Blackthorn
Squire
Also, why does the spear jab so slowly? It's the fastest weapon on the battlefield...
The two-handed axe should have a very fast swing, devastating effect, even if 'parried' or 'blocked'... (more so if blocked, as most parries are deflections rather than out-and-out blocking counters) but does require recovery time.
There are weapons that are easier to return to a guard or striking position with after a blow. I used to fence, your speed at returning to a guard position is very important.
Oh how I wish we had disbalancement and knock-back factored in. It would make some weapons so much more valuable. While we're at it, it would also be nice if you could knock opponents into each other Swinging around a huge maul or warhammer with the right timing would be very interesting against some tightly packed foes!not only cause pain but knock the wind or balance out of someone.
ThVaz said:in the lastest GURPS Edition, axes are still unbalanced weapons, but you can attack with them every turn - but if you attack with it , you can´t parry in the same turn. However, there are massive weapons (like halberds, warhammers) that still need to be prepared after an attack. The GURPS combat system is amazing, to be true - ít´s major flaw is that it gets too unbalanced if you ignore certain rules (major wounds, shock, stunning)- and there´s a lot of them.
Again, perhaps my understanding of swordwork is simply different... but one way of looking at it anyway, your attacks should essentially be moving through guards to begin with, using the sword as a shield even when you are manuevering in a way that it thrusts into or cuts an opponent. It seems rather silly to stand in place, draw back your sword (creating a huge opening), then lash back using arm and shoulder strength.
The unbalanced modifier sounds like a good idea indeed. I could use that.
jlamb said:The two-handed axe should have a very fast swing, devastating effect, even if 'parried' or 'blocked'... (more so if blocked, as most parries are deflections rather than out-and-out blocking counters) but does require recovery time.
Really, rather than actively blocking, your weapon should be capable of passively protecting you, simply by virtue of being between yourself and an incoming attack. Perhaps the method of wielding large axes and polearms I'm familiar with is unique, but a vital component of wielding such weapons is to constantly use them as a shield. You launch the weapon with leg and body movement, positioning yourself behind it relative to your opponent(s) throughout the swing.
Actually, that's kind of how ALL weapons are used. Your hand moves first and "supposedly" your foot is grounded and your weight is behind the weapon.... and you have the threat or the attack "covering" yourself as you move into a better position.. the problem with this with axes is as you said, slower recovery time if you attempt to stop it - hence why you keep it moving and alternate with the shield/pole in the way. Slightly O/T but check out some of the axe+buckler work in Gatka for 1H stuff http://www.warriorsaints.com/. I would like to be able to slash sideways with the spear... and have it actually fast... (but still with a speed penalty with shield) - fast,strong overhand stabs from reverse grip while on horseback would be very nice...
Point being, it would certainly take time to intiate any proceeding attacks, but for the same reason a great axe or polearm should also act as an effective defensive barrier.
So should any rapidly moving large object - obviously a knife or a club wouldn't be terribly great, but you must realize that your polearm is wood... admittedly usually made of wood that is difficult to cut even if supported and stationary, but still wood. A 2H great sword or longsword is also useful as a "defensive barrier" though perhaps less so. Also, I have no idea how this would be implemented
There are weapons that are easier to return to a guard or striking position with after a blow. I used to fence, your speed at returning to a guard position is very important.
Again, perhaps my understanding of swordwork is simply different... but one way of looking at it anyway, your attacks should essentially be moving through guards to begin with, using the sword as a shield even when you are manuevering in a way that it thrusts into or cuts an opponent. It seems rather silly to stand in place, draw back your sword (creating a huge opening), then lash back using arm and shoulder strength.
Exactly. I guess what I've already said is now pointless - must have misunderstood something.
Oh how I wish we had disbalancement and knock-back factored in. It would make some weapons so much more valuable. While we're at it, it would also be nice if you could knock opponents into each other Swinging around a huge maul or warhammer with the right timing would be very interesting against some tightly packed foes!not only cause pain but knock the wind or balance out of someone.
Amen. It'd be nice to have all sorts of things added to the combat system, effects or moves... but I'm willing to wait.
calandale said:The problem with a slung shield is it really is just more armor. It shouldn't block an entire attack.
