Author Topic: Overhead Stab - Why it's too powerful.  (Read 5519 times)

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Evanovic

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Overhead Stab - Why it's too powerful.
« on: April 30, 2012, 03:57:23 PM »
Hi all,
 
I've seen a lot of discussion about the melee lately, mostly people having some issues with the current dynamic of it all. There are some people who have made some really good analytical points that have simply been drowned in the swarm of subjective posts, and other potential solutions have been overlooked by much of the general ranting that has been going on.
 
This thread aims to focus on the new Overhead Stab that has come into being with the new DLC and to give the useful analysis/solutions a permanent base to lead discussion with and to be an insight to those interested who don't have the willpower to sift through the many pages of ranting. Moreover, to aid developers in the future balancing of the game.
 
--

DISCLAIMER: This thread is not fuelled by my own failings in the game, I can assure you that I am doing very well in the DLC and am also enjoying it. I just merely see room for improvement. (No doubt some of you will ignore this)

I also want to say that these are not all my own ideas, I've gleaned them from the various melee topics that I have been following, and from other prolific melee players' insights into the subject.
 
--
 
So I shall now move on swiftly to the topic at hand: Overhead Stabs! Why they're too powerful at the moment and why there needs to be changed, and how.
 
Analysis:
 
1. Range
 
Overhead Stabs have more range than Underarm Stabs. Coupled with the fact that the most damage-sensitive areas of the body (chest and head) are within closer distance to the Overhead Stab origin than the Underarm Stab origin, it makes for Overhead Stabs being a significantly favourable choice of attack when both distance from target and damage inflicted are on the agenda of the attacking player.
 
Compare the ranges:
 
Overhead Stab:
(click to show/hide)

Underarm Stab:
(click to show/hide)

As is visible the Overhead Stab can reach significantly further than the Underarm Stab when at full extension.
 
To support this claim Azrooh has provided some measurements of the range and confirmed that the Overheadstab gets significantly longer range:
 
Underhand stab:
201.5cm horizontal reach
135.8cm vertical reach (looking straight, more or less if looking up or down)
 
Overhand stab:
211.5cm horizontal reach
160.2cm vertical reach (looking straight, more or less if looking up or down)
 
2. Lack of a 'pull-back'
 
This is something that makes chamber-blocking the Overhead Stab so difficult. Chamber-blocking relies on there being a small period where the weapon is 'pulled back', as this small period of time gives the defending player the opportunity to recognise the situation and then to place his counter-stab.
 
Remember that chamber-blocking can only occur when the counter-stab is released at the same time as when the attacking-stab begins to move forward. With the Overhead Stab the 'pull-back' simply does not exist; the musket is lifted straight into position and then moves forward immediately, this means that a counter-stab must be timed at almost exactly the same time as the attacking-stab, which makes it extremely risky to perform compared to an Underarm Stab which does have a 'pull-back' period.
 
This makes the Overhead Stab a much more effective attacking move than the Underarm Stab; defenders can only truly, safely counter the Overhead Stab with a block.
 
It is important to mention also that the lack of 'back-pull' has the effect of making the stab release appear faster and thus throws the opposition off-guard more easily.
 
Here are visuals of what I mean:
 
As you can see here the Underarm Stab is 'pulled-back' into position before release.
(click to show/hide)

Whereas the Overhead Stab is simply lifted into position before release, with no 'back-pull'; the turning animation hinges on the tip of the bayonet for the latter part of it, giving the effect that musket is being fed straight into the stab, thus making chamber-blocking it nigh impossible.
(click to show/hide)

3. Confusing Feinting Animation
 
The animation of the Overhead Stab originates from the middle area of the player's body. This means that in the event of a transition from Upward Block to Overhead Stab the player's character will actually move the musket downwards before moving it back up to the Stab position, and such does an ambiguity develop. Whilst the musket is being moved down from the Upward Block, from the opposition player's perspective there are 2 possibilities: the enemy might be changing to an Underarm Stab or to an Overhead Stab.
 
However, in the situation of a transition from Down Block to Underarm Stab there is no confusing animation 'blip', because the animation for Underarm Stabbing originates from the same location that the Down Block does.
 
Here are visuals that better illustrate what I am talking about:
 
Transition from Upward Block to Overhead Stab:
(click to show/hide)

Transition from Downward Block to Underarm Stab:
(click to show/hide)

And so again, this simply makes the Overhead Stab a more attractive form of attack: it has deceptive qualities that the Underarm Stab does not.
 
4. Blocking Speed
 
Yet another area where the Overhead Stab is advantaged is that it is harder to block, due to the plain reason that it takes longer for the defender to lift the musket up into the Upward Block Position.
 
Downward Blocks are faster and easier due to there being a turning animation hinge located on the butt of the musket, whereas with the Upward Block there requires a whole repositioning of the musket and also a longer distance for it to travel.
 
