Author Topic: 0.3.2.1  (Read 24458 times)

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Offline pepejul

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Re: 0.3.2.1
« Reply #30 on: January 13, 2014, 02:15:00 pm »
-2
mmmh PEPE loves le patch
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Offline Angantyr

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Re: 0.3.2.1
« Reply #31 on: January 13, 2014, 02:15:22 pm »
+1
With ranged getting some love to show their contribution score-wise perhaps it is due time to decrease the damage to armors a bit? Still only getting one-shot from ranged (headshot), and on average I take about 1/3 to 1/2 of my hp from ranged, same as for example a poleaxe or warhammer up close.

Offline Leshma

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Re: 0.3.2.1
« Reply #32 on: January 13, 2014, 02:18:52 pm »
0
I guess it would have a slight WPF/dmg influence

Isn't it only armor that counts? Shields go in weapon slots.

Offline Nightmare798

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Re: 0.3.2.1
« Reply #33 on: January 13, 2014, 02:23:34 pm »
0
It's to all thrusts, actually.

If i am reading this right, it means that the thrusts will do full damage for longer after releasing the stab?
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Offline Radament

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Re: 0.3.2.1
« Reply #34 on: January 13, 2014, 02:33:32 pm »
+1
btw ... why do we still get hit when maul/mallet hits 3 feet away on the ground not visibly touching the target .. at all? Decrease hitboxes?
without shield it happens less but this annoying "feature" is present for long time ye.
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Offline Knitler

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Re: 0.3.2.1
« Reply #35 on: January 13, 2014, 03:21:25 pm »
+1
Feel free to give feedback on the thrusts.

I feel no difference (played yesterday night after the hotfix and stuff) maybe the fights were abit slower, but maybe it was in my mind.
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Offline Tydeus

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Re: 0.3.2.1
« Reply #36 on: January 13, 2014, 03:24:35 pm »
0
If i am reading this right, it means that the thrusts will do full damage for longer after releasing the stab?
No, this is how it works.
Quote from: Tydeus
No, really, this is an incredibly minor thing. Here's how it works:

Every swing, be it a thrust, overhead or side-swing, has three phases. When you click your left mouse button(or hold it down) while holding a melee weapon, your character immediately enters a swing/thrusts 'ready' animation. Your character will stay in this position until you have both released your left mouse button and the ready_dur has been exceeded. Upon fulfilling both requirements, you will then transition immediately into the release animation for that swing. The release animation is when the weapon becomes active and can collide on scene props or damage agents. Before this patch, your character would be in the ready animation for 350 ms, now we have increased that to 380. It's a minor change, but it should help.

(click to show/hide)

I feel no difference (played yesterday night after the hotfix and stuff) maybe the fights were abit slower, but maybe it was in my mind.
Yeah, it wasn't intended to be a huge change, just something to to effectively slow down thrusts a bit. It should have a larger affect on the effectiveness of thrusts for fast weapons, than for slower ones. Still, it might need increasing by a bit more because wpf reduces the delay here.
« Last Edit: January 13, 2014, 03:28:40 pm by Tydeus »
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Offline CrazyCracka420

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Re: 0.3.2.1
« Reply #37 on: January 13, 2014, 04:48:44 pm »
+3
Thoughts on patch:

-The increase of shield resistance is a good change, but I think it may have been a little bit too much of an increase.  Increasing by 5 (instead of 10) on the lower resistance shields would have been a better start IMO.  And the highest resistance shields (like my knightly heater shield) really don't need any, or much of a buff at all.  With 4 shield skill and 31 resistance, I always felt that it was a very durable shield to have.

-Instead of reducing the weight on shields, would it be possible to decrease the effect shield weight has on your athletics (run speed)?  Or is it just a general "weight affects athletics"?  Lowering shield weight is nice to allow more mobility for shielders, but it also makes them more susceptible to crushthrough and being stunned. 

Also there's still two unaddressed things that I think would greatly improve c-rpg:

-Kicks are still a problem for me, but as far as I know, cmp would have to edit WSE2 in order to fix it. 
   *The kick duration (effective animation) time is too long. 
   *The reach is a little too far
   *The radius on the kick is too wide. 
   **Would be nice if this was fixed, I think the "native" kick we used to use, was better than the current kick is (I'd rather someone kicking be able to block, than have a cartoon kick
      that is too wide, too much reach, and lasts too long).

