Poll

Want?

Yes
242 (84.6%)
No
44 (15.4%)

Total Members Voted: 285

Author Topic: Possible new feature: different hilt/blade damage  (Read 16494 times)

0 Members and 1 Guest are viewing this topic.

Offline Vkvkvk

  • Baron
  • ****
  • Renown: 106
  • Infamy: 41
  • cRPG Player
    • View Profile
Re: Possible new feature: different hilt/blade damage
« Reply #30 on: June 20, 2012, 05:35:00 am »
0
This would also be a nerf to STR-based polearm builds, because they would lack the athletics to get proper distancing. And I like any nerf to STR builds... Of course, this would just make everyone they fight more prone to kicks... Hmmm...

Too bad STR-based builds will still do ridiculous damage with the hilt/haft so said proper distancing won't be really needed.

Offline Brrrak

  • Earl
  • ******
  • Renown: 442
  • Infamy: 63
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Brrrak
Re: Possible new feature: different hilt/blade damage
« Reply #31 on: June 20, 2012, 05:36:48 am »
-2
Pommel-strikes and buffeting, here we come.

Offline Baggy

  • Count
  • *****
  • Renown: 199
  • Infamy: 94
  • cRPG Player
  • Sup brah
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Baggy _Potato Blight_ Famine Emigration
  • IRC nick: Baggy
Re: Possible new feature: different hilt/blade damage
« Reply #32 on: June 20, 2012, 05:40:10 am »
+1
So add this, and then buff polearm damage at the tip/head of the pole and have low, blunt shaft damage?

I like it.

Also, nerf 2h. Like, seriously.
This man/dinosaur thing has got it right.
visitors can't see pics , please register or login

Offline HardRice

  • Marshall
  • ********
  • Renown: 740
  • Infamy: 161
  • cRPG Player
    • View Profile
  • Game nicks: 187/Alligator
Re: Possible new feature: different hilt/blade damage
« Reply #33 on: June 20, 2012, 05:43:30 am »
-1
cmp you damned wizard...  :shock:

Offline SixThumbs

  • Duke
  • *******
  • Renown: 567
  • Infamy: 60
  • cRPG Player
  • Consumer Whore
    • View Profile
Re: Possible new feature: different hilt/blade damage
« Reply #34 on: June 20, 2012, 05:44:00 am »
-1
Sure, I guess, I just hope in the long run new features don't just make the mechanics wonky(er).
And how!

Offline chadz

  • The lazy
  • Supreme Overlord
  • *******
  • Renown: 3188
  • Infamy: 724
  • Sir Black King A Gentleman and a Scholar
    • View Profile
  • Faction: irc://
  • IRC nick: chadz
Re: Possible new feature: different hilt/blade damage
« Reply #35 on: June 20, 2012, 05:45:59 am »
+6
Blatant cry for +1 imo.

Don't let yourself get fooled guys!

Offline HarunYahya

  • Marshall
  • ********
  • Renown: 965
  • Infamy: 309
  • cRPG Player
  • Proud Abdulla wielder
    • View Profile
  • Faction: BashiBazouks
  • Game nicks: HarunYahya,HarunShootya,Inan
  • IRC nick: HarunYahya
Re: Possible new feature: different hilt/blade damage
« Reply #36 on: June 20, 2012, 05:47:43 am »
-6
Too much work to be done for what ?
I don't think this is what cRPG needs .
Why don't you consider adding stamina/fatigue system instead ?
With that creativity and knowladge of yours , im sure it would be easily implemented . I know it is a radical change but i think it would balance most of the issues about the game by itself.

Offline Earthdforce

  • Earl
  • ******
  • Renown: 391
  • Infamy: 150
  • cRPG Player
    • View Profile
  • Game nicks: Earth_Geodude_da_Defender, _RageThrower
  • IRC nick: Khalestimo#7613
Re: Possible new feature: different hilt/blade damage
« Reply #37 on: June 20, 2012, 05:48:22 am »
-1
Blatant cry for +1 imo.

Don't let yourself get fooled guys!
Prepare to be +'d yourself.
visitors can't see pics , please register or login

Offline robert_namo

  • Count
  • *****
  • Renown: 170
  • Infamy: 55
  • cRPG Player A Gentleman and a Scholar
  • I don't understand.
    • View Profile
  • Faction: Astralis "of the Stars"
  • Game nicks: Robert_Namo_Astralis
Re: Possible new feature: different hilt/blade damage
« Reply #38 on: June 20, 2012, 05:50:56 am »
0
Does this means stabs that aren't direct hits will do no damage and glance every time if someone wiggles?
visitors can't see pics , please register or login

Offline KaMiKaZe_JoE

  • Marshall
  • ********
  • Renown: 904
  • Infamy: 117
  • cRPG Player
    • View Profile
  • Faction: Cavalieres
  • Game nicks: KaMiKaZe _______
Re: Possible new feature: different hilt/blade damage
« Reply #39 on: June 20, 2012, 05:51:41 am »
+1
Will this nerf cav?

It buffs a potential counter-class, but only regarding swinging strikes, not thrusts which are the whole reason spears counter cav.

Doesn't nerf cav, so no.

