Author Topic: 0.4.4.4  (Read 18915 times)

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Offline Hellsing

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Re: 0.4.4.4
« Reply #30 on: February 08, 2016, 02:15:38 pm »
-1
So basicly you want a shield and a one hand

Offline Porthos

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Re: 0.4.4.4
« Reply #31 on: February 08, 2016, 03:53:19 pm »
+3
After the latest patches the siege rises from the grave, which is nice. Some people, however, complain that there are too few maps and it became too repetitive to play. Please, add these maps during the next patch fix/weekly reset to satisfy them:
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Offline Gravoth_iii

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Re: 0.4.4.4
« Reply #32 on: February 08, 2016, 05:48:23 pm »
0
I mean situations when you get hit with pike that comes from the ground or face to face full dmg stabs with any weapon. It is not like it is fixed but we see that way less.

Still shit dosent work like I ould like to see that but whatever.
There is still more than plenty ways to instantly connect hiits with pretty much any kind of weapon. 1h leftswing is just best example of that. 2h polearms every weapon can do a lot of damange on very begining of animation.

Drag stabs arent really instant hits, its just hits delayed so that you dont glance. Swings still are very good on most weapons, yes, like 1h right swing got a sick buff etc. But i still feel stabs should get their prime back. Ive always though the mod should be using skill as a base for changes, but reducing turnrates only added a luck factor from my experience.
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Offline WITCHCRAFT

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Re: 0.4.4.4
« Reply #33 on: February 08, 2016, 07:58:09 pm »
+5
I can see where you're coming from, but disagree. With the faster metagame we have now, no ground hit detection and unlimited turn speed would turn a lot of combat (especially duels) into spastic frenzies where latency and luck would play a larger role than they do now.
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Offline Gravoth_iii

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Re: 0.4.4.4
« Reply #34 on: February 08, 2016, 09:40:42 pm »
0
I can see where you're coming from, but disagree. With the faster metagame we have now, no ground hit detection and unlimited turn speed would turn a lot of combat (especially duels) into spastic frenzies where latency and luck would play a larger role than they do now.

How would it turn into that exactly? And how would more turnrate make latency matter more, and luck? How is more control adding more luck? that contradicts eachother.
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Offline Guray

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Re: 0.4.4.4
« Reply #35 on: February 08, 2016, 10:05:42 pm »
0
Remove hitboxes on buildings and props too pls.
Or just change the gravity and let us fight in air
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Offline Gravoth_iii

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Re: 0.4.4.4
« Reply #36 on: February 08, 2016, 10:52:48 pm »
+1
Remove hitboxes on buildings and props too pls.

Better yet, fix them to actually fit the models.
Paprika: ...the Internet and dreams are similar. They're areas where the repressed conscious mind escapes.
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Offline Guray

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Re: 0.4.4.4
« Reply #37 on: February 09, 2016, 02:36:55 am »
0
Better yet, fix them to actually fit the models.
But why . it will be more skil based. You would have to be aware of up down behind left right etc. Best solution is ti change gravity and have empty maps so we can float around and kill eachother in our more skill based game .
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Offline WITCHCRAFT

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Re: 0.4.4.4
« Reply #38 on: February 09, 2016, 04:30:39 am »
+6
Best solution is ti change gravity and have empty maps so we can float around and kill eachother

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irl something shorted on the shuttle and laika overheated and died within a few hours of liftoff and for a brief while one could look up to the stars and see a light shooting across the sky that was actually a warm dog corpse slingshoting about the earth at thousands of miles per hour which was arguably humanity's greatest achievement so far

Offline Guray

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Re: 0.4.4.4
« Reply #39 on: February 09, 2016, 10:27:38 am »
0
Look how skill based that game is  :D
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Offline Gravoth_iii

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Re: 0.4.4.4
« Reply #40 on: February 09, 2016, 11:20:34 am »
0
But why . it will be more skil based. You would have to be aware of up down behind left right etc. Best solution is ti change gravity and have empty maps so we can float around and kill eachother in our more skill based game .

Bearforce 2 had some crazy jumping gravity, and that was incredibly fun to learn. Pretty skillbased also, but instant kills reduced the skillcap a little bit. Unfortunately it doesnt fit crpg as much, otherwise i would be all for it.

No, things that make no sense make the game more skillbased.

All weapons, props, and possibly the players should be invisible
xdd
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Offline Gravoth_iii

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Re: 0.4.4.4
« Reply #41 on: February 09, 2016, 01:42:08 pm »
0
I've been wanting the rageball force-jump in all servers for years

To this day i still have never played rageball, but forcejump would be sick yeah.
Paprika: ...the Internet and dreams are similar. They're areas where the repressed conscious mind escapes.
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Offline CrazyCracka420

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Re: 0.4.4.4
« Reply #42 on: February 09, 2016, 05:43:03 pm »
0
Any plans on fixing the Long Jian?  Or can I get my loompoints back?

It's currently labeled as "one handed" (not one handed/two handed, which now after looking on the website it doesn't look like any of the bastard weapons that can be used in 1h or 2h mode are properly labeled, but they always seemed to be listed on 2h weapon list, not 1h).  Which would have influenced my decision to heirloom, and it also only has a stab (no overhead), which would have been nice to know (do any other 1h swords have stab only, no overhead swing)?
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Offline matt2507

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Re: 0.4.4.4
« Reply #43 on: February 09, 2016, 05:59:30 pm »
+1
Any plans on fixing the Long Jian?  Or can I get my loompoints back?

It's currently labeled as "one handed" (not one handed/two handed, which now after looking on the website it doesn't look like any of the bastard weapons that can be used in 1h or 2h mode are properly labeled, but they always seemed to be listed on 2h weapon list, not 1h).  Which would have influenced my decision to heirloom, and it also only has a stab (no overhead), which would have been nice to know (do any other 1h swords have stab only, no overhead swing)?

Long Jian is labeled as 1h because she use the 1h wpf. The actual mixed 1h/2h animations is a try made by. Also, she have a overhead animation, I use it on one of my alt and I have no problem to make overhead with it.
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Offline Utrakil

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Re: 0.4.4.4
« Reply #44 on: February 09, 2016, 06:16:52 pm »
+1
With shield it only has stab and right-swing. I think the 2h animation for leftswing and overhead is fun, but every 1h should be usable with shield.
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