Poll

Your opinion on the turn rate nerf?

I like it.
70 (27.3%)
I liked it how it was.
130 (50.8%)
I'd prefer adjustments to the current settings (please state which).
56 (21.9%)

Total Members Voted: 255

Author Topic: Turn rate nerf  (Read 10633 times)

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Offline Gurnisson

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Re: Turn rate nerf
« Reply #75 on: September 06, 2012, 04:37:16 pm »
0
And the long spear/pikes jump turning and stabbing and being able to be used as very effective 1v1 weapons. 

very effective 1v1 weapons?

 :lol:
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Corsair831

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Re: Turn rate nerf
« Reply #76 on: September 06, 2012, 04:38:45 pm »
0
pike is not an effective 1v1 weapon :D
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Offline TheAppleSauceMan

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Re: Turn rate nerf
« Reply #77 on: September 06, 2012, 04:45:06 pm »
0
Good players will always adapt to changes, no matter how "extreme" they are.
I still do top the score board from time to time (or at least always have a quite good score/ kD) with my pure hoplite, my pure 1h/shield, my pure 2h and my pure polearm-footman. Fighting just isn´t the same like before and it´s definitely less fun.

Doesn't seem any less fun to me, unless I'm using an awlpike or any such weapon that's 2 directional only. Heh. Also, it's still possible to take on groups of enemies, was on a week ago and took out 9+ players on my own when I was the last left, and they were all attacking simultaneously, still possible? Yes. A bit more difficult? Yes.
I'm rock, nerf paper, scissors is fine. Welcome to c-RPG.

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Offline Gurnisson

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Re: Turn rate nerf
« Reply #78 on: September 06, 2012, 04:51:50 pm »
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ehm, it used to be quite effective 1vs1 with the old turn speed, I abused it for a long time, best I remember was around 6 guys vs. me and I killed them all with my long spear. That definitely had to go, no doubt about that, but it was a special long spear concerning problem.

With 1 attacking direction, low speed and low base damage, you can't in any way call it a very effective 1v1 weapon. It works if your enemies are complete noobs or you make moves they don't anticipate.

Anyway, he called them very effective 1v1 weapons. Compare pike/long spear to every other melee weapon in the game, and they're both one of the worst. Even though one can make them work up close by skilled play, that doesn't mean they're very effective. :wink:
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Jarlek

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Re: Turn rate nerf
« Reply #79 on: September 06, 2012, 04:56:07 pm »
0
With 1 attacking direction, low speed and low base damage, you can't in any way call it a very effective 1v1 weapon. It works if your enemies are complete noobs or you make moves they don't anticipate.

Anyway, he called them very effective 1v1 weapons. Compare pike/long spear to every other melee weapon in the game, and they're both one of the worst. Even though one can make them work up close by skilled play, that doesn't mean they're very effective. :wink:
I'd rather have my khyber knife in a duel than a pike.

Although pike is still one of my favourite weapons :D
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Offline Zanze

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Re: Turn rate nerf
« Reply #80 on: September 06, 2012, 05:47:44 pm »
0
Pike and Longspear very effective? I wasn't aware downblocking was removed from the game...oh wait...

All the pike/longspear jumpstabs did was capitalize on the impatience of the other player thinking they could get a second swing in or not taking the fight in a turn based fashion. I learned to play fighting Relit, Master Pikeman, and 10 days into the game I could routinely beat him. It just took patience. (Also learned how to downblock, f yeah)

Offline CrazyCracka420

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Re: Turn rate nerf
« Reply #81 on: September 06, 2012, 06:05:02 pm »
0
With 1 attacking direction, low speed and low base damage, you can't in any way call it a very effective 1v1 weapon. It works if your enemies are complete noobs or you make moves they don't anticipate.

Anyway, he called them very effective 1v1 weapons. Compare pike/long spear to every other melee weapon in the game, and they're both one of the worst. Even though one can make them work up close by skilled play, that doesn't mean they're very effective. :wink:

I was talking past tense, before the turn rate nerf.  And I probably shouldn't have said "very" effective, but they certainly were effective 1v1 weapons when they could jump away, turn 180 degrees, and stab you for good damage (because you were moving into their stab).  That, along with the maul's being able to helicopter and hit anyone in their circumference (even after the maul was 'stuck' in the ground after finishing it's swing), was what the dev's were trying to fix with the turn speed nerf.
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Offline Adamar

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Re: Turn rate nerf
« Reply #82 on: September 06, 2012, 06:09:56 pm »
+1
Still a nerf even for skilled players... With old turn speed overheads you could react to spaztic movements or high agi facehuggers and still land a shot, and also you could initiate early while calculating timing so that the contact intercept predicted enemy movements. Now you gotta wait and line up target first before letting it go, this extra time you are holding is nerf time.

