45:01 pm »
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Back on topic. lol-stab is funky and weird and keeps bizarre hit ranges.  :lol:
I think it has to do with 360 degree turning angles.. Or like someone else said when you're running full fledged towards a wall you can make 90 degree turns.

i dont mind the spin thrusts and stuff like that; sure it's weird, but i can live with it, as long as the range gets nerfed, the lolstab is too long compared to other weapons imo

Offline Camaris

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Re: Lolstab range
« Reply #144 on: March 02, 2011, 04:08:54 pm »
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Can we nerf overheads too if lolstab gets nerfed ;)
I have no problem with stabs i block them well but overheads are so ugly to block i guess they need a hard nerf ;)
Probably best would be only to allow rightswings.

Offline Torp

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Re: Lolstab range
« Reply #145 on: March 02, 2011, 04:14:48 pm »
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Can we nerf overheads too if lolstab gets nerfed ;)
I have no problem with stabs i block them well but overheads are so ugly to block i guess they need a hard nerf ;)
Probably best would be only to allow rightswings.

well, i wouldnt call overhead, maybe they aer hard to block, but they dont do unbeliveably much damage, and they dont have the range of a long polearm.
anyways, if every attack was easy to block, how would you get kills?

Offline Punisher

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Re: Lolstab range
« Reply #146 on: March 02, 2011, 04:26:07 pm »
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Can we nerf overheads too if lolstab gets nerfed ;)
I have no problem with stabs i block them well but overheads are so ugly to block i guess they need a hard nerf ;)
Probably best would be only to allow rightswings.

+1, 2h weapons should have right swing as the only attack, they are too OP anyway, this would only make them balanced.

Offline Vibe

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Re: Lolstab range
« Reply #147 on: March 03, 2011, 07:59:19 am »
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+1, 2h weapons should have right swing as the only attack, they are too OP anyway, this would only make them balanced.

Why not just replace all 4 directional attack with one hilt attack that does 3 blunt dmg. This way we can really have balance.

Offline Punisher

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Re: Lolstab range
« Reply #148 on: March 03, 2011, 08:52:53 am »
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Why not just replace all 4 directional attack with one hilt attack that does 3 blunt dmg. This way we can really have balance.

3?!! That's too OP man, cmon, 1 blunt damage is definetly more than enough.

Offline Vibe

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Re: Lolstab range
« Reply #149 on: March 03, 2011, 09:03:52 am »
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3?!! That's too OP man, cmon, 1 blunt damage is definetly more than enough.

NO!

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BALANCE!!!