Author Topic: Bring back M&M melee please  (Read 4379 times)

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DarkOmega

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Re: Bring back M&M melee please
« Reply #120 on: July 18, 2012, 06:14:49 AM »
I know i gave a limited and rather blunt explanation but i was tired.

tHe TeMpLaR10

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Re: Bring back M&M melee please
« Reply #121 on: July 18, 2012, 08:15:38 AM »
I try to use 'skill' in this new melee system but most of the time the stab goes straight through the player doing nothing. Same with block. There seems to be a severe delay that wasn't there on normal M&M. Needs to be fixed asap, 1st priority.

How about you play on a server that doesn't have 700 ping :roll:
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Hekko

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Re: Bring back M&M melee please
« Reply #122 on: July 18, 2012, 10:35:25 AM »

I find that the gamble of forcing glances is mitigated due to the nature and increase of said glances. In NW there is a certain minimum range in which attacks simply will not find purchase, and that can be exploited. Do you not find this occurring? It is not training to be luckier so long as it can be regularly and confidently used no? It also has much more direct benefits as opposed to your example of chambering with fists. It can confuse the opponent, and timed well it can open them up for a quicker counterattack than simply blocking the attack itself.

The thing is, getting poked is a gamble, when I have tried to demonstrate pokes to people it has been quite tricky to find an angle for the overhead where I consistantly poke. This does not even account for the dolphin, no matter how close you are someone might doplhin you mitigating even the possibility of poking you, which means that it's not only a gamble on mechanics but also on the persons awareness. The fact is it's too risky a move to be part of a serious repertoire. So in light of this one might as well argue that this move is facehug, spam and pray which partially even validates Gokillers view.

I was not trying to say that MM did not have the same skills necessary for success. I also will agree that attacking is an easier thing to accomplish, but there is a trade off of some equity towards the defense. With attacking now being the easier act to accomplish, the players who want to go to the next level in the game need to change their focus, and find new ways to deal with the problem.

My point was that these things have allways been in, and the second attack does not change the absolute emphasis placed on these skillsets. Proportionally they have grown in importance since other skillsets have been removed. So it's not a case the slice of these areas growing in the skillcake, but the skill cake having certain areas carved away for an overall smaller skillcake.

Secondly shifting focus to staying alive is quite contrary to the easy to learn hard to master mantra gamedevelopers are so fond of. Easy to learn means that can contribute a bit quite easily, i.e. blocking down and distracting the enemy. And hard to master means that to kill people effectively and swiftly on your own you need to be quite experienced. Where as at the moment because it's comparatively so hard to stay alive there is no distinction between a bad player and an intermediary player. Both of them will flail around wildly with their attacks. So at the moment you have two kinds of players, baddies and kill farmers instead of a spectra of different skill levels that will perform at their own level consistently.


EDIT: To clarify, some areas I would find to increase ones performance would be in an understanding of range, the probabilities of glancing, what to do in group situations etc.

Most of these things constitute gambles, and not necessarily good ones at that, and even so they are skills that were equally needed in MM so people who were good in MM will have them down and thus they are not areas that most of the people prefering MM melee need to brush up on.

Now, I want to discuss some of what you said in that last sentence. Do you mean in any situation? Or are you alluding to certain ratios of enemies? I do want to discuss it but first I want to understand exactly what you meant.

To clarfy the sentence I think you are refering too: I believe that the shorter more random (from alot of peoples point of view) melee will make people less prone to go into melee simply because it's too much of a gamble in their eyes, if they hang back and shoot they feel that they are safer, and more likely to pick up 2 kills than by going into melee twice. Which I believe is partially a cause for people running away instead of fighting in melee and similar practices, which did exist in MM of course, but they were far less prevalent in my opinion.

And perhaps I should have taken it that way, over the past several weeks this issue has been rather hot button and I understand that it frays the patience over time.

Yeah, it's easy to resort to hyperbole and exageration in the debate, especially since alot of the veterans feel very passionately about it.
« Last Edit: July 18, 2012, 10:37:57 AM by Hekko »

Oposum

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Re: Bring back M&M melee please
« Reply #123 on: July 18, 2012, 11:40:52 AM »

I find that the gamble of forcing glances is mitigated due to the nature and increase of said glances. In NW there is a certain minimum range in which attacks simply will not find purchase, and that can be exploited. Do you not find this occurring? It is not training to be luckier so long as it can be regularly and confidently used no? It also has much more direct benefits as opposed to your example of chambering with fists. It can confuse the opponent, and timed well it can open them up for a quicker counterattack than simply blocking the attack itself.