Here is a visual for clarification:
 
Downward Block is closer to the original resting place of the musket. The animation essentially hinges on the butt of the musket and needs only to rotate, not reposition itself so-to-speak:
(click to show/hide)

Upward Block takes a little longer as the whole musket must be repositioned and moved a further distance:
(click to show/hide)

This is quite a subtle difference, and on it's own it's a rather minor, negligible difference, however combined with the last 3 points it acts as an amplifier of the effects of the greater range and 'faster' release of the Overhead Stab.
 
5. Spin Stabbing/'Sweeping'
 
Furthermore, the Overhead Stab is a more favourable option to use in a turning attack or 'Spin Stab' as they are called or 'Sweep'. This is because of the advantageous origin of the Overhead Stab: it can target the vital, high-damage areas of the body (chest and head) easily, due to it's proximity. It is not hard to avoid a 'Stub' (where the attack does not pierce). This is achieved by aiming the musket at a smaller, lower angle than normal, the effect being that not too much Stab distance is gained before it pierces the enemy.
 
The problem with an Underarm Spin Stab is the turning speed is too slow for it to pierce properly. The Stab gains distance too fast before it can pierce the enemy and usually results in a Stub or even a miss entirely.
 
The Underarm Stab's equivalent angle adjustment to the Overhead Stab's does not work at all, due to the fact the the Stab gets obstructed too early by the clunky torso of the enemy player - a problem not faced by the Overhead Stab, due to the amount of space it has being do high up.
 
Therefore the Spin Stab is exceedingly harder to perform effectively with Underarm Stab compared to the Overhead Stab.
 
Here are visuals to aid explanation, showing a right to left 'Spin Stab':
 
The Overhead Spin Stab:
(click to show/hide)

On the other hand, the Undearm Spin Stab it is not really possible to angle in such a way:
(click to show/hide)

If the equivalent angling is attempted, as shown:
(click to show/hide)

6. Better vs Cavalry
 
This does not need to be expanded on in great detail. It's pretty widely accepted that the Overhead Stab is, on the whole, a better method of attack verses cavalry, simply due to its range and it's positioning making it able to penetrate the rider more effectively than an Underarm Stab would.
 
- -

And that is the conclusion of the analysis of the Overhead Stab and why it's better, in so many situations, than the Underarm Stab.
 
Explanations:

Now lets think of reasons why it should not be this way:
 
1. Realism: I am pretty sure that in the history of Napoleonic Warfare it was the Underarm Stab that resulted in more casualties. I am beginning to see regiments charge more commonly with Overhead Stabs braced rather than Underarm Stabs in Line-Battles and to be frank it looks pretty silly and unrealistic. And just to generally see how often it is used in charges whether it be on the battle servers or in regiment events does detract a bit from the immersion.
 
2. Overpoweredness: The sheer breadth of dominance across the spectrum of melee fighting warrants some changes. Certain attack directions should be limited and specialised in their own way, not blatantly better than the other.
 
3. Lack of intuitiveness: A lot of the more deceptive aspects (e.g. the Feinting animation blip or the lack of a 'pull-back') work not due to player skill but due to the mechanism of the game. It's important that an online game has mechanics that force players to use skill, and not simply to grant them with easy ways of getting kills. Intuitive game mechanics are what will give this game longevity and allow players to develop their skillsets and be more competitive, once the game's more gimmicky aspects (the great graphics and new environments) have worn off.
 
Solutions
 
So what changes could rebalance the Overhead Stab? I think I'll leave this as a more open question for the rest to discuss or formulate for themselves, but I will do a quick, basic run-through of how each inidividual point of analysis could have improvement:
 
1. Range: Reduce it or slow down the speed of the stab as compensation.
2. Lack of 'pull-back' (chamber-blocking): Rework the animation so that there is a clear 'pull-back' stage in the animation.
3. Confusing Feinting Animation: Again, rework the animation so that the origin of the animation is not from the middle of the body, but rather higher.
4. Blocking Speed: Increase the speed of an Overhead Block.
5. Spin Stabbing or 'Sweeping': Increase the turning speed a little so that Undearm Stabs can pierce more often.
6. Slow down the speed of stab.
 
I do not advocate all of these changes, just perhaps a combination of a few of them, anything that will bring the Overhead Stab into line with the Underarm Stab. I personally like the idea of solutions 1, 3 and 5.
 
What are your thoughts?
 
Evan
« Last Edit: May 13, 2012, 11:38:06 AM by Evanovic »
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jros83

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Re: Overhead Stab - Why it's too powerful.
« Reply #1 on: April 30, 2012, 03:58:24 PM »
melee is fine, change will only make things even more controversial.

Evanovic

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Re: Overhead Stab - Why it's too powerful.
« Reply #2 on: April 30, 2012, 04:00:23 PM »
melee is fine, change will only make things even more controversial.

Melee is always changing, has been since the first installments of the MM mods. It's important to improve and perfect.
Evanovic / Evanski. 4-time Group Fighting Tournament Winner. Team: Graham and his Minions & Team Argyll

lolSid

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Re: Overhead Stab - Why it's too powerful.
« Reply #3 on: April 30, 2012, 04:00:44 PM »
melee is fine, change will only make things even more controversial.

Did you read it? as according to this post, melee is far from being "fine".

