one of the reason mount blade beats every other sword game is because of it's freedom to use weapons as u may wish.Maybe alternative grip like mordhau
Because of way too big animation. It's for all the trusting(stabbing) animation; they pull way to back and then thrust.Yep spears should just have faster thrust. Right now thrusting spear feels like slow motion.
Because of way too big animation. It's for all the trusting(stabbing) animation; they pull way to back and then thrust.
Actually, "pull back so much to have stronger thrust " or any kind of these moves are doesn't not makes your swing, thrust or anything stronger. There's might be some of an exceptions tho.Animation is ok for me but it's like moving in slow motion. The animation can stay if it's played faster like it should be. I can understand why someone using spear would pull back so much to have stronger thrust but when thrusting starts it feels like he's underwater.
true it would also look extremly wonky if you 'd use a 1h spear with shield and slash left right and overhead ..I think spears should be able to trust from 4 directions, up, left, down,right, shield or no spear. For those spears and polearms that can slash, you would just press X to change weapon mode. Same should apply to all polearms, even some axes have a sharp point that could be used to thrust, if not very well. But slashing with spears should definetly only happen when holding it 2 handed.
Though it should be much faster to press X in some situations. Its fine to have delay if you have to change grip, like with throwing spears which have cool detail of character actually flipping the spear right way around.
Not sure if 15 swing damage for spears would be realistic number
I don't know, I'm not an expert but if I find myself in that situation I would use a shorter grip.Maybe a spear used two handed should give you something akind to a shield bash. In the end a spear is a pointy stick to stab people so except for polearms (glaives, halberds, bills etc.) swinging it would not do much by comparison. You would however do it to parry and bring the enemy back to a distance so smacking him to stagger him back might be something which would add gameplay without making it too complicated.
The spear swing in reality is more for parry, rather than to attack. The game's block serves like parry, so I would say it's fine.+1 I mean, even Japanese did swing with really long yari (It's size of pike). It just strike from the above to down tho, but still.
This is the exact problem that many attack animations this game has. Because this game doesn't use a "guard/stance" system to help initiate the attack/block animation, so it has to use a wierd pull back first then release animation to make the attack looks immersive. But this method sucks when some "basic" attack was performed. We know that the game doesn't has a "guard/stance" system, but since the some idle stance are already quite close to a type of combat "guard/stance" for a weapon(for example the 2h sword idle stance, or all shield blocking stance ), certain attack animation from these stance should not have that "pull back" phrase at all.... I can understand why someone using spear would pull back so much to have stronger thrust but when thrusting starts it feels like he's underwater.
This is the exact problem that many attack animations this game has. Because this game doesn't use a "guard/stance" system to help initiate the attack/block animation, so it has to use a wierd pull back first then release animation to make the attack looks immersive. But this method sucks when some "basic" attack was performed. We know that the game doesn't has a "guard/stance" system, but since the some idle stance are already quite close to a type of combat "guard/stance" for a weapon(for example the 2h sword idle stance, or all shield blocking stance ), certain attack animation from these stance should not have that "pull back" phrase at all.
Indeed, the slow motion sucks. The attack speed should not be varied that much. A better way to do it is replacing the attack speed with a "recovery time", a "cooldown" in between animations that simulates the recovery of the balance. In reality, when you swing a tool, as long as you can swing it, it's swing speed would be quite fast. The difference between swinging a chopstick and swinging a hammer is the recovery time between one swing and the next.Even if that part of animation is removed the rest would still would feel like performed underwater. The thrust part of animation lacks speed. It's especially visible in 1v1 fights. In my opinion speed and distance are main spear advantages.