Author Topic: weapon weight,speed,range realism.  (Read 3941 times)

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Offline [ptx]

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Re: weapon weight,speed,range realism.
« Reply #15 on: February 27, 2012, 03:09:27 pm »
-1
I could outspam you with anything. I did actually do that with a mallet, IIRC. You need to get better at timing your attacks, that's it.

Offline Mlekce

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Re: weapon weight,speed,range realism.
« Reply #16 on: February 27, 2012, 03:24:20 pm »
0

Offline ArchonAlarion

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Re: weapon weight,speed,range realism.
« Reply #17 on: February 27, 2012, 04:58:22 pm »
+1
That would actually be unrealistic, since polearms allow a much better grip than 2h weapons (hands farther apart), and also have a little counterweight as balance in form of the pole at the other end of the weapon.

Swinging a poleaxe with enough force to kill someone requires a large swing arc, the momentum of which is hard to reverse. Although the grip is wider spread, it is not enough to balance a 5-7 foot pole with an axe head. Additionally, the lower end of the pole is an impediment to freely swinging in wide arcs (because of the torso and arm length), requiring the upper hand to move farther down the shaft (closer to a 2h grip) for wide strikes. You could choke up on the poleaxe, but this is for close fighting, when you'd be checking/tripping your opponent, or hitting them with the butt of the shaft.

The bec de corbin is a good example of a polearm that wouldn't be unbalanced, because of the width of grip to weapon length ratio (a weapon made for tripping, checking, and close fighting), whereas the poleaxe or great axe would need wide-arcs of swing to be effective and therefore require a smaller width of grip relative to length.

Offline Torben

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Re: weapon weight,speed,range realism.
« Reply #18 on: February 27, 2012, 05:21:41 pm »
0
i know this is a realism discussion,  but what is that "they didnt master combat,  they mastered how mod work".

dude,  this will always not be combat but a game.  seriously,  train to fight within the possibilities of the game and get better.

other people manage to be very good with the same dam equipment you have,  its NOT the game,  its your capabilities.  which is a good thing because you can do something about it.

furthermore dont forget a risen shield does not mean a blocking shield,  consider shield speeds etc.

bla bla.  people always want the mod changed to their likes instead of just enjoying the game.
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Offline Spa_geh_tea

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Re: weapon weight,speed,range realism.
« Reply #19 on: February 27, 2012, 06:10:54 pm »
0
The "speed" of a swung weapon can be very fast no matter the weapon. What is slow is getting that initial acceleration and deccelleration. That is where the weight of the weapon and grip makes a huge difference. That being said, using certain techniques a motion that changes the acceleration vector can decrease the amount of time spent accelerating and deccelerating.

That being said, looking at the animations of mount and blade. There should be a pretty rediculous "recovery" time between swings because the technique is crap for minimizing your weapons "dowmtime".

If you want to see this downtime reflected better in game, everything is unbalanced, decrease swing speeds, and increase the sensativity of detection of speed bonus and hilt slashes.

Offline Casimir

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Re: weapon weight,speed,range realism.
« Reply #20 on: February 27, 2012, 06:52:14 pm »
+1
Speed to length ratio is superior for 2h + polearm weapons...

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Offline Cyclopsided

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Re: weapon weight,speed,range realism.
« Reply #21 on: February 27, 2012, 07:03:54 pm »
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Speed to length ratio is superior for 2h + polearm weapons...
what
please tell me you didn't go around dividing weapon length by attack speed, it doesn't tell much of a story.
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Offline Siiem

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Re: weapon weight,speed,range realism.
« Reply #22 on: February 27, 2012, 07:28:06 pm »
+1
That british weapon historian douche demonstrated on some show how people would fight with a halberd or a poleaxe. It was a lot different than how people fight with said weapon in this mod. Point is, stop bringing realism card, it rarely works out and it usually makes you look like a fool. Except of course, you have something bad to say about archery.

Offline Casimir

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Re: weapon weight,speed,range realism.
« Reply #23 on: February 27, 2012, 09:18:12 pm »
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Well if the length to speed ratio is higher, its gunna appear as a faster weapon...

A very short weapon with alot of speed, can easily get spammed by a longer weapon with less speed but a higher L:S ratio.
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Offline Son Of Odin

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Re: weapon weight,speed,range realism.
« Reply #24 on: February 27, 2012, 10:06:07 pm »
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Seems like Thovex glaivetrolled someone? :mrgreen:
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Re: weapon weight,speed,range realism.
« Reply #25 on: February 27, 2012, 11:16:50 pm »
+1
removing jumping attacks and limiting rotation after release would go a long way to balancing mod~

Offline Dezilagel

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Re: weapon weight,speed,range realism.
« Reply #26 on: February 28, 2012, 08:02:17 am »
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removing jumping attacks and limiting rotation after release would go a long way to balancing mod~

...would slow down the game even more and as such make cav and archers even more prevalent since killing anything in melee would be completely impossible?

Also no jump attacks is retarded and makes fighting cav as a 1h (and 2h to a certain extent) stupidly hard, forcing everyon to bunch up with the polearms... Fun!  :rolleyes:
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Offline Leshma

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Re: weapon weight,speed,range realism.
« Reply #27 on: February 28, 2012, 11:09:44 am »
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Well if the length to speed ratio is higher, its gunna appear as a faster weapon...

A very short weapon with alot of speed, can easily get spammed by a longer weapon with less speed but a higher L:S ratio.

That's because of length. Guy with a shorter weapon needs to get in range or facehug, otherwise he'll get hit. Also hiltslash...

Offline Torben

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Re: weapon weight,speed,range realism.
« Reply #28 on: February 28, 2012, 12:51:48 pm »
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Well if the length to speed ratio is higher, its gunna appear as a faster weapon...

A very short weapon with alot of speed, can easily get spammed by a longer weapon with less speed but a higher L:S ratio.

not really.  the L:S ratio is higher,  but so is the distance the weapons end travels.  or do i get something wrong here.

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Offline Casimir

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Re: weapon weight,speed,range realism.
« Reply #29 on: February 28, 2012, 02:47:28 pm »
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That's because of length. Guy with a shorter weapon needs to get in range or facehug, otherwise he'll get hit. Also hiltslash...

Yep, that's pretty much why the speed to length ratio is important to check.  Two weapons of equal length, if one is faster it has a higher S:L ratio.   you can then compare that to the S:L ratio of other weapons and get a decent indication of the 'real' speed of the weapon.
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