Author Topic: fucked up overheads  (Read 1107 times)

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Offline Bjord

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Re: fucked up overheads
« Reply #15 on: October 08, 2013, 05:35:25 pm »
0
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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Gurnisson, really? Realism angle?

I never thought you to be one of them. :wink:

Also, trusting your ears is not a problem, but this isn't at all where the main issue is. The main issue is the fact that lack of skill or a simple mistake has a chance to reward you with a knockdown. That's just fucked up and stuff like that adds to all the other tons of quirks the cRPG populace has learned to abuse in all these years.

Maul overhead is mostly fine, the window of damage should just be reduced, assuming it's possible to tweak that. Use animation for reference.
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Offline BlueKnight

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Re: fucked up overheads
« Reply #16 on: October 08, 2013, 05:46:11 pm »
+2
It happens to me when I use bec de corbin overhead a lot don't know why. It seems my weapon should already be moving back but then bam! hit... Same with Long Maul and all other weapons that do not bounce when they hit the ground with the overhead.

I know it's fucked up but in the same time, overhead is the most dangerous attack for you when you do it. It just likes missing the target itself or hitting other people around cuz yolo. Making all the overheads bounce on the ground on the other hand would be just retarded, as they tend to bounce even when it looked like a perfect hit.

Freezing overhead rotation is not an option as well. Shortening the effective time of an overhead (so you can see the animation but the weapon doesn't carry damage anymore (if it's even possible)) would be best imho.

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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Offline no_rules_just_play

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Re: fucked up overheads
« Reply #17 on: October 08, 2013, 06:24:11 pm »
-1
allright allright, I won't do it :P

Don't release block before you hear the sound.
the point is that the overhead misses you, so there is no sound unless you just abandon all sense and accept the fact that it can still hit your block when it hit the floor next to your feet.
« Last Edit: October 08, 2013, 06:35:03 pm by no_rules_just_play »

Offline Falka

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Re: fucked up overheads
« Reply #18 on: October 08, 2013, 06:38:17 pm »
+3
allright allright, I won't do it :P

Yup, don't cry about minuses, it's retarded  :wink:
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Offline no_rules_just_play

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Re: fucked up overheads
« Reply #19 on: October 08, 2013, 06:43:50 pm »
-2
it's just how narrow-minded some people can be...

Offline Bjord

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Re: fucked up overheads
« Reply #20 on: October 08, 2013, 07:12:58 pm »
-2
Yup, don't cry about minuses, it's retarded  :wink:

It's not retarded, but downvoting on no merit other than personal dislike is. However, everyone does it, so we're all guilty.
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Offline no_rules_just_play

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Re: fucked up overheads
« Reply #21 on: October 08, 2013, 07:59:46 pm »
+1
yes but we don't just downvote every post in a thread without giving a reason why your opinion is different. That's being a douche without adding anything to the discussion.

Offline Bjord

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Re: fucked up overheads
« Reply #22 on: October 08, 2013, 08:15:10 pm »
-1
I admit I come off as very abrasive in my tone and that is probably why I often get downvoted. Zlisch & Gang are special, though. :wink:
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Offline Zlisch_The_Butcher

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Re: fucked up overheads
« Reply #23 on: October 08, 2013, 08:19:43 pm »
0
I admit I come off as very abrasive in my tone and that is probably why I often get downvoted. Zlisch & Gang are special, though. :wink:
Look through all your posts buddy, ooooh look, there are some I've not downvoted, is that because I didn't think you were Bjording, or because you were at least only Bjording a little bit and I felt that was an achievement for you?
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline Bjord

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Re: fucked up overheads
« Reply #24 on: October 08, 2013, 08:23:53 pm »
-3
I wonder if you're such a bundle of sticks IRL too, Zlisch. ( ゚‿ ゚)

Have fun coming up with an edgy reply, won't bother reading it though.
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Offline Zlisch_The_Butcher

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Re: fucked up overheads
« Reply #25 on: October 08, 2013, 08:25:50 pm »
0
I wonder if you're such a bundle of sticks IRL too, Zlisch. ( ゚‿ ゚)

Have fun coming up with an edgy reply, won't bother reading it though.
I am, oh, and idiot, I also have a point, and you're to cowardly to admit it.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline CrazyCracka420

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Re: fucked up overheads
« Reply #26 on: October 08, 2013, 08:48:24 pm »
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in theory it can happen with any weapon, it's more noticeable with the mauls because they are longer (so you see them physically "in the ground" at the end of the animation), and they can crush through.  Would be nice if the end of animations just didn't do any damage, I know there's a window in the animation that can be set to do some damage, full damage, basically no damage, etc. 

I think the only problem with that, is what about when you're on terrain, or something like that...not all situations are static, but the amount of damage compared to where you're at in the animation does stay the same.  It's always been annoying when a maul is sitting in the ground and they helicopter spin it on the ground and you get crushthroughed or knocked down...but I don't know what can be done to fix it without fucking something else up.  I think they tried their best (and succeeded for the most part) with the limiting of how much you can turn with heavy weapons once you swing them (basically it ended helicopter swinging great mauls/pikes). 
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Offline Bjord

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Re: fucked up overheads
« Reply #27 on: October 08, 2013, 09:14:01 pm »
+5
I get people bandwagon downvoting me, but no_rules? AFAIK he's one of the few who cares about our newbies. Fucking cancers.
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Offline no_rules_just_play

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Re: fucked up overheads
« Reply #28 on: October 08, 2013, 09:17:02 pm »
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I get people bandwagon downvoting me, but no_rules? AFAIK he's one of the few who cares about our newbies. Fucking cancers.
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Offline MURDERTRON

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Re: fucked up overheads
« Reply #29 on: October 09, 2013, 08:22:45 am »
0
2h is the worst offender of the three.  Polearm spins are regulated the most, which I guess was used to get rid of the real lolstabs.  1h are generally too short, and don't really have a chance to pass under the legs.
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