I think I have found another method, imho this time more practical and efficient than the first one (fiddling with crafting parts). In this test I have modified in the item_usage_sets.xml file the parts containing in the item_usage_set id="twohanded_widegrip_axe" and item_usage_set id="twohanded_axe" information. These have been assigned "staff" animations instead of the native "2h" ones.
The test was carried out with the four two-handed axes that appear in the troop trees:
1.-Short Bill
2.-Drilled two-handed axe
3.-Southern broad two-handed axe
4.-Executioners axe
In the native we have the issue that I mention in this thread, a two handed axe is not a bat that can be wielded as a 2h sword, but rather as a polearm.
Apart from this, there is an inconsistency in Native when it comes to use on foot or mounted. It is curious how #1 and 2# are wielded as a 2h sword when fighting on foot, but when mounted, they operate as a 2h polearm.
The test changes all this. No more bat swings, this weapons are now polearms both on foot and on horseback. Take a look at this:
Perhaps the more observant may have noticed a detail in the modified version. When mounted, the swing arcs are reduced as I commented in this thread, something that for the use of any polearm should be (or so I understand it) in mounted combat.
I know that this thread should go in the suggestions section, however I have decided to place it here because it affects both SP and MP. Also, I open a poll and here it will have more visibility and therefore more people will participate in it.
To the point.
The 2h axes swing animations from the first time I saw them, gave me the impression that it was not an axe but a baseball bat that was being wielded. In my opinion the current animations for this type of weapon converge towards a grip more suitable for a 2h sword and it should not be so; but rather adopt the style of grip of a polearm. Also the position of the weapon should be adjusted so that the end of the handle rests inside the hand.
Here you have a video test: |
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I open the debate area and a poll to quantify the reactions to this issue.
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Edit: More testing
Another short video test where it is shown in slowmo two different swings of two weapons that are within the same typology. The 2h axe is default, however the billhook is slightly shortened after a slight adjustment in the parameters to resemble the dimensions of the axe and thus get an equal test.
Do you see the hitting and recovery of the 2h axe (TwoHandedAxe category)? It is practically the swing effect that have the 2h swords, giving that effect of "striking with a bat". On the other hand with the billhook (TwoHandedPolearm category) the hitting and recovery is similar to the effect that this type of weapon plays.
Personally, I would leave the hits with "bat effect" for 2h axes with lengths below 60cm within a plausible practicality and for those with greater length (60cm onwards) a wide grip with polearm style swings.
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Maybe the solution is a simple definition of the weapon usage in the parameters. Take a look at this test:
This particular axe is the model sturgia_2haxe_2_t5 (aka Northern Decorated Two Handed Axe) and has a crafting_template="TwoHandedAxe" (this parameter contains the "baseball bat swing effect" animation).This axe is then built with two components available for crafting; the blade and the handle.
These two components are included in the crafting_template file as "TwoHandedAxe". Well, I thought why don't we adapt these crafting materials to behave like a polearm? Said and done; I have included them in the TwoHandedPolearm list and the effect is the one achieved.
Perhaps there is a much more direct way to achieve the results than I advocate here; however this procedure could be a cheap shortcut to not having to deal directly with the animations.
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