Also, I agree whole heartedly Evanovic.
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jros83

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Re: Overhead Stab - Why it's too powerful.
« Reply #4 on: April 30, 2012, 04:04:25 PM »
yes I read it, and I do not agree. My opinion is that it is fine.

when you ask for thoughts, be prepared that not everyone will agree.

lolSid

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Re: Overhead Stab - Why it's too powerful.
« Reply #5 on: April 30, 2012, 04:05:24 PM »
yes I read it, and I do not agree. My opinion is that it is fine.

when you ask for thoughts, be prepared that not everyone will agree.

Oh right, just looked like you did a "Post one sentence because it is the same as all the other melee woe threads"
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jros83

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Re: Overhead Stab - Why it's too powerful.
« Reply #6 on: April 30, 2012, 04:07:46 PM »
yes I read it, and I do not agree. My opinion is that it is fine.

when you ask for thoughts, be prepared that not everyone will agree.

Oh right, just looked like you did a "Post one sentence because it is the same as all the other melee woe threads"

I'm sure it looks like that. Does not make it so. Sometimes one sentence is really all someone needs to give their opinion. I come from an occupation where brevity and conciseness is encouraged, so please excuse me for refraining from an excess of verbosity.

SvenssonHD

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Re: Overhead Stab - Why it's too powerful.
« Reply #7 on: April 30, 2012, 04:16:40 PM »
As Sid said, I agree heartedly with you Evan. I'm also enjoying the game, but changes are needed for such a competative game like this. Inconsistent-''ness'' in such a competative community like this, doesn't belong here.

greaterbeing

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Re: Overhead Stab - Why it's too powerful.
« Reply #8 on: April 30, 2012, 04:45:54 PM »
yes I read it, and I do not agree. My opinion is that it is fine.

when you ask for thoughts, be prepared that not everyone will agree.

I'm fairly sure that for your opinion to be respected and/or acknowledged, you need to defend it. Perhaps you should write a post defining and then defending your point of view rather than dismissing a lengthy essay that makes some valid points with just one sentence.

Besides the arguments outlined in the OP, the other issue I seem to have with the overhead attack is that it's damage duration seems longer than the normal stab. It feels as though I can make an overhead attack and still damage someone if I move my musket into them after the stabbing animation has completed. Is this just in my head or are others experiencing this?

Thokan

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Re: Overhead Stab - Why it's too powerful.
« Reply #9 on: April 30, 2012, 04:49:56 PM »
yes I read it, and I do not agree. My opinion is that it is fine.

when you ask for thoughts, be prepared that not everyone will agree.

I'm fairly sure that for your opinion to be respected and/or acknowledged, you need to defend it. Perhaps you should write a post defining and then defending your point of view rather than dismissing a lengthy essay that makes some valid points with just one sentence.

Besides the arguments outlined in the OP, the other issue I seem to have with the overhead attack is that it's damage duration seems longer than the normal stab. It feels as though I can make an overhead attack and still damage someone if I move my musket into them after the stabbing animation has completed. Is this just in my head or are others experiencing this?

You talk about the ghost reach. This is something one have to bit and swallow as it comes with the angle of the overheadstab and its maneuverability.



Personally I believe the solutions 2 and 3 would solve most of the heaviest problems. I am unsure of 4, as it is hard to chamber with the overhead as it is to date  :mrgreen:
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jros83

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Re: Overhead Stab - Why it's too powerful.
« Reply #10 on: April 30, 2012, 05:07:36 PM »
how does one "defend" that they do not agree and that they feel no change is needed? It's self explanatory. I'm sorry if I disagree with a popular poster with a popular opinion; it in no way compels me to start an argument.

Vorlen

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Re: Overhead Stab - Why it's too powerful.
« Reply #11 on: April 30, 2012, 05:20:26 PM »
Original posy - too long to quote

+1 pretty much. Overhead is the new "downstab". Melee is also fine, but theres no point to the downstab now unless it's to try to trick someone, 80%+ of attacks will be overhead. At least for me, i do my attacking with overhead, downstab is just utility.

I presume this was done so that you have more usefull attack, and to get through someones downblock, and it works to an extent. But the lack of tactical options usually just turns a fight into a spamfest.




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NanoNapoleon

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Re: Overhead Stab - Why it's too powerful.
« Reply #12 on: April 30, 2012, 05:23:51 PM »
how does one "defend" that they do not agree and that they feel no change is needed? It's self explanatory. I'm sorry if I disagree with a popular poster with a popular opinion; it in no way compels me to start an argument.

By telling us why, what experiences have you had which influenced your opinion. It may help the entire issue.
We are willing to listen

Kipsleverworst

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Re: Overhead Stab - Why it's too powerful.
« Reply #13 on: April 30, 2012, 05:32:35 PM »
I feel that a lot of people want old MM melee back.

SvenssonHD

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Re: Overhead Stab - Why it's too powerful.
« Reply #14 on: April 30, 2012, 05:36:07 PM »
I feel that a lot of people want old MM melee back.
Obviously, as most of the NW community heritages from MM.