The thing is, getting poked is a gamble, when I have tried to demonstrate pokes to people it has been quite tricky to find an angle for the overhead where I consistantly poke. This does not even account for the dolphin, no matter how close you are someone might doplhin you mitigating even the possibility of poking you, which means that it's not only a gamble on mechanics but also on the persons awareness. The fact is it's too risky a move to be part of a serious repertoire. So in light of this one might as well argue that this move is facehug, spam and pray which partially even validates Gokillers view.
If you're moving forward, overhead will never poke at 0 range (no matter how guy who's getting stabbed is moving). However, it seems that when someone spins overhead at you, if you're at decent range when he started, just moving backwards will make it poke almost always. It's easy to exploit the "stun" poke gives enemy if you made him do it on purpose. Making enemy poke on purpose, so you can stab him, can only be made on end of anims (since if you try it at close range, if enemy does overhead you'll just get killed) and I do it from time to time, quite reliably.

P.S. Not only the 4th Kings Own, but all those influenced and descendent from them have quit. We find absolutely no challenge or enjoyment out of this terrible mess, and artillery is so easy even I don't care about it anymore. (The only thing holding any interest in artillery is the mortar, but they aren't even used for most events. Its like taking the best feature of artillery, and just placing it off to the side to collect dust). I have managed to rack up hour after hour on MM in the public servers, every single day. MM was probably the most addicting game I have ever seen or played. Now? 10 minutes a week, if not less. All public servers are comprised of is point-blanks, musketoons, explosives, and more teamkills than any of those kills combined. Like I said before, I am just done with this game. Back to MM I go!
Cannons are like sniper rifles right now, it's ridiculously easy to aim them, while howitzers take some time to get used to. Still, I play with howitzer here and there and I can reliably hit 3/5 shots.
Pointblanking is horrible, mostly because players are slower and everything's more accurate. Adding some delay before firing would probably make pointblanking useless while it wouldn't harm accuracy on mid to long ranges.
I'm fine with musketoons, mostly because they're so random it's easy to dodge them. Once I fired a musketoon at guy who was rushing me frontally, not even trying to dodge my shot, missed him and killed some poor guy who was 20 meters to his left, and completely out of my crosshair.

secretagent

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Re: Bring back M&M melee please
« Reply #124 on: July 18, 2012, 01:00:10 PM »
I try to use 'skill' in this new melee system but most of the time the stab goes straight through the player doing nothing. Same with block. There seems to be a severe delay that wasn't there on normal M&M. Needs to be fixed asap, 1st priority.

How about you play on a server that doesn't have 700 ping :roll:

My ping is 60ms, no more uneducated posts like that please.

Munro

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Re: Bring back M&M melee please
« Reply #125 on: July 18, 2012, 10:57:09 PM »
Quote
Cannons are like sniper rifles right now

Cannons were always like that, in both mm and NW, but now it is so easy you can go 20-0 with your eyes closed the whole time. In MM you needed to accurately judge the arc of the cannon, and aim accordingly, which does not exist anymore since the cannonball defies gravity in NW, and you needed to aim with the barrel of the cannon rather than the aimpoint, since it was often glitchy and not synced with the cartridge as an aimpoint.

Cannons in MM were much more difficult, and much more rewarding, but now it is like taking candy from a baby, then shooting that candy at a line of infantry and killing them all.

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Hekko

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Re: Bring back M&M melee please
« Reply #126 on: July 18, 2012, 11:03:18 PM »
If you're moving forward, overhead will never poke at 0 range (no matter how guy who's getting stabbed is moving). However, it seems that when someone spins overhead at you, if you're at decent range when he started, just moving backwards will make it poke almost always. It's easy to exploit the "stun" poke gives enemy if you made him do it on purpose. Making enemy poke on purpose, so you can stab him, can only be made on end of anims (since if you try it at close range, if enemy does overhead you'll just get killed) and I do it from time to time, quite reliably.

