Author Topic: CT on axes, bardiches etc.  (Read 679 times)

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NightHawkreal

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Re: CT on axes, bardiches etc.
« Reply #15 on: April 05, 2012, 04:37:03 PM »
Apply Vikingr melee to Deluge.

Perfect mod.

There's no sabers and rapiers, nothing good happens.
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JumBoo

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Re: CT on axes, bardiches etc.
« Reply #16 on: April 06, 2012, 07:04:42 PM »
Crush through is still a big mystery to me, could someone explain to me what exactly is taken into account when a weapon with crush through strikes another weapon that is blocking? In native it could only be done with overhead attacks (the only exception being a morning star when mounted on horse), and it seems like "weight" is an important modifier. Simply adding the attribute "crush through" to a weapon does not necessarily mean it will crush through; I dont believe i've even ever seen the horse jaw mace crush through anyone.

TELL ME THE SECRET FORMULAS

Aklis

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Re: CT on axes, bardiches etc.
« Reply #17 on: April 06, 2012, 08:52:17 PM »
Apply Vikingr melee to Deluge.

Perfect mod.

A brilliant mod indeed only surpassed by Deluge in matters of realism and balance.

Vikingr is far more realistic than Deluge. Deluge weighs up with more features, though.

As for CT, I generally loathe anything that upsets the natural balance of the game. As dodging isn't really a part of the M&B engine, CT-weapons become unstoppable. Add to this the fact that you very, very rarely actually would block in the way that you do in Warband (meeting a force with an equal force, stopping the blow entirely), but instead really only apply so much force as to guide the blow out of the way, CT doesn't make much sense in a realism-perspective either.

Vikingr's approach, where axes, especially two-handed ones, make quick work of any shield (it takes maybe four or five blows with a two-handed axe to break a shield) would be applicable if shields were more widely used.
« Last Edit: April 06, 2012, 09:00:29 PM by Aklis »

Venethor

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Re: CT on axes, bardiches etc.
« Reply #18 on: April 06, 2012, 09:34:27 PM »
Apply Vikingr melee to Deluge.

Perfect mod.

A brilliant mod indeed only surpassed by Deluge in matters of realism and balance.

Vikingr is far more realistic than Deluge. Deluge weighs up with more features, though.

As for CT, I generally loathe anything that upsets the natural balance of the game. As dodging isn't really a part of the M&B engine, CT-weapons become unstoppable. Add to this the fact that you very, very rarely actually would block in the way that you do in Warband (meeting a force with an equal force, stopping the blow entirely), but instead really only apply so much force as to guide the blow out of the way, CT doesn't make much sense in a realism-perspective either.

Vikingr's approach, where axes, especially two-handed ones, make quick work of any shield (it takes maybe four or five blows with a two-handed axe to break a shield) would be applicable if shields were more widely used.

Calling Vikingr FAR more realistic is an exaggeration and the whole thing about upsetting the balance is absurd. The bardiche and most other axes are extremely under powered in Deluge, and even though your point about guiding the weapon away is good it is still very difficult to do something like that against a bardiche coming at your head at full speed. Doing something like that would require training and even with the CT you'd still be able to chamber the CT-weapons.

matmannen

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Re: CT on axes, bardiches etc.
« Reply #19 on: April 07, 2012, 11:10:46 AM »
(click to show/hide)

To be honest i really don't think that CT would be a good addition "unless" mark my word "unless" you make the weapon slower.

Motivation: When i use the bardiche all, and i move towards an enamy all i need to do is swing the axe a a second or so before i'm in range and then when i get in range in time for the strike (and he is too far away to reach me with his shorter weapon) baam other guy dead.

His only way to survive is either moving backwards (even then I can probebly stike him again before he's in range with his shorter weapon) or blocking so that he can come in range and kill me.

So you see adding CT with the current weapon speed is truly going to change the balance, soldiers weilding 2h axes will become gods. So no really not a good idea if other stats are not changed  :mrgree

Then again i guess adding CT would be perfect if you want to get easy kills.

EDIT: Added spolier
I would prefer it if horseman would have some courtesy and would leave people alone when dueling.

FrisianDude

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Re: CT on axes, bardiches etc.
« Reply #20 on: April 07, 2012, 03:54:18 PM »
As dodging isn't really a part of the M&B engine,
Yes it is. :o It very much is. In most fights I do I block some attacks, normally, take a few on the chest, but try to side-step most of it. Dodging isn't really a special feature, it's just WASD-ing away from the swing. Away from an overhead is easiest, in that regard.
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jepekula

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Re: CT on axes, bardiches etc.
« Reply #21 on: April 12, 2012, 07:24:43 PM »
As dodging isn't really a part of the M&B engine,
Yes it is. :o It very much is. In most fights I do I block some attacks, normally, take a few on the chest, but try to side-step most of it. Dodging isn't really a special feature, it's just WASD-ing away from the swing. Away from an overhead is easiest, in that regard.
It is still not part of the engine. It is something you can do if you can move, really. Most of my games in all multiplayer M&B come from dogding their attack and retaliating with mine. It works miracles and is easy :P