Author Topic: what is the reason for slowing down overhead spinning  (Read 5515 times)

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Offline a_bear_irl

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Re: what is the reason for slowing down overhead spinning
« Reply #30 on: July 17, 2012, 09:11:04 pm »
+1
crpg isn't real life, enough said
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Offline Rumblood

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Re: what is the reason for slowing down overhead spinning
« Reply #31 on: July 17, 2012, 09:13:37 pm »
-1
If you want to bring in the realism arguement... In combat you don't actually have to split wooden blocks, when you turn and adjust your strike, your overhead turns into a diagonal slash which maybe won't split a wood block, but will damage flesh & bone. If warband  had more dynamic animations this would be represented visually, but it only has 4 directions of animation so it has to be abstracted so don't be so anal.

Are you illiterate?  :?:

but overheads feel very unnatural and restricted now

Here the realism argument was introduced. Learn to read.  :idea:

And again! Let's see you start a crushing blow and then after the weapon travels at least 1 foot in the vertical direction, turn so that it hits 90 degrees to your right. Couldn't do it could you?

Even if you know ahead of time that you are going to do it and using a blade into a sideways arc, your ass is so off balance you are just as likely to hack into your own damn leg as you are the opponent.
« Last Edit: July 17, 2012, 09:20:15 pm by Rumblood »
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Offline CrazyCracka420

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Re: what is the reason for slowing down overhead spinning
« Reply #32 on: July 17, 2012, 09:15:52 pm »
+2
I don't like the change.  I'd rather go back to spinning lol-pikers.  The advantage is clearly on the person with high athletics running through the enemy ranks as long as you keep changing directions.  The enemy can't easily overhead or stab if you keep rotating, and they risk hitting each other with side swings.  Hard to line up a stab or overhead on someone who's constantly changing directions, even a slight direction change and my stab or overhead hangs out in no man's land.

Lately I've been saying fuck it and "wildly" swinging my long bardiche from side to side.  I'm really good at hitting QQA to apologize on the fly.
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Offline Turboflex

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Re: what is the reason for slowing down overhead spinning
« Reply #33 on: July 17, 2012, 09:21:28 pm »
+1
Are you illiterate?  :?:

Here the realism argument was introduced. Learn to read.  :idea:

derpderp it feels unnatural within the game mechanics... you are like a bird hitting glass when your ability to rotate while overheading with weapons (including short/light/1h weapons!) is so constrained compared to a character's normal range of movements, include non-constrained rotation for left/right attacks.

Others have covered the unintended consequences of a buff to bouncing cannonball players vs formations who's ability to stop them nerf.

Offline HardRice

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Re: what is the reason for slowing down overhead spinning
« Reply #34 on: July 17, 2012, 09:22:04 pm »
0
All I know is I can easily run through whole teams of enemies no matter what mix is in the group.

(Except archers, fucking archers man...  :rolleyes: )

Couldn't ever do that before, would get shredded so hard.

Offline Rumblood

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Re: what is the reason for slowing down overhead spinning
« Reply #35 on: July 17, 2012, 09:23:23 pm »
0
L2P?  :twisted:
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Offline CrazyCracka420

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Re: what is the reason for slowing down overhead spinning
« Reply #36 on: July 17, 2012, 09:29:20 pm »
+1
It was always a pretty good tactic to run through enemy lines than be on the outside trying to back pedal away and fight the outer people. Now it's way better than before the nerf to do.  Which doesn't make sense.  If 10 people can see someone running around in between them, it would be very easy for 10 trained military men to tear that guy to shreds, it wouldn't be nearly as hard as it was before the nerf, and would certainly not look like the cartoon it does now when someone runs around in an enemy infantry group.
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Offline Rumblood

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Re: what is the reason for slowing down overhead spinning
« Reply #37 on: July 17, 2012, 09:35:22 pm »
0
It was always a pretty good tactic to run through enemy lines than be on the outside trying to back pedal away and fight the outer people. Now it's way better than before the nerf to do.  Which doesn't make sense.  If 10 people can see someone running around in between them, it would be very easy for 10 trained military men to tear that guy to shreds, it wouldn't be nearly as hard as it was before the nerf, and would certainly not look like the cartoon it does now when someone runs around in an enemy infantry group.


Ummm, we don't have trained military men playing c-RPG. When you have 10 enemy in a cluster, they are more likely to be the Keystone Kops than they are any kind of "trained" unit. Let's see you try that versus a Clan, not random pubbies.

