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Author Topic: Cancel thrusting animations after turning a certain amount  (Read 5518 times)

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Offline Ujin

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Re: Cancel thrusting animations after turning a certain amount
« Reply #30 on: May 31, 2012, 05:34:20 pm »
+1
No turning for stabs = death sentence to 1handers.

Offline TurmoilTom

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Re: Cancel thrusting animations after turning a certain amount
« Reply #31 on: May 31, 2012, 05:41:10 pm »
+3
No turning for stabs = death sentence to 1handers.

Stats like thrust damage and weight can be changed to accomodate some realism.

Even though I'm a 12/27 1-Hander who mains a +3 Espada Eslanova I'm totally in favor of this change.

Offline Memento_Mori

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Re: Cancel thrusting animations after turning a certain amount
« Reply #32 on: May 31, 2012, 05:48:48 pm »
+1
No turning for stabs = death sentence to 1handers.

You could still turn, I think the OP is suggesting limiting the amount you could turn with a stab so maybe you wouldn't be able to stab the guy behind you by stabbing and spinning 180 degrees. Not that I don't agree with your statement though, if you can't turn with a 1h stab you're pretty much shit out of luck, I think the OP is suggesting keeping a reasonable turning amount but stopping the huge jump forwards spin 180 degrees whilst stabbing & hit the guy behind you.

Offline Gurnisson

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Re: Cancel thrusting animations after turning a certain amount
« Reply #33 on: May 31, 2012, 05:51:23 pm »
0
Because it was stupid as fuck. Polearms were still able to perform hiltslashes but 2hs not, it didnt make any sense at all.

Polearms got the same nerf, so no, they were not able to do it any better than the two-handers
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Camaris

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Re: Cancel thrusting animations after turning a certain amount
« Reply #34 on: May 31, 2012, 06:02:11 pm »
0
I think its a good idea if stabs get fixed in the same patch.

Offline engurrand

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Re: Cancel thrusting animations after turning a certain amount
« Reply #35 on: May 31, 2012, 06:02:41 pm »
0
I think it makes it realistic.

Make it not work for weapons of a certain length / weight (pike)...

But for regular sized spears and shit, it's def needed....

haven't any of you spar IRL before? Swinging trusts is mega useful.
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Offline Spa_geh_tea

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Re: Cancel thrusting animations after turning a certain amount
« Reply #36 on: May 31, 2012, 06:05:54 pm »
0
Overhead thrust.......and bring back proper hit collisions, this is Europe not wachowski bro shit....Cept on 1h. Cause it needs all the help it can get.

Offline Vodner

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Re: Cancel thrusting animations after turning a certain amount
« Reply #37 on: May 31, 2012, 06:09:24 pm »
0
Consistent blocking is already pretty easy for most players. Start removing things like this, and blocking will become completely trivial.

Against a competent player, you're already forced to do everything in your power to hide your animations. Even doing that, you're still going to see at least 10-20 blocks for every hit (barring impatience).

Offline Logen

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Re: Cancel thrusting animations after turning a certain amount
« Reply #38 on: May 31, 2012, 07:46:17 pm »
+2
Same here. Something should be done to speed up the game so not everyone can block 20 hits in a row. But these "techniques" (actually glitches) should be removed. I'm talking about lolpiking, lolstabing, loloverhead and other so called "techniques" that lets us to kill people in cheapest ways possible.
I thought the same until I realised that removing all these moves would make the gameplay even slower than it already is. Yes, these moves are nothing but cheap glitches, but without them we would be reduced to simple blockbashing all the time.
« Last Edit: June 01, 2012, 12:42:51 am by Logen »

Offline bruce

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Re: Cancel thrusting animations after turning a certain amount
« Reply #39 on: May 31, 2012, 08:02:02 pm »
0
I thought the same until I realised that removing all these moves would make the even gameplay slower than it is already. Yes, these moves are nothing but cheap glitches, but without them we would be reduced to simples blockbashing all the time.

Buff archery crossbows and throwing then!
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Offline PhantomZero

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Re: Cancel thrusting animations after turning a certain amount
« Reply #40 on: June 01, 2012, 11:21:31 am »
+2
The 1H stab is total shit, and basically requires you to lolstab in order to do any damage with it.
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Offline Mr_Oujamaflip

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Re: Cancel thrusting animations after turning a certain amount
« Reply #41 on: June 01, 2012, 11:44:09 am »
+1
I like this idea, it is a bit stupid.

Perhaps in regards to polearms give them sideswings back if lolstab is removed? It'll look silly with the really long ones but if its practical for combat purposes, why not?

Offline Kafein

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Re: Cancel thrusting animations after turning a certain amount
« Reply #42 on: June 01, 2012, 11:48:22 am »
+2
I thought the same until I realised that removing all these moves would make the gameplay even slower than it already is. Yes, these moves are nothing but cheap glitches, but without them we would be reduced to simple blockbashing all the time.

But there's nothing more intense and badass than block battles !


Man I loved those duels with IG_Saint, just the two of us standing face to face exchanging blows at the speed of light.


I'm 100% with Leshma, remove the glitches and the lame tricks, and speed up the game across the board. Some games are much faster than this one and don't suffer from ping issues.


I mean, isn't it retarded I can either fight other onehanders like a man with a similarly sized sword and outplay them by making my hits in without relying on broken mechanics, or just take a long bardiche, swing left, turn around them to the right and hiltslash ? Or take a poleaxe, swing right and immediately stab like a certain someone.


The game felt much better when the best perfoming players were those that blocked better, and not those that abused their weapons the most effectively. That is still the case in Native to a degree, but the slowness of cRPG makes fighting without cheating the engine a tedious process.

Offline The_Bloody_Nine

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Re: Cancel thrusting animations after turning a certain amount
« Reply #43 on: June 01, 2012, 12:02:04 pm »
0
Is all reasonable and well for melee, but this fucks up defense against cav, so no.

Offline Mial

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Re: Cancel thrusting animations after turning a certain amount
« Reply #44 on: June 01, 2012, 01:07:48 pm »
+1
Hoplites will be screwed. The discussed game mechanic (turning while stabbing) is a minor compensation for the enemies ability, to 100% block a spear-stab; which is ridiculous, because it should be much more difficult to block a thrust than block a swing.
The abusing of the game mechanic - to turn around 180 degrees while stabbing - is, in addition to "holding attacks", the bread and butter of a hoplite. Apart from that, we have one attack direction, therefore useless feint, slow attack because of shield, therefore useless kick, low damage because of shield.
Why I am playing hoplite? Dont know, its kinda fun :mrgreen: