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Author Topic: Cancel thrusting animations after turning a certain amount  (Read 5493 times)

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Offline Phyrex

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Re: Cancel thrusting animations after turning a certain amount
« Reply #45 on: June 01, 2012, 01:15:40 pm »
+2
I really dont think that back in the good ol' days pikemen spun around like tornados in full plate while accurately landing hits.

I don't think that in the "good ol' days", pikemen or any kind of warrior 'class' were limited to a maximum of 4 attack directions either.
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Offline Zlisch_The_Butcher

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Re: Cancel thrusting animations after turning a certain amount
« Reply #46 on: June 01, 2012, 01:31:50 pm »
0
The 1H stab is total shit, and basically requires you to lolstab in order to do any damage with it.
The onehanded stab requires you to make a 45 degree turn, not what I'd call a lolstab.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline bruce

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Re: Cancel thrusting animations after turning a certain amount
« Reply #47 on: June 01, 2012, 02:44:57 pm »
0
Hoplites sort of work in groups without lolstabs. Mind you, a 40 deg turn isn't a lolstab. Only solo they're really in trouble. Onehanders don't require the lolstab either: a slight turn is enough for it not to bounce.

As for combat speed, with the armour wpf nerf and more stringent wpf limits crpg combat was slowed down somewhat; just changing the wpf curve or armour penalities would speed it back up again. But the game is a lot about team combat; the best blocker won't block when someone throws something in his chest or tramples him. People don't fight as a team that much though.







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Offline Vibe

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Re: Cancel thrusting animations after turning a certain amount
« Reply #48 on: June 01, 2012, 02:53:16 pm »
+1
tell, just how the hell does SPINNING give you speed bonus eh? EH?

Offline Kato

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Re: Cancel thrusting animations after turning a certain amount
« Reply #49 on: June 01, 2012, 03:34:37 pm »
+3
You cant fix combat engine by removing the mechanic is build around.

I hope for fixing this issue in M&B2 with a lot of deeper combat generally, but for warband it would be fun killer.

Offline Kafein

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Re: Cancel thrusting animations after turning a certain amount
« Reply #50 on: June 01, 2012, 04:06:54 pm »
0
Is all reasonable and well for melee, but this fucks up defense against cav, so no.

How so ?

Maybe it could prevent greatsword thrusts from having an effectively longer reach than heavy lances, which does, you know, not make sense.

Pike and longspear thrusts would be fine.

Offline Logen

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Re: Cancel thrusting animations after turning a certain amount
« Reply #51 on: June 01, 2012, 07:26:33 pm »
0
But there's nothing more intense and badass than block battles !
Weeeeell...No. Dont you ever get tired of trying to kill some blockbot? Oh wait. You're cav!
Simply outblocking someone got boring a long long time ago.

Offline Vodner

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Re: Cancel thrusting animations after turning a certain amount
« Reply #52 on: June 01, 2012, 07:36:37 pm »
+1
Quote
But there's nothing more intense and badass than block battles !
Blockfests lost their novelty six months ago. Right now they are yawn-inducingly boring, and only end when somebody gets impatient.

Offline Kajia

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Re: Cancel thrusting animations after turning a certain amount
« Reply #53 on: June 01, 2012, 08:00:19 pm »
0
why not add inertia as a speed penalty on character turning?

it's fairly simple:
the longer and heavier the weapon, the higher the speed penalty in character turning when an attack or block is in process (as soon as it starts until it ends).

I would love to see that!

although maybe a little more balancing will be necessary for all the people who are using mw glaives and mw long hafted blade and such, so they don't commit suicide all at once. long spear shouldn't be that big of a problem any more. mauls neither. they will still have their own advantages in serious team play, trust me.

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Offline Zisa

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Re: Cancel thrusting animations after turning a certain amount
« Reply #54 on: June 01, 2012, 09:01:03 pm »
0
1h thrust.. probably leave it alone...
2h and polearm thrust.. wonky ugly thing.
Not sure, poop, but this may be a good idea.
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Offline Overdriven

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Re: Cancel thrusting animations after turning a certain amount
« Reply #55 on: June 01, 2012, 09:03:43 pm »
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Hmm. It depends to what degree. One of a hoplites best techniques against 1h+shield is to swing you spear around the edge of the shield (something that is actually quite hard to perfect). But it requires turning quite a lot. Also works against a lot of weapons. I agree spinstabbing 360 is dumb though.

Offline zagibu

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Re: Cancel thrusting animations after turning a certain amount
« Reply #56 on: June 01, 2012, 10:24:56 pm »
+2
It should apply to all animations, not just stabs. Ninjas jumping away from you with their back turned, then turning around in the air and slashing your throat are also nerf-worthy.
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Offline Kafein

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Re: Cancel thrusting animations after turning a certain amount
« Reply #57 on: June 01, 2012, 11:07:58 pm »
0
Even though more attack directions and more diversified mechanics would be a good thing, I do believe speeding up the game would make blockfests more intense and enjoyable even for those that avoid them.

Besides, there's more to it than just blocks. Feints, holds and chamberblocks make it very interesting but that aspect of M&B combat has been gradually overshadowed by footwork and cheap tricks, even though being still valid against 95% of the playerbase. I can even say that ratio increases because people are forgetting how to block when they only need to move and spam.

Offline ThePoopy

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Re: Cancel thrusting animations after turning a certain amount
« Reply #58 on: June 01, 2012, 11:52:48 pm »
+1
what about decreased damage depending on how much you spin? i'd like to see that for all directions, would make other footwork then backpeddling viable again

Offline The_Bloody_Nine

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Re: Cancel thrusting animations after turning a certain amount
« Reply #59 on: June 02, 2012, 12:33:50 pm »
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How so ?

Maybe it could prevent greatsword thrusts from having an effectively longer reach than heavy lances, which does, you know, not make sense.

Pike and longspear thrusts would be fine.
mh, those are two different points. first, I think it is a good thing you can spin-thrust into an approaching horse, regardless the weapon. If someone notices a cav that wants to rape him from behind in the last second he should not be handicapped.

second, every good lancer proofs that this is not true. If I try to 2h stab aslan chagan (or what is his name?) or Tommyy back in the days or someone else that good I am doomed. Only cavs that approach too close can be beaten with a greatsword (and those are even voulnerable to 1h thrusts). Also this has nothing to do with turning during the thrust-animation, you need only to strafe right and left and time your thrust.