And yes, a team that has to watch out for friendly fire vs a solo guy who has NO concern about hitting teammates will have to deal with it if they were stupid enough to let him inside their perimeter in the first place!

Oh yeah, when you can sidestep an overhead to avoid it if you have enough athletics? It means finally the Agi build is able to use its key statistic in a fight, instead of it being a LOLSTRENGTHSPINNINGTOP dominated game.
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Offline CrazyCracka420

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Re: what is the reason for slowing down overhead spinning
« Reply #38 on: July 17, 2012, 09:49:31 pm »
0

Ummm, we don't have trained military men playing c-RPG. When you have 10 enemy in a cluster, they are more likely to be the Keystone Kops than they are any kind of "trained" unit. Let's see you try that versus a Clan, not random pubbies.

And yes, a team that has to watch out for friendly fire vs a solo guy who has NO concern about hitting teammates will have to deal with it if they were stupid enough to let him inside their perimeter in the first place!

Oh yeah, when you can sidestep an overhead to avoid it if you have enough athletics? It means finally the Agi build is able to use its key statistic in a fight, instead of it being a LOLSTRENGTHSPINNINGTOP dominated game.

I agree about your agility part, but like the xbow thread, I think they need to fix the problem, not create more with these buffs and nerfs.  CMP said they are retweaking each weapon's hit boxes, why not also decide if they individually should have the stab/overhead spin nerf?  Smaller/lighter weapons should still be able to move more than they do now (maybe not unrestricted like before).  But I would agree that the strength heavy pikes/long spear or maul users shouldn't be able to lol-spin stab, or do the spinningtop with their mauls.
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Offline Rumblood

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Re: what is the reason for slowing down overhead spinning
« Reply #39 on: July 17, 2012, 09:51:39 pm »
-1
Okay, yes I agree with that. The lighter, shorter weapons should have some greater flexibility in that department over the heavier, longer weapons. Totally with you. Like limit the longer to an effective 30 degree arc, while letting the 70 length ones go 90-120 degrees.
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Offline Digglez

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Re: what is the reason for slowing down overhead spinning
« Reply #40 on: July 17, 2012, 11:37:42 pm »
+1
This really nerfed teamwork a lot. It just makes teammates team wound each other and makes it easier to fight against groups just by weaving through opponents.

Not sure what was trying to be fixed here with the change. Active hitboxes while sliding along the ground at the end of the overhead animation was the only annoying thing I could think of, but that was tolerable and reducing the turn speed wouldn't have changed this much.

Actually quite the opposite, makes highly disciplined teamworkers even better.  OMG you mean I might have to use my shield to BOX someone in so they cant pingpong around the 3 tards chasing him?

Offline Rhekimos

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Re: what is the reason for slowing down overhead spinning
« Reply #41 on: July 17, 2012, 11:47:41 pm »
+1
Actually quite the opposite, makes highly disciplined teamworkers even better.  OMG you mean I might have to use my shield to BOX someone in so they cant pingpong around the 3 tards chasing him?

Unfortunately, due to the game mechanics being what they are, people slip and warp through each other.

Offline Adamar

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Re: what is the reason for slowing down overhead spinning
« Reply #42 on: July 18, 2012, 12:07:52 am »
+1
Im doing overheads just fine with my mace. The spinning nerf makes it so a person can't just drag a missed hit and make it successful. More skill required now.

Offline San

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Re: what is the reason for slowing down overhead spinning
« Reply #43 on: July 18, 2012, 01:16:44 am »
+4
Actually quite the opposite, makes highly disciplined teamworkers even better.  OMG you mean I might have to use my shield to BOX someone in so they cant pingpong around the 3 tards chasing him?

Box them in like this? http://www.youtube.com/watch?v=3AIWodyQvq4

You should know that video well.

Shielders are some of the easiest to get by since their short reach/slowness make them easy to dodge, and their low damage means you can just ignore them half the time.

Offline Rumblood

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Re: what is the reason for slowing down overhead spinning
« Reply #44 on: July 18, 2012, 06:04:49 pm »
+1
Im doing overheads just fine with my mace. The spinning nerf makes it so a person can't just drag a missed hit and make it successful. More skill required now.

Haha, I like how you got a -1 already. Exploiters HATE their exploits removed! What's funny is how many of these people complaining about taking out a jacked game mechanic were the SAME people who lobbied to take out the ability to jump and shoot a bow at the same time.

KARMA BITCHES!!  :twisted:
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