Author Topic: Revert the turnspeed nerf for most weapons  (Read 8874 times)

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Offline Vibe

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Re: Turn Nerf: Not actually that bad
« Reply #75 on: December 10, 2012, 07:53:03 am »
0
ever heard of video capture software

PS agree on turn nerf revert, simply because it was more fun with the better turn rate

Offline Joker86

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Re: Turn Nerf: Not actually that bad
« Reply #76 on: December 10, 2012, 08:16:05 am »
+5
I would like to see a dynamic turn speed nerf, before we actually revert it. The longer and heavier a weapon is, the slower it turns. And perhaps we can limit it on stabs mostly, whereas overheads are affected less. Unless it's a crushthrough weapon, of course.

But if even such a stepped system proves as bad, I am also for a reversion.
Joker makes a very good point.
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Offline Dezilagel

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Re: Revert the turnspeed nerf for most weapons
« Reply #77 on: December 10, 2012, 09:17:41 am »
+3
Months in and this is still just bs.

Revert it.
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Offline Piok

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Re: Turn Nerf: Not actually that bad
« Reply #78 on: December 10, 2012, 09:19:01 am »
0
I would like to see a dynamic turn speed nerf, before we actually revert it. The longer and heavier a weapon is, the slower it turns. And perhaps we can limit it on stabs mostly, whereas overheads are affected less. Unless it's a crushthrough weapon, of course.

But if even such a stepped system proves as bad, I am also for a reversion.
Hope that big ass shields will be counted to this dynamic nerf also :wink:

Offline IR_Kuoin

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Re: Turn Nerf: Not actually that bad
« Reply #79 on: December 10, 2012, 09:25:40 am »
+5
One thing that used to annoy me the fuck out on cRPG, which is still in native combat, is that when someone lands an overhead, and if he turns his "aim" when the overhead have already landed on the ground, he could simply move his sword towards the enemy and still get a hit, even if it already went past the block he could still do damage, this was especially for mauls if I remember correctly.
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Offline TheAppleSauceMan

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Re: Turn Nerf: Not actually that bad
« Reply #80 on: December 10, 2012, 09:40:59 am »
0
One thing that used to annoy me the fuck out on cRPG, which is still in native combat, is that when someone lands an overhead, and if he turns his "aim" when the overhead have already landed on the ground, he could simply move his sword towards the enemy and still get a hit, even if it already went past the block he could still do damage, this was especially for mauls if I remember correctly.

Yes, and it's still possible, albeit much rarer and a tad harder to pull off, but possible nonetheless.
I'm rock, nerf paper, scissors is fine. Welcome to c-RPG.

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Offline Dexxtaa

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Re: Turn Nerf: Not actually that bad
« Reply #81 on: December 10, 2012, 09:55:52 am »
+5
Haha look at that fat bastard trying to hit the other fat bastard with his ugly stick.
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Offline Paul

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Re: Turn Nerf: Not actually that bad
« Reply #82 on: December 10, 2012, 12:15:19 pm »
+6
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.
« Last Edit: December 10, 2012, 12:22:07 pm by Paul »

Offline Molly

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Re: Turn Nerf: Not actually that bad
« Reply #83 on: December 10, 2012, 12:22:18 pm »
+1
(click to show/hide)

You just suck  :mrgreen:
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Offline rustyspoon

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Re: Turn Nerf: Not actually that bad
« Reply #84 on: December 10, 2012, 01:25:11 pm »
+4
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Wow, how can I disagree with such a well thought out argument? Obviously because I haven't been on the duel server in a few months I don't know how the game mechanics work. You sure showed me. I can't wait to see what your master debating skills come up with next.
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Offline Molly

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Re: Turn Nerf: Not actually that bad
« Reply #85 on: December 10, 2012, 01:29:34 pm »
0
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.
I am not sure if I actually understood it but it sure sounds great...  :mrgreen:
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Offline a_bear_irl

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Re: Turn Nerf: Not actually that bad
« Reply #86 on: December 10, 2012, 01:59:36 pm »
+2
Wow, how can I disagree with such a well thought out argument? Obviously because I haven't been on the duel server in a few months I don't know how the game mechanics work. You sure showed me. I can't wait to see what your master debating skills come up with next.

i'm glad we've come to this agreement, rustyspoons. if you haven't been on duel in "a couple of months" then why exactly are you telling me i'm shit at dueling/aiming overheads in duels/lecturing on how easy it is to hit an overhead in a duel?

paul: that is an improvement but just from your description still sounds like it is giong to run into the problem of guessing at what your opponent is going to do. if you can't steer after the swing is released then the stuff in my video is still going to happen, quite a few of those overhands were on-target initially
« Last Edit: December 10, 2012, 02:03:46 pm by a_bear_irl »
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Offline Adamar

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Re: Turn Nerf: Not actually that bad
« Reply #87 on: December 10, 2012, 02:07:13 pm »
+1
Overheads are great for those who know how to use them.

Offline Vibe

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Re: Turn Nerf: Not actually that bad
« Reply #88 on: December 10, 2012, 02:12:23 pm »
+3
More like overheads are not great at all, period

Offline Kuujis

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Re: Turn Nerf: Not actually that bad
« Reply #89 on: December 10, 2012, 03:36:07 pm »
0
More like overheads are not great at all, period

Period as in "those 4 days a month when overheads are not great"? :rolleyes: