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warband is still good enough for you to spend years on creating and maintaining a mod for that game.chadz not working on it anymore. crpg is now the trainee project, the way to train and teach the new young devs. they are alchemisting and we are testdummy'ing and if we aint testdummy'ing, we should stfu about anything cos trainees knows wtf they do.
Wat, now the tendency to hit at head height for an animation is a disadvantage because people duck under the swing? That is the most desperate, far fetched whine I have ever heard.
We may not love corrupt government, but we must love our country.
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Whoops, yeah, outside of the head-hitting part. Left swing would deal more when it hits the head, then (I personally look down when I fight, so my left swings hit the body ). For some reason, overheads just deal more damage in general, with additional bonus damage to the head.I can't really speak for Tydeus. I just shrugged and said go for it if he thinks he can improve it since I liked his last right swing change.Edit: Clarified a few points better.
I am getting used to the new right swing. I guess it isn't that bad.
I like the idea of the new animation;From native, the slash directions looked like: \ (left) and _ (right)Now the idea is to do something that looks more comfortable: \ (left) and / (right)
Since we're on animations, does the 2h up attack nudge look kind of wonky (it stutters) in-game?I've looked at it in openbrf and it looks fine there.
It's because of how it was implemented(the animation had to be sped up a ton). So yes.
I think the new animation makes the ghost reach of the Elite Scimitar less (more?) apparent, which is why Eyebeat is having a hard time. It's awesome that this change has fixed longstanding glaring issue, although in a roundabout faction. Eyebeat may just have to find something else to crutch.
Being a smallish community doesn't entitle you to act more like a dick than other communities.