Author Topic: Feinting - The New Spinning  (Read 3663 times)

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Evanovic

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Re: Feinting - The New Spinning
« Reply #75 on: May 08, 2012, 10:14:58 PM »
Just fixing overhead animation, damage calculation and overhead "ghosting" would stop bayonet melee from being rather random.

And increase the turning speed slightly... :wink: I agree with all your points about the overhead, in fact you saw my thread where I made some of those observations of it, however the musket turning speed is just a bit too limiting, wouldn't you agree?
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Maboobs

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Re: Feinting - The New Spinning
« Reply #76 on: May 08, 2012, 11:25:28 PM »
however the musket turning speed is just a bit too limiting, wouldn't you agree?

No. I can block down/up to my left and right just fine, I can still do "sweeping" only in a smaller angle, like I always have.

The Overhead is dodgy, but I think we should fix it before we talk about any more melee changes.

Son0fApollo

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Re: Feinting - The New Spinning
« Reply #77 on: May 09, 2012, 04:09:03 AM »
I only read the first 3 pages, then got bored.

BUT I have played F&S... The spear abuse made M&M bayonets a piece if cake. And this is similar, unless they look down and over head stab.. That's just bs.

Of course, you ca always shoot, gang or get cav to ride them down ;)
I always felt a kick poll was a reward for excellent gamesmanship.

Vorlen

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Re: Feinting - The New Spinning
« Reply #78 on: May 09, 2012, 05:52:27 AM »
however the musket turning speed is just a bit too limiting, wouldn't you agree?

No. I can block down/up to my left and right just fine, I can still do "sweeping" only in a smaller angle, like I always have.

The Overhead is dodgy, but I think we should fix it before we talk about any more melee changes.

Seeing as no-one seems to be paying attention to actually fixing it (coming up to a month since release soon and not a single word on it), then that doesn't seem like a viable option.

The point is "sweeping" is a dumb and unrealistic feature for spear like weapons of any type. It's a piercing weapon, not a slashing one, with a spear like weapon you have to be precise. The fact that you can dodgily glitch through someones block bt purposely missing them, them letting go of block and you killing them halfway through the pullback animation, insanity, but hey, all the "realists" and fighting grand masters say it's more realistic... right? Killing people on the pullback of the downstab happened in MM too. But rarely, due to the better, more intuitive combat mechanics of MM (specificily turn speed here) people would actually turn into the attack and get the block, the "ding", or hit a wayward stab with an oppurtunistic chamber.

Alot of people were lazy with blocking overheads because it wasn't instakill. A good player would block them. A good player would most definately instakill someone who didn't block an overhead though. Overhead once with some momentum, stunlock, downstab, death. Or players like ward, rebellious, svensson would just kick someone downblocking for too long.

What I am saying is that the bayonet is easily as glitchy, buggy, unrealistic and exploitable as it has always been. Only now it is actually more exploitable, providing no fun and needing little skill to be able to use it.




"oke bro lucky lag i dont know how often un port from one side to other i chamber u 7 times oke im better than u thx for that laggy time"

DL_3tes_Iro.

Oposum

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Re: Feinting - The New Spinning
« Reply #79 on: May 09, 2012, 11:33:10 AM »
Actually, I fondly remember playing the beta and watching a clanmate "Fred" using feinting. I'd never seen it before, and he kept catching me out until I learned to block his second attack. Then he started doing it triple, and I blocked his third. Then he mixed them in, and it got tricky, but eventually I became pretty good at blocking, and I could even learn to predict when he was going for the triple so I could get a cheeky stab in etc. etc.
Do you remember that you could stop your attack during any point? Do you remember that you could do around 15 feints in 1 second?
I remember just feintspamming people to death with spear because it was impossible to see from where the  attack is coming (with 15 attack direction changes per second its a bit hard) and feinting again just a bit before my spear hit a lucky good block tricking the poor guy into thinking he blocked. If it was intended feature it was really really badly implemented at first. However, it's important game mechanic and they fixed all of those things during closed beta.

No. I can block down/up to my left and right just fine, I can still do "sweeping" only in a smaller angle, like I always have.

The Overhead is dodgy, but I think we should fix it before we talk about any more melee changes.
"Sweeping" is a lot less powerful now, I've seen people doing them and bayonets passing through people without hit being registered, which is good thing.

And increase the turning speed slightly... :wink: I agree with all your points about the overhead, in fact you saw my thread where I made some of those observations of it, however the musket turning speed is just a bit too limiting, wouldn't you agree?
It's not gamebreaking limited, but I've been in some weird situations where me and some dude had to stab 5 times at each other before scoring a hit(neither of us even tried to block :)).
I didn't have any problems with turn limit screwing up my block though.
There are some issues with overhead and block detection on highly populated servers (overhead just goes through your block) but that is probably either server lag or local lag.

What I am saying is that the bayonet is easily as glitchy, buggy, unrealistic and exploitable as it has always been. Only now it is actually more exploitable, providing no fun and needing little skill to be able to use it.
Now the average skill level has finally increased and overhead isn't i-win-button anymore, but as it has been previously said overhead needs some changes before trying to change the rest of the melee system.