I dunno why you would defend it, I'm pretty sure cmp didn't even intend to nerf overhead on 1h, cuz it was by no means an OP or physics breaking attack. The goal was a 2h nerf for people who were intentionally sweeping around 2h (especially mauls) to kill people with its long/slow toe drag. The unintended consequences was it hurt short 1h even more, so you are basically just defending a mistake.

You need to aim better before you even start the attack, then release the same second. There's no time loss if you do it right.

And the nerf wasn't a mistake, I think it needs to be reworked according to weight, perhaps then 1 handed weapons and crapier 2handers become more attractive, but the overall idea was good.
This reminds me of the native kicking nerf, there was so much round house kicking before, that it looked retarded. Some veterans whined about that nerf, simply because they had to readapt to the game. It's the same thing here.

Offline Jarlek

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Re: Turn rate nerf
« Reply #83 on: September 06, 2012, 06:19:00 pm »
0
You need to aim better before you even start the attack, then release the same second. There's no time loss if you do it right.

And the nerf wasn't a mistake, I think it needs to be reworked according to weight, perhaps then 1 handed weapons and crapier 2handers become more attractive, but the overall idea was good.
This reminds me of the native kicking nerf, there was so much round house kicking before, that it looked retarded. Some veterans whined about that nerf, simply because they had to readapt to the game. It's the same thing here.
Amen. Whiners gonna whine. Game makes way more sense now.
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Offline Fartface

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Re: Turn rate nerf
« Reply #84 on: September 06, 2012, 06:21:48 pm »
0
just love how those 27 agi guys can dance around and dodge my mallet overhead alot , they move faster to the side with A and D then my mallet moves with the mouse. but still they dont do any damage so who cares :lol:
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Offline Turboflex

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Re: Turn rate nerf
« Reply #85 on: September 06, 2012, 08:25:56 pm »
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You need to aim better before you even start the attack, then release the same second. There's no time loss if you do it right..

Still limits it, cuz there's just situations where you just simply can't angle the aim while blocking and instantly get off the overhead, where before you could, cuz you could do your adjustment while it was swinging. Those situations are where the nerf has limited the attack's situational use.

Offline rustyspoon

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Re: Turn rate nerf
« Reply #86 on: September 06, 2012, 08:47:00 pm »
+1
Still limits it, cuz there's just situations where you just simply can't angle the aim while blocking and instantly get off the overhead, where before you could, cuz you could do your adjustment while it was swinging. Those situations are where the nerf has limited the attack's situational use.

You can if you use your movement keys for the big adjustments and your mouse for fine adjustment. Using both of them simultaneously you can easily and consistently land overheads.

It's harder to do for str builds than agi builds due to the much lower strafing speeds of str builds. At least athletics finally got an indirect buff.
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Offline Spook Island

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Re: Turn rate nerf
« Reply #87 on: September 06, 2012, 09:14:38 pm »
+2
Overhead is basically a worthless attack now and stabs aren't far behind.  That's a pretty huge deal.  The nerf never should have happened.  I appreciate they have tried to fix it a little bit by giving more mobility but it's still nowhere near enough.

When the full nerf was in play, melee combat devolved into nothing but side swinging.  Overheads should at the very least have the full frontal 180 degree arc.  I'd prefer more. 
Stabs can have about 150 or so.

There isn't much point in having 4 attacks if you're going to make 2 of them nearly worthless compared to the other 2.
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Offline CrazyCracka420

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Re: Turn rate nerf
« Reply #88 on: September 06, 2012, 09:24:08 pm »
0
I'm seriously debating giving a Spook post a +1...

When Spook's making sense, it's time to seriously look at the issue at hand.
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Offline Tzar

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Re: Turn rate nerf
« Reply #89 on: September 06, 2012, 09:56:18 pm »
-1
Nice signature Tzar. My first reaction was "not another one of these fucking things on my screen again". I've killed a couple during the summer :x

Good working as intended :D all rdy have quite a few fan mails about it  :mrgreen:

EDIT: Also turn rate nuuuurf is gheeeyyyyyy
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