Author Topic: Ghost range/reach of weapons.  (Read 1728 times)

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Offline Berserkadin

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Re: Ghost range/reach of weapons.
« Reply #15 on: June 02, 2013, 07:17:16 pm »
-1
Seems like all weapons got ghost reach, if we're to believe whats being said(QQed) in this thread. Less QQ more playing, scrubs.
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Offline Rhaelys

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Re: Ghost range/reach of weapons.
« Reply #16 on: June 02, 2013, 09:51:13 pm »
+2
Seems like all weapons got ghost reach, if we're to believe whats being said(QQed) in this thread. Less QQ more playing, scrubs.

You should try out the Long Iron Mace in duel server sometime with a buddy. Left-to-right swing on a Long Iron Mace literally has ghost reach, as in the tip of the weapon's model cleanly passes in front of the opponent without touching and the opponent gets bonked.
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Offline Kafein

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Re: Ghost range/reach of weapons.
« Reply #17 on: June 02, 2013, 11:13:16 pm »
0
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Offline brockssn

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Re: Ghost range/reach of weapons.
« Reply #18 on: June 03, 2013, 02:16:48 am »
+1
Longsword on Horseback rediculous

Offline Tears of Destiny

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Re: Ghost range/reach of weapons.
« Reply #19 on: June 03, 2013, 02:28:27 am »
+1
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Offline Phew

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Re: Ghost range/reach of weapons.
« Reply #20 on: June 03, 2013, 03:23:08 pm »
+3
No such thing as "ghost reach".

Every weapon has its listed length, modified by the reach bonus/penalty for that swing direction. If you get outreached when you think you shouldn't have, you either don't know your weapon stats/animation bonuses or lag messed things up.

The fact that the real reach of 2h thrust with a greatsword is 2m+ is a far bigger balance issue than any reach confusion attributed to apparitions.

Offline CrazyCracka420

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Re: Ghost range/reach of weapons.
« Reply #21 on: June 03, 2013, 03:55:19 pm »
+1
Almost all weapon types (1h/2h/polearms) have "ghost reach" due to the animation lengths (depending on the swing type).

This may be old:

1h
Overhead = +0
Left-to-right = +0
Right-to-left = +19
Thrust = +61

2h
Overhead = +15
Left-to-right = +17
Right-to-left = +13
Thrust = +80

2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19

1h Polearms
Thrust = +50
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Offline cmp

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Re: Ghost range/reach of weapons.
« Reply #22 on: June 03, 2013, 04:02:47 pm »
+2
No such thing as "ghost reach".
Almost all weapon types (1h/2h/polearms) have "ghost reach" due to the animation lengths (depending on the swing type).

There actually is ghost reach, but it's not related to animation reach bonus (nothing "ghost" about that). Ghost reach is:
1) when the length stat doesn't match the model length
2) when a player position is slightly different on client and server due to lag

Considering that 1) was fixed in cRPG and that 2) would result in random ghost reach (unlike the specific weapons/classes mentioned), I'm inclined to believe that most reports are about what Phew described and not actual ghost reach.

Offline Teeth

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Re: Ghost range/reach of weapons.
« Reply #23 on: June 03, 2013, 04:10:16 pm »
0
No such thing as "ghost reach".
Can't believe that there are people who still put some much faith in the absolute infallibility of crappy Turkish basement coding. This game is simply borky as fuck. I used a miaodao for 2 gens and I started swinging too early on purpose only to still hit. Besides, listed lengths are not as accurate to the model as you may believe. To my surprise the Mercenaries Warband mod, a complete cRPG rip off, has a lot of models that cRPG has, but quite often with slightly different length values.

Almost all weapon types (1h/2h/polearms) have "ghost reach" due to the animation lengths (depending on the swing type).
Wat? Ghost reach, as in reaching further than the model, which has nothing to with added reach by animation because this reach gets added to the model.

Offline Phew

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Re: Ghost range/reach of weapons.
« Reply #24 on: June 03, 2013, 04:19:06 pm »
+1
Ghost reach, as in reaching further than the model, which has nothing to with added reach by animation because this reach gets added to the model.

Who cares about the model? Weapons are balanced about their listed reach stat, not how long they "look". When I'm fighting someone with an Elite Scimitar, I'm not counting pixels on my screen to decide if I am within their range or not, I'm remembering that it says 1m on the website and comparing that to the reach listed on the website for my weapon.

If the appearance of the model affected balance, then the English Bill is due for a nerf, because that thing looks like it would do a lot of damage. Instead, it's one of the most gimped non-peasant weapons in the game.

Offline CrazyCracka420

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Re: Ghost range/reach of weapons.
« Reply #25 on: June 03, 2013, 04:22:36 pm »
+1
What Phew said is what I was referring to as ghost reach (listed on site says 100 length for a weapon, that's what I'm going with in my head when I see it on the battlefield, but in reality swing animations add to it as well). 

But I do recognize that there is actual "ghost reach" on curved weapon models.  This is a known thing with Warband, and I thought it still existed in c-rpg
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Offline Elindor

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Re: Ghost range/reach of weapons.
« Reply #26 on: June 03, 2013, 04:24:04 pm »
+1
I had heard curved weapons could appear to have ghost reach because the hit box is still squared-off even though the blade is curved at the end.  Which would explain why people think the scimitar and miaodao have ghost reach...because in essence they do.

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Offline Teeth

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Re: Ghost range/reach of weapons.
« Reply #27 on: June 03, 2013, 04:25:59 pm »
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Who cares about the model? Weapons are balanced about their listed reach stat, not how long they "look". When I'm fighting someone with an Elite Scimitar, I'm not counting pixels on my screen to decide if I am within their range or not, I'm remembering that it says 1m on the website and comparing that to the reach listed on the website for my weapon.
Lol, you are probably the only one who does that, that is retarded as movement and weapon speed factor into your ability to outreach as well. Making counting pixels the only way to properly fight, so I guess that explains your opinion on ghost reach.

Offline Macropus

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Re: Ghost range/reach of weapons.
« Reply #28 on: June 03, 2013, 04:28:37 pm »
0
But I do recognize that there is actual "ghost reach" on curved weapon models.  This is a known thing with Warband, and I thought it still existed in c-rpg
Well this is not a real ghostreach either, because despite of curved blade, elite scimital still hits on 100 cm away, just a bit earlier than you would think seeing the model.

Offline Rumblood

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Re: Ghost range/reach of weapons.
« Reply #29 on: June 03, 2013, 04:40:58 pm »
+1
Who cares about the model? Weapons are balanced about their listed reach stat, not how long they "look". When I'm fighting someone with an Elite Scimitar, I'm not counting pixels on my screen to decide if I am within their range or not, I'm remembering that it says 1m on the website and comparing that to the reach listed on the website for my weapon.

You do know that is the definition of "ghost reach"? It is about the difference between the model and how it appears in game, vs when the game code decides that it "hits".
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