Has anyone noticed that arrows are able to hit the shield and still damage? I think I saw it happen, but I'm not certain.
calandale said:Except for some very light armors, most of them are not right on the body - through layering and padding. I don't see any difference. The shield in M&B is treated in a manner which translates no damage through to the user. This is probably unrealistic as hell, but certainly should not be applied to simply strapping one to your back. The smaller shields have some big advantages over static armor, in that the user can deflect the blow, by moving the shield. Larger shields are less capable, and armor even less so. I'm not sure how to reflect this in game, but shield skill should effect the amount of the blow that you 'absorb' (not technically what I mean but I think that it's clear).
Most people who start using shields try to block an attack rather than deflect, this tends toward injury. As it is in the game, the shield takes less damage with more skill, but what is being brought to our attention is that any axe hit that hits a shield should still fo damage to the person (via shattering the arm). If that part is implemented, then higher shield skill should also reduce damage dealt in that fashion.calandale said:Shields are used that way. Plate armor was designed that way. Are you making a suggestion which is implementable in the game, and if so, could you clarify it?
calandale said:blackth: No question that they were used that way. No question that it was an effective place to keep your shield - which you might need in front of you at other times. It would probably stop or deflect most missiles which hit there. But, so would some of the armors represented in the game. I remember naratives from the first crusade, wherein the harrasing horse bowmen were continuously peppering the crusaders in their padded armor to no effect (except heat exaustion). Now, if this were the case, the armored knight would be nearly invulnerable (in fact, the full plate in the game really was to the weapons of the time). Since this is a game, realism is not the only concern. Since there would be no way to easily injure someone in such armor, and there are no rules right now for knocking them down and finishing them off, does it really make sense to give a makeshift solution (shield on back) a more potent effect?
Robinivich said:Alright, so, concerning the plate armour in game, I think the way it takes damage is well implemented, when you are, for instance, being mobbed because you can't run away, you slowly get pulverized into unconsciousness.
A shield on you back distributes the blow, that's how it functions as armour. Somebody delivering a good amount of force to an area of your back the width and breadth of the cutting edge of an axe blade could quite easily kill you. However, someone delivering that same amount of force to your entire back would probably not hurt you at all. We can all agree on this, and this is why a shield on your back helps, because it's resting on a larger portion of you than the armour underneath would have distributed the blow to.
Now, moving from this, why is it that despite this, a trained soldier makes sure to never deliberately turn his back on an enemy, even when he has a shield there? The shield will probably absorb an impact quite nicely, but of coure, there's more than just the shield for the enemy to hit. Since he cannot adjust the shield to block, it DOES simply function as more effective armour, armour that can be worked around. It probably doesn't cover his head, his sides may still be somewhat vulnerable, his legs may be exposed. If the soldier isn't watching behind him, he will not be able to brace himself and anticipate blows, meaning that a hit that would not normally have phased him, can now potentially knock him flat, even if the blow was to the shield.
Blackthorn, I understand exactly what you mean about a backslung shield making blows effectivly much lighter, but would you turn your back on anyone, in the confidence that your shield would protect you? Even that light-feeling blow you mentioned, I'm betting that if you hadn't seen it coming, you could have been knocked around by it.
Now, interface wise, there's no efficient way to implement "bracing" against blows that I can think of, and no way so simulate attacks to the shield being different than attacks to the surrounding weak spots (assigning it a hitbox could possibly work, but aiming blows properly would be very complicated to implement)
Read this if you don't want to read the rest
The point is this, melee combat with a backslung shield couldn't handle a new hitbox arrangement, or a shield-like effect. It wouldn't function realistically, and I feel would be bad for the gameplay, therefore an equivalent increase in armour would be best (if back-only armour can ever be implemented). However, ranged combat is a different issue. An arrow would be stopped by this arrangement, however, if you hadn't seen it coming, an arrow is still a pretty good impact, in absolute terms. I suggest an arrow/bolt/knife and even axe/javelin catching hitbox, but one that still stuns you, interrupting your attack and movement just like a normal hit.
Do you like?
I fear this whole thing is going to end up too complicated to bother with.