Edit: UNLESS WHAT NAMOS SAYS HAPPENS. THEN CAV GETS BUFF, AND I GET TO PAD MY k/d SOME MORE!
"I don't think I'd want to meet anyone from cRPG. Sorry no offense lol" -TG

Offline Rhaelys

  • Duke
  • *******
  • Renown: 509
  • Infamy: 47
  • cRPG Player
    • View Profile
  • Faction: Chaos
  • Game nicks: Rhaelys_BlockLeft_of_Chaos
Re: Possible new feature: different hilt/blade damage
« Reply #40 on: June 20, 2012, 06:51:34 am »
+3
If the knockdown tag can be added to the blunt damage that occurs when hitting with the hilt of a polearm, then I am very much in favor of this change. If not, then at least buffing the damage of the blade portion of polearms to compensate for the lower damage of the blunt hilt hit would suffice. I wouldn't mind hitting enemies for 55 cut damage.
visitors can't see pics , please register or login

Quote from: Uumdi
sweet of you guys to celebrate my birthday
wait you're talking about that devils lettuce arent you, god damnit
Quote from: Kreczor
yo you want to burn some sweet romaine tonight?
Quote from: Uumdi
yeah i smoke that dirty green shit fuck iceberg

Offline Everkistus

  • Marshall
  • ********
  • Renown: 987
  • Infamy: 108
  • cRPG Player Sir White Knight A Gentleman and a Scholar
  • No good deed goes unpunished
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Everkistus
  • IRC nick: Everkistus
Re: Possible new feature: different hilt/blade damage
« Reply #41 on: June 20, 2012, 07:03:14 am »
0
This looks nice and cool.

Hopefully this will influence all gameplay and move it towards a rock-scissors-paper-ranged-cav style of play like Joker mentioned.

I'd like to see 1h remain usable as a class where the whole blade does the damage. I do believe there's no need for a rework on this class, it's pretty balanced altogether at the moment.

2h could be more oriented to playing with range. For example, the hitting part of the longsword is actually the 1/3 of the whole lenght, rest would have even been unsharpened. However, gameplay wise this could probably mean something like full damage for 1/2 first part of the blade, 60% damage for rest.

Polearms would need a rework. I'd like to see polearms as a support class; they are slow and cumbersome but either hit like a train or polestagger the target.

Archery is quite balanced at the moment. All the twohanders crying about it should realize that archers are meant to counter them, so they should be able to kill you.

Crossbow needs some sort of skill imo, it's very easy just to grab an xbow and use it as a shotgun. This is silly.

Throwing is throwing, it's a melee support class like polearms.

Cav is a tricky situation. They are basically mounted footmen, since every one of these classes also work on cav. I believe the key with it is to work on the horses. They should really hit hard, getting trampled should leave you only with like 50% HP. On the other hand, if they really caught a spear in the chest they would drop dead or reduce the movement speed into running level unless they'd have massive armor on them. If possible, perhaps a "Bonus against cav" tag for some weapons?

I can easily see a problem with this though, since people would just go as a twohander because they want to be the super action mega rambo hero who slaughters the whole enemy team with his superior greatsword. There is not so much glory in playing as a pikeman who is poking the enemies from behind as the twohanders stack the kills (hopefully some day we will see damage inflicted to enemy team as a score meter instead of kills). This would lead to a situation where cav would be superior to all inf, just bumping them down day and night since there wouldn't be enough polearmers to stop them.

It is quite tricky, and whatever devs decide to do with this, they have a lot of work ahead of them. I'm still willing to help in item balancing if needed :-P

Offline PieParadox

  • Count
  • *****
  • Renown: 219
  • Infamy: 61
  • cRPG Player
    • View Profile
  • Game nicks: PieParadox
Re: Possible new feature: different hilt/blade damage
« Reply #42 on: June 20, 2012, 07:06:40 am »
0
Could promote more backpeddling of polearms so as to use the weapon.

I like the idea though.

Offline TurmoilTom

  • King
  • **********
  • Renown: 1089
  • Infamy: 166
  • cRPG Player
  • Doesn't really play that much anymore
    • View Profile
  • Faction: KUTT
Re: Possible new feature: different hilt/blade damage
« Reply #43 on: June 20, 2012, 07:13:12 am »
0
Crossbow needs some sort of skill imo, it's very easy just to grab an xbow and use it as a shotgun. This is silly.

Crossbows were purposely designed that way. Anyone *should* be able to pick one up and do *something* with it. The only sort of problem I see with crossbows is that (iirc) they were very difficult to load because it required a lot of strength to pull the string back. I think the only improvement crossbows could use right now is a higher strength requirement.

inb4realismargumentshouldbedisregarded

Offline autobus

  • OKAM Developer
  • ***
  • Renown: 598
  • Infamy: 127
  • cRPG Player Sir White Knight
    • View Profile
  • Faction: Bartering Brigade "Black Tea"
  • Game nicks: Autobus, Shushu, Samodur
  • IRC nick: Autobus
Re: Possible new feature: different hilt/blade damage
« Reply #44 on: June 20, 2012, 07:13:16 am »
+2
actually that should work for twohanders too cause "the strong part" of the blade – the one third closest to the hilt should do way less damage.

also

(click to show/hide)
« Last Edit: June 20, 2012, 11:55:25 am by Kikimoure »