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Author Topic: Possible new feature: different hilt/blade damage  (Read 14757 times)

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Offline Gurnisson

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Re: Possible new feature: different hilt/blade damage
« Reply #270 on: June 23, 2012, 02:23:04 pm »
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1. Slow down both top tier 2h and top tier polearms
2. Increase server speed to fast or fastest
3. ???
4. Game fixed

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Offline Vodner

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Re: Possible new feature: different hilt/blade damage
« Reply #271 on: June 23, 2012, 02:48:16 pm »
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Fixed.
Native works quite well on fastest. Pretty much the only difference is that you have to be faster with your blocks and counters.

This increases the effect of ping imbalances a bit, but that could be largely solved (at least in NA) with more central servers.

Offline Tydeus

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Re: Possible new feature: different hilt/blade damage
« Reply #272 on: June 23, 2012, 02:50:10 pm »
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Curious as to how this would work for 1hers. Seems to me that no matter how you look at it, it's likely going to be a rather brutal nerf for 1hers.
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Offline ROHYPNOL

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Re: Possible new feature: different hilt/blade damage
« Reply #273 on: June 23, 2012, 03:03:43 pm »
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pole stagger/stun is ignorant lol im so glad they hopefully will get rid of it in na_1 one of these fucking days.. frug hit me 1 time with a short spear followed by a sequence of me not being able to do a damn think... stun/kick/stun/kick/stun/kick/stun/kick/kill
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Offline cmp

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Re: Possible new feature: different hilt/blade damage
« Reply #274 on: June 23, 2012, 03:04:34 pm »
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Native works quite well on fastest.

Most NA players will say it does, most EU players will say it doesn't.
Anyway, if we decided to speed up attacks, we'd do it the proper way: on a per-weapon basis.

Curious as to how this would work for 1hers. Seems to me that no matter how you look at it, it's likely going to be a rather brutal nerf for 1hers.

What? 1h is the only melee class that would be pretty much unaffected (i.e. buffed) by this.

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Re: Possible new feature: different hilt/blade damage
« Reply #275 on: June 23, 2012, 03:07:53 pm »
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nerf falling damages

Offline Spa_geh_tea

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Re: Possible new feature: different hilt/blade damage
« Reply #276 on: June 23, 2012, 03:10:35 pm »
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^ solution. Leave 1h alone. And rebalance if necessary afterwards. 1h animations tend to lead with the pommel, which makes nearly every swing a pommel in facehug territory. This range should be a 1h zone of maximum destruction, currently it is not. Also a dissention can be made between short 1h (<90) and the longer ones like kas and acs. Giving those weapons a pommel blunt damage and cut.

What will probably happen is that they will be inferior in getting the hits in, since blunt is much more effective against glancing issues even at low levels. However, the hilt slashes would be less damaging using those low values.

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Re: Possible new feature: different hilt/blade damage
« Reply #277 on: June 23, 2012, 03:18:41 pm »
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You don't even know how the system would work, so you are just speculating (and doing it wrong).
The contact point used to determine whether it was a hilt or a blade hit is the farthest one, not the closest one (i.e. pretty much every 1h sword hit will end up being a blade hit because of the short length).

Offline Thomek

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Re: Possible new feature: different hilt/blade damage
« Reply #278 on: June 23, 2012, 03:19:43 pm »
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Will there be a soft or hard transition between blunt and cut?
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Offline Moncho

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Re: Possible new feature: different hilt/blade damage
« Reply #279 on: June 23, 2012, 03:24:04 pm »
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What? 1h is the only melee class that would be pretty much unaffected (i.e. buffed) by this.
This is what i think might happen
The kicking buff would affect them the most.

If long weapons dont facehug and stay at a distance (forced by this), shielders, with their shorter weapons, will have to cover more of an area before being able to engage. So before engaging you will need instead of blocking 1 hit like now, 2, so shields might last less.

Thats how i can think of the top of my head the change would affect them.

Also for maces and picks, the penalty should apply for the hilts, even though it will not affect too much

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Re: Possible new feature: different hilt/blade damage
« Reply #280 on: June 23, 2012, 03:34:31 pm »
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You don't even know how the system would work, so you are just speculating (and doing it wrong).
The contact point used to determine whether it was a hilt or a blade hit is the farthest one, not the closest one (i.e. pretty much every 1h sword hit will end up being a blade hit because of the short length).
Sounds good then. I was just thinking that anything close to the center of rotation would be doing less damage. Considering that a lot of strong 1hers prefer a closer range rather than farther, that it would naturally mean a higher frequency of hilt damage than blade damage compared to other weapon types.
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