-Team balance is still a problem, and has been for years.  Implement a proper team balance system and you'll solve a lot of the whining and complaining about "too many of 'x' class", or "y 'playstyle/class/item' is OP". 
   *Balance should take into account what "class" you are (not sure if you go based on skills alone, or based on items equipped), doesn't need to be balanced 100%, but should be
      somewhat even distribution among both teams
   *Balance should take into account player skill.  Not sure if that's purely K:D, or if you can go more granular and do something like ratio of damage given vs damage taken;
      also not sure if you should take into account overall of the character, that whole day's "skill", past 5 maps, etc.
   **If you can balance by these two things and make even teams, then stack people with same banner on the same side.  But banner balance shouldn't take precedent over these
      first two items
« Last Edit: January 13, 2014, 04:53:18 pm by CrazyCracka420 »
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Offline Kafein

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Re: 0.3.2.1
« Reply #38 on: January 13, 2014, 04:52:27 pm »
-1
-Team balance is still a problem, and has been for years.  Implement a proper team balance system and you'll solve a lot of the whining and complaining about "too many of 'x' class", or "y 'playstyle/class/item' is OP". 
   *Balance should take into account what "class" you are (not sure if you go based on skills alone, or based on items equipped), doesn't need to be balanced 100%, but should be
      somewhat even distribution among both teams

That would hide the problem without actually solving anything.

Offline pingpong

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Re: 0.3.2.1
« Reply #39 on: January 13, 2014, 06:08:27 pm »
+2


| [0] Rondel Dagger (Primary)                        | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| perks                                              | No Parry, Secondary Mode       | No Parry                      |
| primary                                            | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|


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Offline Penitent

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Re: 0.3.2.1
« Reply #40 on: January 13, 2014, 06:11:41 pm »
+1
Are the 2-slot shields still 2 slots?  Or did the move to 1 slot since they weight less?
Were all shields reduced in weight, or just some?
Which shields gained resistance, and how much?  I don't see that in the "log".

I haven't had internet in a few days, and this is all new and alarming to me.
« Last Edit: January 13, 2014, 06:22:37 pm by Penitent »

Offline Nehvar

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Re: 0.3.2.1
« Reply #41 on: January 13, 2014, 06:29:04 pm »
0
(click to show/hide)

It means no more secondary mode for rondel daggers. 
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Offline Tovi

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Re: 0.3.2.1
« Reply #42 on: January 13, 2014, 06:31:00 pm »
0
Are the 2-slot shields still 2 slots?  Or did the move to 1 slot since they weight less?
Were all shields reduced in weight, or just some?
Which shields gained resistance, and how much?  I don't see that in the "log".

I haven't had internet in a few days, and this is all new and alarming to me.

Yes, they are 1 slot now
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Offline CrazyCracka420

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Re: 0.3.2.1
« Reply #43 on: January 13, 2014, 06:37:15 pm »
0
Are the 2-slot shields still 2 slots?  Or did the move to 1 slot since they weight less?
Were all shields reduced in weight, or just some?
Which shields gained resistance, and how much?  I don't see that in the "log".

I haven't had internet in a few days, and this is all new and alarming to me.

Good question, I was wondering that as well.  As far as resistance (body armor) levels of shields, click the items spoiler in chadz post:

http://forum.melee.org/announcements/0-3-2-0/

Looks like all shields had weight reduced by 1 kg..if Tovi is correct, then some shields that were 2 slot are now 1 slot (unless devs lowered the 1 slot limit by 1 kg as well, so now shields that are 7 or higher are 2 slot).

If they didn't change the 1 slot/2 slot breaking point, then I can use the HEAVY HEATER SHIELD AGAIN!!!  I used to always love using the heavy heater shield in native and before slot system was introduced in crpg.  But I've really gotten to like my knightly heater shield over the years...decisions decisions (I may try to use the heavy heater shield again!)
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« Last Edit: January 13, 2014, 06:42:04 pm by CrazyCracka420 »
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Offline Tydeus

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Re: 0.3.2.1
« Reply #44 on: January 13, 2014, 07:00:08 pm »
+2
Yes, they are 1 slot now
This will probably be changed so don't go looming a previously 2 slot shield if you won't use it when it becomes 2 slots again.
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