Poll

Which of the following most expresses what you think...

I like the possibilities.
104 (41.6%)
I don't think this can be good for the mod.
110 (44%)
How about a different approach.
36 (14.4%)

Total Members Voted: 249

Author Topic: New Mechanic: Dodge  (Read 9388 times)

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Offline LordLargos

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Re: New Mechanic: Dodge
« Reply #105 on: July 05, 2013, 08:58:45 pm »
-1
Add crouch and if you did add this role poly shit then cav will need a massive buff otherwise people will just be able to roll out of the way and considering it takes awhile to come back around
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and go for another charge cooldown would have to be massive.
Well, this doesn't look good for you. Four team kills - definitely intentional, Appeared to be afk more than once in the video.Also kicking people off of walls is grieving! don't do it.... but ill let you off with a warning this time, only because I don't like largos anyway.

Offline karasu

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Re: New Mechanic: Dodge
« Reply #106 on: July 05, 2013, 09:24:20 pm »
+16
Crouch only makes sense for crossbowmen.

Dodge would be something that every player can utilize.


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Offline Inglorious

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Re: New Mechanic: Dodge
« Reply #107 on: July 05, 2013, 11:23:33 pm »
0
I like the sidestep option the most. As a shielder, it's pretty annoying to have to point your shield to the side to dodge in that direction. Jumping just doesn't cut it.

I think crouching also has some good effects on gameplay at this point without any odd behaviors arising.

I second San. The sidestep/hop idea is fantastic, and reasonable for all types of players. Crouching would be fantastic as well. Moving while crouching however... Whole new topic of discussion before I even want to support the idea.

Offline Kalam

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Re: New Mechanic: Dodge
« Reply #108 on: July 05, 2013, 11:28:24 pm »
0
Crawling would be great if
a) it leaves you defenseless
b) it's slow
c) it takes 2 seconds or so to get back up

Offline En_Dotter

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Re: New Mechanic: Dodge
« Reply #109 on: July 06, 2013, 02:56:25 am »
+1
Or just update EU7 and then start adding new "fun" stuff...
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Offline Kaoklai

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Re: New Mechanic: Dodge
« Reply #110 on: July 06, 2013, 04:17:10 am »
+13
Too gamey.  Pre-programmed, rigid evasive maneuvers just feel wrong in Warband. 

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Offline Angantyr

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Re: New Mechanic: Dodge
« Reply #111 on: July 06, 2013, 03:04:03 pm »
0
Could we please get a chance to recast our vote?

Offline ARN_

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Re: New Mechanic: Dodge
« Reply #112 on: July 06, 2013, 03:29:04 pm »
-2
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Offline Phew

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Re: New Mechanic: Dodge
« Reply #113 on: July 09, 2013, 07:45:04 pm »
+4
Imo : Players are still learning the nudge that was recentley introduced another new mechanic should probably wait awhile. Also, the rolling after a dodge is performed will likely cause more problems than it solves. I would like to see another mechanic added eventually but just not right after the nudge.

True that Tojo. Heck, I still have never executed a chamber block on purpose in my 16 gens, and consider feints/holds/kicks/and now nudge to be "advanced mechanics" in the sense that it still takes a fairly skilled player to execute them properly.

Add more keys that I have to find in the heat of battle, and it may be overwhelming. Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

Offline CrazyCracka420

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Re: New Mechanic: Dodge
« Reply #114 on: July 09, 2013, 09:01:50 pm »
0
True that Tojo. Heck, I still have never executed a chamber block on purpose in my 16 gens, and consider feints/holds/kicks/and now nudge to be "advanced mechanics" in the sense that it still takes a fairly skilled player to execute them properly.

Add more keys that I have to find in the heat of battle, and it may be overwhelming. Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

Chambering is pretty easy against hoplites.  Sometimes I'll take more risks when I'm 1v1'ing and instead of trying to block, I'll instead try to chamber incoming attacks (not all of course).
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Offline Jarold

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Re: New Mechanic: Dodge
« Reply #115 on: July 10, 2013, 07:52:52 am »
0
True that Tojo. Heck, I still have never executed a chamber block on purpose in my 16 gens, and consider feints/holds/kicks/and now nudge to be "advanced mechanics" in the sense that it still takes a fairly skilled player to execute them properly.

Add more keys that I have to find in the heat of battle, and it may be overwhelming. Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

This a thousand times!

I don't like the way cRPG is heading. It's getting into the zone where yeah these additions are cool and they add diversity but are they really that good?

Hehe I remember when I forced myself to only chamber in the Native singpleplayer arena for about a week. Man I can chamber on que for the most part.

Offline RobertOfDrugsley

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Re: New Mechanic: Dodge
« Reply #116 on: July 10, 2013, 02:05:35 pm »
0
Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

So true!

Another part of the beauty is stabbing peasants in the face, but that's besides the point.
I find the idea of defending someone who isn't been violently raped unacceptable on moral grounds.

Offline Tayzzer

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Re: New Mechanic: Dodge
« Reply #117 on: July 10, 2013, 06:23:35 pm »
+1
      I find the idea of a quick step over any doge or roll much more favorable as it seemingly would not alter the basic fighting mechanics that we have come to enjoy. I see too many ways in which the dodge and roll would further benefit strength and or armor heavy builds. Even with heavy stat modifiers it gives them more of an advantage because those type of builds would still have a quick position change regardless of the distance traveled. It is hard enough to notice the effects of agility in short distances without having tin cans diving toward you. However with a sort of quick step it could just add to the footwork that is so essential to battle whether it be 1v1 or 1v4. I could see it as a way for agility to be utilized in a subtle way if it was factored into the speed of the quick step rather than distance.

   I am by no means talking about a sprint just a single accelerated shift granted this effect can be mimicked by various movement combinations when attacking however they do not allow you to shift to the side to avoid a hilt slash or get out of a swings range at the last second. In part I am imagining a way to dodge without disengaging from combat, a fluid dodge.
   

Offline Kafein

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Re: New Mechanic: Dodge
« Reply #118 on: July 10, 2013, 07:06:02 pm »
0
I don't really get the point of adding a special control for a new dodge movement. You can already dodge by strafing and the controls for that are perfect : precise and easy to use, and they do exactly what you want. A faster dodge mechanic has a (a priori) very high chance of breaking the game, and replace actual skill with the ability to deal with awkward controls (that may be how RTS lovers get their kicks, but certainly not how I do). But don't think I only have a problem with how a dodge is going to be controlled. It is also completely useless in the first place to add such a move, as you can already do it and it works very well, even a little too well when you do mouse dodging in sprint mode (but that's ok since that kind of dodge is only useful to avoid projectiles, and projectile speed is getting buffed for no apparent reason, but I digress). Maybe if you want to add a more powerful dodge move, buff how current dodging works.

The knockdown defense action is a completely different issue that could turn out to be really good or really bad so I won't comment on that, at least not in this post.