Author Topic: fucked up overheads  (Read 1106 times)

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Offline no_rules_just_play

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fucked up overheads
« on: October 08, 2013, 10:34:46 am »
+22
I think everyone probably already has had this problem, especially with the worst of all weapons that can do this: the great maul.

An enemy swings an overhead at you, but misses you by an inch.
When you take away your block, he turns his body so that he new faces you (the animation of his swing still in the very end or even with the weapon already touching the ground).
Because he turns his body, the his weapons follows and makes contact with your hitbox (your toe of something).
For some retarded reason this still makes damage and if he uses a knockdown weapon you even have a chance to get knocked down..

This seriously annoys me and there is no way this is acceptable, please do something!

Offline no_rules_just_play

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Re: fucked up overheads
« Reply #1 on: October 08, 2013, 10:53:23 am »
+7
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Offline Paul

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Re: fucked up overheads
« Reply #2 on: October 08, 2013, 11:12:27 am »
+4
Actually in the last patch there was a slight change to 2h overheads that should in theory ease the problem a bit. However imo the only ways to solve it completely would be either to freeze turning in the later parts of overhead or to make the overhead release anim weapon speed independent and very quick.

Offline no_rules_just_play

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Re: fucked up overheads
« Reply #3 on: October 08, 2013, 11:15:49 am »
+2
It might indeed happen a bit less, but it still happens quite alot :/
Maybe the first solution might be the most realistic as you wouldn't be able to turn your body anyway if you would put so much momentum forward

Offline Bjord

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Re: fucked up overheads
« Reply #4 on: October 08, 2013, 11:39:09 am »
+4
Why is no_rules even being downvoted? What he described is like one of the most annoying mechanics in this game. Should be remedied if possible.

Good suggestion, about time.
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Offline Strudog

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Re: fucked up overheads
« Reply #5 on: October 08, 2013, 12:04:10 pm »
-2
It happens with the Long maul as well, i will hit the ground next to the guy and hear a clonk sound, maybe the animation freezes while you turn with these weapons and is why it looks like they miss
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Offline no_rules_just_play

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Re: fucked up overheads
« Reply #6 on: October 08, 2013, 12:13:29 pm »
0
yes, it is both polearms and twohanders that do this

Offline 722_

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Re: fucked up overheads
« Reply #7 on: October 08, 2013, 12:48:19 pm »
0
yes please, this is really annoying
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Offline AntiBlitz

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Re: fucked up overheads
« Reply #8 on: October 08, 2013, 02:15:24 pm »
0
Actually in the last patch there was a slight change to 2h overheads that should in theory ease the problem a bit. However imo the only ways to solve it completely would be either to freeze turning in the later parts of overhead or to make the overhead release anim weapon speed independent and very quick.

Paul makes the exact same suggestion as me, gets +ed, i make the same suggestion, get -10.  I made this suggestion ages ago, i figured this could be used to stop people from spinning with weapons, it made clear sense, and it didnt have to just be used for one direction, it could have been used for stabbing, overheads, etc.

http://forum.melee.org/suggestions-corner/2h-lolstab-polearm-stab-fix/msg830354/#msg830354

thanks Kalp, ur trolling skills are great.
« Last Edit: October 08, 2013, 02:27:59 pm by AntiBlitz »

Offline Torben

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Re: fucked up overheads
« Reply #9 on: October 08, 2013, 02:18:19 pm »
0
same thing happens with 2h stab though,  doesnt it?
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Offline Bjord

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Re: fucked up overheads
« Reply #10 on: October 08, 2013, 02:29:35 pm »
-3
No, 2h stabs are more likely to glance that far into the animation compared to maul overhead.

Also, Kalp, fuck off.
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Offline Gurnisson

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Re: fucked up overheads
« Reply #11 on: October 08, 2013, 04:42:29 pm »
+7
Maul your toe and see if it doesn't hurt. :P

Locking overhead in the end of the animation would make it even more inferior to side-swings and stabs. Overhead is already the worst attacking direction (for polearms and two-handers, not 1h) in anything but a gank, where the stab is the king anyway. Also, the turn-rate on the great maul is abysmal and definitely doesn't need a(nother) nerf.


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I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline San

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Re: fucked up overheads
« Reply #12 on: October 08, 2013, 04:50:13 pm »
+4
yes, it is both polearms and twohanders that do this

Sometimes happens with 1h, too. It's not satisfying to get hits like those.

Offline AntiBlitz

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Re: fucked up overheads
« Reply #13 on: October 08, 2013, 04:53:45 pm »
+2
Maul your toe and see if it doesn't hurt. :P

Locking overhead in the end of the animation would make it even more inferior to side-swings and stabs. Overhead is already the worst attacking direction (for polearms and two-handers, not 1h) in anything but a gank, where the stab is the king anyway. Also, the turn-rate on the great maul is abysmal and definitely doesn't need a(nother) nerf.


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what sound? taking advantage of a person missing should be key, being rewarded for hitting someone because u missed shouldnt, by the time u wait for anything he will be blocking again, and you ruined an opportunity.  How is overhead worse? you hit a headbox nearly every swing, how is that worse?

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« Last Edit: October 08, 2013, 04:59:11 pm by AntiBlitz »

Offline Gurnisson

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Re: fucked up overheads
« Reply #14 on: October 08, 2013, 05:20:00 pm »
+3
Overhead is a liability. Even if the miss chance is low, those few missed hits and the fact that you can't make really trick your opponent into believing that you've already released the attack makes it inferior in my opinion. Hitting the head with side swings are not hard by the way.

I trust my ears more than my eyes in a game full of weird lags. You should to the same if get hit by dragged overheads often. If it happens once in a blue moon, just move on.
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.