I wouldn't say this is too effective, it's just normal footwork, move forward when your stabbing move backwards when your blocking. Getting a poke is more luck than anything else unless you're at an extreme distance where the question is whether or not it will poke or miss alltoghter, which in turn begs the question why the other person is following around a backpedaler with a stab, or at all for that matter.

nicknick12

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Re: Bring back M&M melee please
« Reply #127 on: July 19, 2012, 03:04:16 AM »
Please lock this useless ******* thread   :x
Agree

bdd458

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Re: Bring back M&M melee please
« Reply #128 on: July 19, 2012, 04:36:35 AM »
I'm quite on the fence about this one.

Being part of an MM regiment since August of last year I know I couldn't fathom chamber (On purpose) or spin or something like that at the beginning. In November I was OK, and started to get better.

But in the end, I prefer NW's. Not because it's "easier" per say, but because now everyone and their mother isn't spinning and it looks like a battle and not a dance off.
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Lowlander

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Re: Bring back M&M melee please
« Reply #129 on: July 19, 2012, 01:59:27 PM »
I played MM for a long time. So long, I completely hated the mod as the melee was stale and predictable. It completely bored me. MM was a mod, suited to a small group. NW is a completely new game, not just another patch. The overall pace of the game is increased, there is more attacking options. NW was designed for a wide variety of players in mind, to be suited to every. People say that the game is dumbed down thats just a load of shit. The game is well balanced but there is still a degree of skill needed to do well. NW is superior to MM... However I dont like the bumps! Sharp pointy things should not have trouble going through thin cloth :/

Oposum

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Re: Bring back M&M melee please
« Reply #130 on: July 19, 2012, 02:17:04 PM »
The overall pace of the game is increased, there is more attacking options.
Not really, kicking and chambering are almost completely useless in NW which craps the skilled player fighting quite a lot. Only thing you can do to pass someones block is animation glitching, or feintspamming cause animations start is the same and overhead doesn't have sweetspots. So yeah, combat pace may be increased and it's all fine and dandy with average players, but with skilled players it's just a test of who will get bored first (in duels of course).
NW was designed for a wide variety of players in mind, to be suited to every. People say that the game is dumbed down thats just a load of shit. The game is well balanced but there is still a degree of skill needed to do well.
Being made for wide variety of players doesn't mean that higher level play needs to be thrown out of window and skill ceiling dropped.
It is dumbed down, spamming is far too effective. Few days ago I slaughtered 15-20 people single handedly just by spamming and using basic footwork. If I tried that anywhere but on NW I would get butchered in few seconds. Fighting lot of people and actually using something else than spam works better for all weapons except bayo (cause nothing else have 2 instakill attacks with almost no sweetspots and very good range).
Balance is ok, but it could be better, mainly officers sword need more speed (they're supposed to be better than rankers in melee, not cannon fodder) and possibly more damage. Cav sword damage is fine, since they're supposed to attack from horseback (where it 1 hits kill at decent speed) and they shouldn't be walking tanks once dismounted.

Quote
Cannons are like sniper rifles right now

Cannons were always like that, in both mm and NW, but now it is so easy you can go 20-0 with your eyes closed the whole time. In MM you needed to accurately judge the arc of the cannon, and aim accordingly, which does not exist anymore since the cannonball defies gravity in NW, and you needed to aim with the barrel of the cannon rather than the aimpoint, since it was often glitchy and not synced with the cartridge as an aimpoint.
Yeah, in MM you had to move with the cannon to get precise shot, but mismatching yours and cannons position just a bit would often result in miss.

Feldmarschall_Ben

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Re: Bring back M&M melee please
« Reply #131 on: July 20, 2012, 08:47:41 AM »
Cannons:
In MM you needed a few Men to actually fire a cannon.
1 guy was moving the cannon with his horse.
1 guy was reloading.
1 guy was aiming.
1 guy was firing the cannon (usually a captain)
That´s how my regiment did that, it was really funny and impressive.

Melee:
Yes it is not the same anymore.
skillsets have changed.

Now it is not "attack, chamber, feint, upper smash, feint, kick, kill" anymore.
It is now more like "feint, feint, feint, feint, kill"
But the most effective thing against those feinting is, like it was in MM... close combat and now even more important dodging.
___________________________________________________

People, how about a vote?
Votes made melee this way, votes could change it again..
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