Author Topic: 0.3.0.4  (Read 40159 times)

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Offline Ronin

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Re: 0.3.0.4
« Reply #225 on: August 29, 2013, 11:12:34 am »
0
Hmm, I think I was wrong. There is a seperate shield hit handling which seems to modify the damage of the projectile but the penetration itself seems to be done by the Native mechanic. Ozin's work. Ballista projectiles have the itp_can_penetrate_shield flag.
Give that property to throwing lances!


Btw, you must not forget shield is not the only thing that protects a shielder from projectiles. They can use the shield and dodge the incoming projectiles. I killed tore with a ballista once (through shield). It should be possible for a shielder to avoid projectiles (at least avoiding getting shot in weaker parts), ballista is undoubtedly the easiest to dodge.
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Offline Grumbs

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Re: 0.3.0.4
« Reply #226 on: August 29, 2013, 11:18:36 am »
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What I'd really like to see in this area, is the shield becoming more cumbersome when certain projectiles are stuck in them. Hitting someone's shield with a Throwing Lance should make it pretty damn unwieldy, this was one of the most important uses for these weapons. This would give throwers utility, increasing their effectiveness without increasing damage output.

A realism solution for a problem that doesn't exist? How about making some weapons like throwing axes bounce off 50/50 of the time, or make chain+ absorb the impact of some arrows and not penetrate the armour
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Offline Tydeus

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Re: 0.3.0.4
« Reply #227 on: August 29, 2013, 02:39:45 pm »
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A realism solution for a problem that doesn't exist? How about making some weapons like throwing axes bounce off 50/50 of the time, or make chain+ absorb the impact of some arrows and not penetrate the armour
No problem? Throwers have the least utility out of all of the classes by far. Few strat factions even bother to buy throwing weapons. With something like this implemented, I could better justify nerfing throwing damage.  :twisted:
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Offline Kafein

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Re: 0.3.0.4
« Reply #228 on: August 29, 2013, 03:35:25 pm »
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Well that would also further nerf the ability of shielders to "counter" ranged.

Offline Tydeus

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Re: 0.3.0.4
« Reply #229 on: August 29, 2013, 03:48:07 pm »
+2
Indeed. It'd be nice to be able to rework shield skill so that you get it for more than the 8% damage reduction, so that we can ditch unbreakable shield shenanigans(cap at 95-98% DR, rather than 100%). There's just not much of any reason to get higher levels of shield skill currently. I doubt any of these ideas get implemented, but collectively they'd all be nice to have, specifically if it adds a reason to play a thrower other than to troll.
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Offline Ronin

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Re: 0.3.0.4
« Reply #230 on: August 29, 2013, 06:37:09 pm »
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No tydeus, if you make a change like this; just leave shields alone. If you can avoid getting shot at the center and if you have a decentish spear it will protect your shield from getting penetrated. A shielder doesn't have to sit duck at a place to block arrows, it can strafe at the same time. And I think high shield skill still gives many benefits that people often disregard. The fact that it is underrated doesn't mean it is underpowered.

If I have 6 shield skill and only 1 ironflesh at my character, it is not without a reason.
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Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

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Offline Patoson

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Re: 0.3.0.4
« Reply #231 on: September 05, 2013, 02:46:42 pm »
+4
If you are using your weapon in its secondary mode and perform the dagger quickdraw, you drop the weapon as always, but a new one appears on your back, which can lead to unlimited spawning of the weapon.


Offline Miwiw

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Re: 0.3.0.4
« Reply #232 on: September 05, 2013, 03:01:14 pm »
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That's EU3? Did you try on other servers too?
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Offline Jona

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Re: 0.3.0.4
« Reply #233 on: September 05, 2013, 05:54:06 pm »
+1
That's EU3? Did you try on other servers too?

I know it works in NA7 at least... saw someone spawning infinite weps for the whole team.

surprised no one has tried it in siege or battle yet. or at least, they've yet to do it and get caught.


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Offline Patoson

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Re: 0.3.0.4
« Reply #234 on: September 05, 2013, 06:01:56 pm »
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Actually I saw a couple of players doing it in DTV and, since they wouldn't report it, I decided to do it myself after I checked it worked in EU3 as well.

Offline Nehvar

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Re: 0.3.0.4
« Reply #235 on: September 05, 2013, 06:43:13 pm »
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I know it works in NA7 at least... saw someone spawning infinite weps for the whole team.

surprised no one has tried it in siege or battle yet. or at least, they've yet to do it and get caught.


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Becs are actually one of the few weapons this would be viable for.  The dupes created by this bug are stuck in secondary mode.
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Offline Jona

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Re: 0.3.0.4
« Reply #236 on: September 06, 2013, 02:30:40 am »
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Becs are actually one of the few weapons this would be viable for.  The dupes created by this bug are stuck in secondary mode.

Took me a while to think of one that would be useful.  ;)
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Offline Sharpe

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Re: 0.3.0.4
« Reply #237 on: September 06, 2013, 12:27:52 pm »
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Took me a while to think of one that would be useful.  ;)

Hey its viable for Gaga's Mwork Practice Swords to!
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Offline Mendro

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Re: 0.3.0.4
« Reply #238 on: August 26, 2014, 02:37:01 pm »
+7
This is the original 3.0.4.
Stop your fake patch chadz.

Offline Blackbow

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Re: 0.3.0.4
« Reply #239 on: August 27, 2014, 05:09:28 am »
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This is the original 3.0.4.
Stop your fake patch chadz.
or just stop patch =p
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