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 10615 times)

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Offline Smoothrich

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Re: Turn rate nerf
« Reply #105 on: September 08, 2012, 04:04:01 pm »
0
I adjusted quite easily on all classes after a couple weeks, only problem is chamber blocks with overheads are really bad, and the wonkiness of the stab.

I love using the new stab now when it is to my advantage, because you get some absurdly early hits in even facehugging if you get a slight speed bonus, and it hardly feels broken when you see it done on your screen.  Though instead of formerly watching enemies with lower ping than you "lolstab drag" it in, you just now get stabbed by pikes or swords or w/e while they are still winding up in the animation. 

People are back to doing 360 spins with pikes and longspears almost exactly as they could pre-nerf just by delaying the release a little bit longer, except the hit detection seems even broader and more forgiving now for these polearms.  I strongly recommend significant nerfs to these weapons to compensate, -20 speed and +10 weight for example.
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Offline Tydeus

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Re: Turn rate nerf
« Reply #106 on: September 08, 2012, 06:10:54 pm »
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With a 1-hander if I'm going for an overhead on a guy behind me, I can spin around (which won't be effected by the nerf 'cause I haven't swung yet) swing at the last second and hit the guy before he can react. I can't do that with the long maul as I need to swing when the opponent is roughly in the middle so that I have as much turning movement as possible to adjust for his movement.
This is exactly my problem with the mechanic, it forces you to hold. Fighting a jumping, spinning awl pikeman? Gonna have to hold every chamber swing or you'll just hit the air. Why is this bad? Because it slows the game down when it's already too slow, and doesn't have a single change planned that will speed the game up, countering the several patches over the years that have done nothing but slow gameplay down.

With the old turning speed, you could dodge some baddie with a great maul and then he turns his mouse at the last second and drags the thing onto your foot, killing you. That's stupid. Now you can still land overheads easy, you just have to change the way you do it. If you use the movement keys to make large adjustments and the mouse for small adjustments you'll hit the target consistently.
This isn't something you can abuse with a fast weapon, their overhead animation doesn't hang like it does with an 80 speed weapon, 98+ speed tends to just be too fast. I don't see why a 102/103 speed weapon has to be punished by not being allowed to turn more than 45 degrees (unable to adjust for their opponent moving more than three feet!) singly because they're so much closer to their target. It's bad enough the dueling metagame has turned into a backpedal fest.
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Offline San

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Re: Turn rate nerf
« Reply #107 on: September 08, 2012, 06:25:11 pm »
+1
I would prefer more than 20% accuracy on overhead chambers of stabs, myself.

Offline 7000bc

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Re: Turn rate nerf
« Reply #108 on: September 09, 2012, 12:38:14 am »
+1
Screwed up swinging my spear around peoples blocks with my hoplite. So yeah revert it in my opinion.

As if we weren't gimped enough already with only 1 attack direction.
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Offline Angantyr

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Re: Turn rate nerf
« Reply #109 on: September 12, 2012, 02:27:35 pm »
0
Don't forget all the people that left because of the nerf and won't be counted in the poll.
Such as the 22nd Battalion, among the earliest supporters of cRPG, who've as far as I know left due to changes like the turn rate nerf.

Offline Piok

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Re: Turn rate nerf
« Reply #110 on: September 12, 2012, 02:40:04 pm »
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Turn rate nerf affected maulers a lot which is good. But made using of many 4 directional weaps nightmarish and lead to increase in piker pop which is far worse :!:

Offline Piok

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Re: Turn rate nerf
« Reply #111 on: September 12, 2012, 02:49:40 pm »
0
So you think that having a bugged feature that "balances" things out is good?

Take a look at those two gifs, I am killing someone who is a meter to my left. It is totally unreliable and my ping is 60ms
I only say that it was aimed on piker and mauler.
First case total disaster even more piker.
Second case success but affected other 4directional users as well so also disaster.
Conclusion should be reverted back or use something else.

Offline Sagar

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Re: Turn rate nerf
« Reply #112 on: September 12, 2012, 05:05:20 pm »
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Bumping thread because of a fresh gif:

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As you can see, the ghost overhead is still very much present in latest version of cRPG.

This was my 2nd kill after starting to record.

Since overheads are rather uncertain, mauls are rendered pretty much useless and pose a teamkilling danger.


This, happening to me all time all day. Couple times CMP say that is fixed - but its not. It is totally retarded and devs should fix this.

Offline Zerran

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Re: Turn rate nerf
« Reply #113 on: September 13, 2012, 07:11:11 am »
+1

This, happening to me all time all day. Couple times CMP say that is fixed - but its not. It is totally retarded and devs should fix this.

Ya, overheads are totally broken right now unfortunately.  :?

Even disregarding the fact that with them as slow as they are, aiming them is a pain in the ass, the fact that they can hit up to a meter away from the actual model makes things a bit... more unpredictable. Really not fun to see my character cleanly hit an enemy in the head, just to have the game tell me I ACTUALLY hit my ally way off to the side.
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Offline v/onMega

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Re: Turn rate nerf
« Reply #114 on: September 13, 2012, 07:23:25 am »
-1
peeps, srsly...leave the mod for one - six week(s).
Play something else.

Come back and understand why you love this mod, instead of bragging about HOW BAD overheads are.

They are not.
The restriction for 1h could be slighlty lower (10% maybe), but other then that it all works.

But hey, not telling anybody what he s supposed to do, so just my positive 5 cents.

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Offline v/onMega

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Re: Turn rate nerf
« Reply #115 on: September 13, 2012, 12:31:34 pm »
-1
Even better, I play the game!

Offline Joseph Porta

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Re: Turn rate nerf
« Reply #116 on: September 13, 2012, 12:38:58 pm »
0
Overheads work for me aswell, just 1h overheads are awkward..
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Offline Joseph Porta

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Re: Turn rate nerf
« Reply #117 on: September 13, 2012, 12:46:13 pm »
0
No shit?

They work if you overcompensate for the enemy movement, but than you have to hit air to kill.
hmm, i've never experienced it like that.. But really, i dont pay that much attention to it.  :)
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Offline Zerran

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Re: Turn rate nerf
« Reply #118 on: September 14, 2012, 04:00:04 am »
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(click to show/hide)

I think you misunderstood. The fact that they're hard to aim is one thing, but it isn't why they're broken. They're broken because the hitbox isn't anywhere near the actual weapon, so what looks like a hit can miss completely, and what looks like a miss can hit. Makes it a bit hard to aim when you don't even know where your weapon is.
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Offline cmp

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Re: Turn rate nerf
« Reply #119 on: September 14, 2012, 05:21:43 am »
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hmm, i've never experienced it like that.. But really, i dont pay that much attention to it.  :)

Same. I actually tried testing it vs humans, bots and objects, but I wasn't able to reproduce it even once.
I'm pretty sure it's a client side bug (thinking it can turn more than it should), but when and why it happens is still a mistery.
« Last Edit: September 14, 2012, 05:29:30 am by cmpxchg8b »