Author Topic: Slowing down the turning rate with readied weapons  (Read 1948 times)

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Offline oohillac

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Re: Slowing down the turning rate with readied weapons
« Reply #15 on: February 27, 2012, 10:38:19 pm »
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Offline dodnet

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Re: Slowing down the turning rate with readied weapons
« Reply #16 on: February 27, 2012, 10:49:56 pm »
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Yeah nice, make cav even more OP and make pike/long spear completely useless. Really great idea...  :rolleyes:
The logic of war seems to be that if a belligerent can fight he will fight.

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Offline Digglez

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Re: Slowing down the turning rate with readied weapons
« Reply #17 on: February 27, 2012, 11:06:42 pm »
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this should have been done a long time ago, along with giving successive parries an increasing chance to fail
 2.5% on 2nd, 5% on 3rd, 10% on 4th etc (in light of an endurance system)

Offline Wookimonsta

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Re: Slowing down the turning rate with readied weapons
« Reply #18 on: February 27, 2012, 11:07:02 pm »
+2
slower rotation while hitting, not movement...

this actually sounds quite better, i'd like to try this
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Offline Gurnisson

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Re: Slowing down the turning rate with readied weapons
« Reply #19 on: February 28, 2012, 01:22:14 am »
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this should have been done a long time ago, along with giving successive parries an increasing chance to fail

I don't like either of those suggestions
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Angantyr

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Re: Slowing down the turning rate with readied weapons
« Reply #20 on: February 28, 2012, 01:39:39 am »
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I fully support decreasing lolstabs somehow but I remember a few times during WB beta where the developers tried decreasing turn speed and it felt very arbitrary, stiff and restricted, with players running around each other struggling to turn enough so as to be able to land a hit.

Of course if the decrease were somewhat lower than whatever it was back then it may or may not work, but I'd rather see the lolstab made less frequent by changing the animation as has already been done with the 2h stab (which though not perfect has improved it a great deal).
« Last Edit: February 28, 2012, 01:45:51 am by Angantyr »

Offline oohillac

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Re: Slowing down the turning rate with readied weapons
« Reply #21 on: February 28, 2012, 01:51:27 am »
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The problem I see with removing/changing "lolstabs" is that some of these players and weapons need the close-range stab to play effectively.  Personally, I don't have too much of an issue with it.  I can block, kick, do some footwork, drag the opponent to a teammate, into view of an archer, etc.  Yes, it can be silly when an awlpike does a crazy dance move to get a stab in, but without that he'd just die. 

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When I play my hoplite, I turn away from my opponent, launch an attack, and spin back to my opponent's face.  This is the only reliable way I can do an attack without glancing at close range.  If he blocks it, he gets a swing, which I block.  The process can repeat until my shield breaks, one of us screws up, I put my shield away, or someone else interrupts.  I don't see a problem here.

Also, I though this was a core engine issue and could not be dealt with based on the endless threads regarding this "issue"?

Offline San

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Re: Slowing down the turning rate with readied weapons
« Reply #22 on: February 28, 2012, 02:19:59 am »
+1
When people say left swing, they mean "from the___". So left is from the left.


I asked specifically because that way didn't make sense to me.. I want to turn right/left for those swings.

Either way, I don't really think making the change is worth it. It could have unintended side effects that make some movements very good.

Offline Spa_geh_tea

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Re: Slowing down the turning rate with readied weapons
« Reply #23 on: February 28, 2012, 11:40:39 pm »
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Anything to decrease the power of exploiters I will support.

Offline oohillac

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Re: Slowing down the turning rate with readied weapons
« Reply #24 on: February 29, 2012, 01:08:35 am »
+1
Anything to decrease the power of exploiters I will support.
This isn't an exploit though.  Spinstabbing is a valid tactic in-game, and in most cases is the only choice for users of long polearms when pressured.  Kick times should be changed for pole users so a kickstab would be viable, instead of screwing with swing times.

Offline Digglez

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Re: Slowing down the turning rate with readied weapons
« Reply #25 on: February 29, 2012, 03:13:28 am »
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This isn't an exploit though.  Spinstabbing is a valid tactic in-game, and in most cases is the only choice for users of long polearms when pressured.  Kick times should be changed for pole users so a kickstab would be viable, instead of screwing with swing times.

its a workaround due to poor engine design. design it right so people dont have to do stupid unrealistic shit like this

Offline Jarlek

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Re: Slowing down the turning rate with readied weapons
« Reply #26 on: February 29, 2012, 05:51:33 pm »
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this actually sounds quite better, i'd like to try this
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Offline oohillac

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Re: Slowing down the turning rate with readied weapons
« Reply #27 on: February 29, 2012, 06:16:52 pm »
+2
As a hoplite, I absolutely need the spinstab.  And I'm not alone in this. 

Shieldbash, alternative stab, etc, etc

Offline Tomas

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Re: Slowing down the turning rate with readied weapons
« Reply #28 on: February 29, 2012, 06:39:14 pm »
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A better alternative would be to say that if a person turns 90 degrees in one go then there is either a slight pause before they can begin to turn again in either direction or a short period of slowed turning speeds.

This removes the silly seemless 180 degree turning but doesn't effect swing speeds or normal non-spinning combat at all.

I have no idea how it could be coded though.
« Last Edit: February 29, 2012, 06:41:15 pm by Tomas »

Offline oohillac

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Re: Slowing down the turning rate with readied weapons
« Reply #29 on: February 29, 2012, 07:04:38 pm »
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To be honest, I don't see what the issue is here at all.  Block down, problem solved.

Hell, it's easy to chamber some of these stabs.