Author Topic: Turning speed nerf effects 1h more than 2h/pole.  (Read 12715 times)

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Offline Tindel

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #60 on: June 23, 2012, 02:01:49 am »
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Please do something about 1h stab,  its so weird now.

I used to be able to twist my stabs into peoples sides with a long espada,  but now its like moving in water............ :/   

It was hardly overpowered, i was the only one doing it.

Offline _GTX_

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #61 on: June 23, 2012, 02:04:23 am »
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Not sure about what? I believe that cmp said somewhere that it's not really meant to affect short weapons, just wanted to make sure that it's still the idea.

It should have some kind of effect, it would be kinda lame to limit the 2h and polearms to 45(or 90?) degress max. While u can do 360 stuff. That would be very unbalanced. But yeah, they did talk about doing it differently with shorter weapons.

I used to be able to twist my stabs into peoples sides with a long espada weapon,  but now its like moving in water............ :/   

There u go, exactly like i feel aswell :).
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Offline Vodner

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #62 on: June 23, 2012, 02:10:06 am »
+1
If I get caught in a hiltslash, I don't see any more mind-games than having to block twice and then alt+f4'ing due to the growing brain tumor in my head that has occured during the duel and is now killing me in real life.
Hiltslash is counterable with footwork and a left slash. The mind game begins with your opponent cancelling after he sees the correct counter. He can then fake the footwork for a hiltslash again, but then go for a chamber instead. You can see the chamber, and cancel for your own chamber (or footwork opposite the swing and block it).
« Last Edit: June 23, 2012, 03:59:04 am by Vodner »

Offline BaleOhay

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #63 on: June 23, 2012, 04:07:42 am »
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hey saul come to duel. been looking for you since the change to test some adapting moves
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Offline Vodner

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #64 on: June 23, 2012, 04:11:05 am »
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hey saul come to duel. been looking for you since the change to test some adapting moves
I only play native at the moment. I'd be willing to do some duel in there.

Offline Christo

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #65 on: June 23, 2012, 04:19:56 am »
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I don't exactly want cRPG to turn into this (Even though both Native and cRPG turned like that to a certain degree already, spazfeinting comes to mind.)

Yeah, too late.
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Offline Voester

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #66 on: June 23, 2012, 04:43:45 am »
+1
Yeah i agree with the OP, Melee is garbage now. rerolling archer

Offline TurmoilTom

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #67 on: June 23, 2012, 04:45:45 am »
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Yeah i agree with the OP, Melee is garbage now. rerolling archer

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Offline Strider

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #68 on: June 23, 2012, 04:48:45 am »
+1
Its because the shorter reach and higher speed rating makes the turn slower

Offline BaleOhay

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #69 on: June 23, 2012, 04:51:45 am »
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I only play native at the moment. I'd be willing to do some duel in there.

never really played native. be interesting to try some dueling there I bet
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Offline Vkvkvk

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #70 on: June 23, 2012, 07:05:42 am »
+1
Hiltslash is counterable with footwork and a left slash. The mind game begins with your opponent cancelling after he sees the correct counter. He can then fake the footwork for a hiltslash again, but then go for a chamber instead. You can see the chamber, and cancel for your own chamber (or footwork opposite the swing and block it).

I'd agree if chambers actually meant shit, unfortunately, unless your character is physically too slow in stats/weapon to block said chamber, any self respecting player (Which is almost fucking everyone because blocking is so easy and everyone's a master duelist) can and will easily block chambers, making your "mind games" total garbage and you're back to square one with a still-growing brain tumor.

Offline Teeth

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #71 on: June 23, 2012, 12:29:28 pm »
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Even though inevitable, I think that could have been slowed down if the encouraged mindset wasn't 100% about competitive gameplay.

Where are these level 40 knight boss fights that spiced up the mod gone ?
Agreed, I blame the multiplier.

Offline Vodner

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #72 on: June 23, 2012, 12:52:49 pm »
+2
I'd agree if chambers actually meant shit, unfortunately, unless your character is physically too slow in stats/weapon to block said chamber, any self respecting player (Which is almost fucking everyone because blocking is so easy and everyone's a master duelist) can and will easily block chambers, making your "mind games" total garbage and you're back to square one with a still-growing brain tumor.
Sideswing chambers with the same footwork as a hiltslash are often unblockable. It's just sideswing chambers with any distance between the players that are nearly useless. This is true in native too, even with the faster speed - seeing somebody not block and hearing the very distinctive chamber sound is just too much of a telegraph for distant chambers to be very useful.
« Last Edit: June 23, 2012, 12:57:27 pm by Vodner »

Offline SirCymro_Crusader

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #73 on: June 23, 2012, 01:16:38 pm »
+1
never really played native. be interesting to try some dueling there I bet

Native is even more dancing around and acrobatic bullshit than cRPG is. Native is solely footwork based rather than major skill/blocking based. Well thats what its like to play in the ENL with these shield 180 degrees spinners that kill you in one damn hit.

Offline Vodner

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Re: Turning speed nerf effects 1h more than 2h/pole.
« Reply #74 on: June 23, 2012, 01:30:13 pm »
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Quote
Native is solely footwork based rather than major skill/blocking based
Being able to block in native duel is absolutely vital. If you miss a single block, you're often dead (sometimes two depending on how marginal the hits are). Blocking is also harder, so the skill ceiling is higher. A player can footwork all day, but if he can't block and he faces off against an opponent who can, then he's going to lose damn near every single fight.

Native battle is sadly almost all 1h based, since ranged is so powerful. It's a shame that shields don't require some sort of manual blocking. It would greatly increase the skill required to usefully contribute in native battle.