Poll

Would you like it improved?

Yes
64 (54.2%)
No
54 (45.8%)

Total Members Voted: 117

Author Topic: [IMPROVE] Turning speed limit(!)  (Read 6962 times)

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Offline Leshma

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Re: [IMPROVE] Turning speed limit(!)
« Reply #30 on: June 11, 2012, 04:33:40 pm »
+2
I still haven't noticed a thing. But that's maybe because I don't fight like a human helicopter.

Offline Teeth

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Re: [IMPROVE] Turning speed limit(!)
« Reply #31 on: June 11, 2012, 04:34:36 pm »
0
Because long spear fencing(the term itself ridiculous) is fucking ridiculous.
Specific problems require specific fixes.

Offline dodnet

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Re: [IMPROVE] Turning speed limit(!)
« Reply #32 on: June 11, 2012, 04:43:29 pm »
0
So there is no difference when I walk, turn around and start a long spear attack after that? If so I don't think I'll have a problem with it. Else it would be a huge buff to backstabbing cav as you can't even turn around in time if you see them too late.
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Offline Dalhi

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Re: [IMPROVE] Turning speed limit(!)
« Reply #33 on: June 11, 2012, 04:46:59 pm »
0
I had wierd impression that it somehow does  :oops: maybe I just faced awsome gankers  :lol:

Offline cmp

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Re: [IMPROVE] Turning speed limit(!)
« Reply #34 on: June 11, 2012, 04:48:19 pm »
0
So there is no difference when I walk, turn around and start a long spear attack after that? If so I don't think I'll have a problem with it. Else it would be a huge buff to backstabbing cav as you can't even turn around in time if you see them too late.

No difference at all.

Offline Molly

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Re: [IMPROVE] Turning speed limit(!)
« Reply #35 on: June 11, 2012, 05:03:33 pm »
0
Because long spear fencing(the term itself ridiculous) is fucking ridiculous.
Finally the real problem is arriving at 2h-heads  :mrgreen:
The main issue I had all the time were the pike-/pole-"helicopters", as Leshma put it.
Though I have to say - havent played yet - that 2h-stabs were more than funny too. I saw people starting the 2h stab while turning way over 90° just to stab it into the face of some dude behind them. That was fucked up as well.

I cant tell yet if the changes - I won't speak about a nerf - were too harsh. I love though that there is an end to the "helicopters" which were just stupid. People can talk about tricks, of little details, of combat depth as much as they want... at the end it was just a broken game mechanic which seems to be somewhat fixed now.
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Offline Tot.

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Re: [REMOVE] Turnspeed limit
« Reply #36 on: June 11, 2012, 05:08:21 pm »
+2
As a one-hander and mostly scimitar user I rightfully exploited my lobbying right and voted "no".

These forum polls are as useful as a guidebook for playing chess in the desert. Also, two-handed tears are fun to read as always, was sort of hoping for some input coming from GXT since he's the master-whiner (sorry Bjord), but somehow it's missing.   Actually nevermind, I missed it, it didn't dissapoint, would read again.  :lol:

I kinda like this suggestion. Might tweak it to take weapon length and weight into account.

Though two-handed greatsword is still one of the longest weapons out there, so I don't  think it will help much about these threads.  :wink:
« Last Edit: June 11, 2012, 05:30:49 pm by Tot. »
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Offline XyNox

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Re: [IMPROVE] Turning speed limit(!)
« Reply #37 on: June 11, 2012, 05:10:11 pm »
0
When I read this I thought "Oh gawd what did they do", joined with my long spear alt just to find very little change in game. If I observate correctly the turnspeed does not get altered when holding or chambering a weapon, only for the duration of the attack animation your turnspeed is limited. Anyway I dont see anything to go hypochondriac about.
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Offline Elindor

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Re: [IMPROVE] Turning speed limit(!)
« Reply #38 on: June 11, 2012, 05:12:31 pm »
+1
I support the change...I think it affects everyone which sucks but it definitely affects the problematic actions from certain weapons (as has been mentioned in this thread so I wont repeat) more than others.

I think this change accomplishes what it was supposed to.
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Offline XyNox

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Re: [IMPROVE] Turning speed limit(!)
« Reply #39 on: June 11, 2012, 05:14:39 pm »
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wow, then you really have no clue what you talking about. I played around 20 gens of long spear, and it´s totally different now, much harder to survive and to kill.

You are right, Im no dedicated piker. Also not a helicopter.
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Offline Molly

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Re: [IMPROVE] Turning speed limit(!)
« Reply #40 on: June 11, 2012, 05:15:40 pm »
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[...]
...much harder to survive and to kill.

Good.  8-)
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Offline Leshma

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Re: [IMPROVE] Turning speed limit(!)
« Reply #41 on: June 11, 2012, 05:18:48 pm »
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Nothing really changed. Good players still own, great long spear users still own. Players still own groups of players with "footwork" aka dancing.

Offline Cyber

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Re: [IMPROVE] Turning speed limit(!)
« Reply #42 on: June 11, 2012, 05:23:44 pm »
+2
I have to agree wtih GTX. It's pretty silly, i mean it's not game breaking or anything but it's another step towards dumbing down already dumbed down combat.

Offline cmp

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Re: [REMOVE] Turnspeed limit
« Reply #43 on: June 11, 2012, 05:24:27 pm »
+2
Though two-handed greatsword is still one of the longest weapons out there, so I don't  think it will help much about these threads.  :wink:

Oh, it's not meant to - I just thought it might make it more interesting. It would probably end up de-nerfing 1h and light weapons a bit and nerfing pikes/mauls a bit more.

Offline CrazyCracka420

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Re: [IMPROVE] Turning speed limit(!)
« Reply #44 on: June 11, 2012, 05:32:44 pm »
+1
The people complaining about this are morons.  Yes, it should only be applied to heavy/unbalanced/very long weapons (which cmp said he would address).  But helicopter swinging SHOULD have been nerfed. 

You shouldn't be able to thrust a pike, and lol-spin your mouse and do massive damage to anyone you connect with (not to mention anyone in your circumference would be able to be hit so you don't even need to target someone).  This was also able to be done with the great maul.  After it was already "in the ground" (animation was basically finished with the overhead) you could lol-spin and anyone in your spin radius was still able to be hit (and you gain a speed bonus).

This was a problem, and I'm glad they addressed it.  You can still jump, lol-spin, and stab if I'm reading into this correctly...you just can't jump, thrust and then lol-spin.
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