Buff the spear and pikes!

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Spears really do need to have that push back effect against ordinary blocks. Can't really think of another way to represent the difficulty of closing the gap, so to say.
Well you have agility for that but yeah would be cool to have it though. If you want to break around their shields just shieldbash dance to the side and stick it to their face or feet depending on their shields. Close range stabbing works to
 
I'm thinking from the perspective of the AI. A player is basically just going to Red Viper the **** out of everyone.
Only in theory but not in reality, but sure the player will always have the upper hand in some way but it does happen you get dropped early because of mistakes to :smile:
 
I mean if you use a polearm that can swing, you basically have a super long two handed weapon that one shot stuff, it may get stuck everywhere in castles during sieges but everywhere else its super powerful.
 
I mean if you use a polearm that can swing, you basically have a super long two handed weapon that one shot stuff, it may get stuck everywhere in castles during sieges but everywhere else its super powerful.
Oh you so sitting on a ladder and one shot people from an distance doesnt count ? :wink: Also i didnt knew glaive had more mass in steel then an axe. Thought more mass more impact but im prob wrong what i read about physics
 
Oh you so sitting on a ladder and one shot people from an distance doesnt count ? :wink: Also i didnt knew glaive had more mass in steel then an axe. Thought more mass more impact but im prob wrong what i read about physics

Yeah its super op xD
 
Oh you so sitting on a ladder and one shot people from an distance doesnt count ? :wink: Also i didnt knew glaive had more mass in steel then an axe. Thought more mass more impact but im prob wrong what i read about physics

You will get more momentum with an heavier object but if it's a perfectly balanced the difference wont be huge (of course an all steel stick will hurt more than a wooden stick but there's a reason why it's not really a valid war weapon).
Maces, Axes, and a number of polearm use an imbalanced design on purpose. By having all the weight concentrated on top of a lighter shaft, you increase the momentum exponentially from the added weight, hence increase the force of impact much more drastically than with a balanced weapon. The force will also increase to the length of the stick, giving the heavy mass more time to travel and pick up speed.
Something to do with centrifugal forces probably (but that's where my high school physics knowledge ends)

Anyway what matters more is not so much the total mass of a weapon, but also where is the center of its mass. A glaive or spear with a long blade will have a lower center of mass because of the blade shape (long) and the fact the weight is more evenly distributed along the length of the weapon. A hammer or an axe will have all the weight concentrated to the top which will bring its center of mass to the top (or very close). High center of mass means more momentum when swung around, at the expense of handling (you will need as much more strength to lift the mass up again)

For a sword the center of mass will be closer to the hand or further up the blade depending if you want to thrust with it or slash with it (that's why the design of the pummel and guard matters, as they serve as counterweights to the blade, typically a gladius made for chopping half-naked celts will have a higher center of weight than the medieval broadsword made for thrusting into chainmail)
 
Ok, so why the hell does the glaive do so much dmg than? The power of the hit will spread through the glaive because it's center of mass is the whole length of the spear blade, as where by axes and hammers the power will be more centered, with even more weight(except the halberts/voulge) . I never saw a wood chopper with a glaive to cut a wood piece in half.
 
There is no solution to fix the way spears and thrust works, the animation just sucks. Devs will not fix the animation, or substitute it, they don't have the balls to change a core part of their game, maybe they don't even have people with skills to do it. It is not that complicated either, just buy or rent a good motion capture suit and hire someone with proper skill to do the movement(s). This would be by far the easiest and cheapest way to fix this, but they won't fix anything, at this stage they just want to finish the game and not make any bold moves.
 
There is no solution to fix the way spears and thrust works, the animation just sucks. Devs will not fix the animation, or substitute it, they don't have the balls to change a core part of their game, maybe they don't even have people with skills to do it. It is not that complicated either, just buy or rent a good motion capture suit and hire someone with proper skill to do the movement(s). This would be by far the easiest and cheapest way to fix this, but they won't fix anything, at this stage they just want to finish the game and not make any bold moves.

I doubt we get any boost to the non existent diplomacy options either, I will eat crow if I am wrong though.
 
I doubt we get any boost to the non existent diplomacy options either, I will eat crow if I am wrong though.
They have plans to make some more additions like alliances, afaik. Adding stuff is not difficult, you aim high if it works it works, if not reduce the amount of new mechanics and just apply some cheap formulas that are easy to predict and tweak, if nothing works right just delete everything. They have done this process multiple times if you can remember.
 
I always thought that Spears should have 2 modes like Lances do.

Make it so it changes to a long grip and a short grip.

Short grip reduces length, and damage but makes it so there's no minimal distance to stab close enemies plus is faster with Long grip does the opposite of short grip. And before it's mentioned, make bracing of spears require crouching/blocking with a shield to activate that as a separate mode of attack.
 
Ok, so why the hell does the glaive do so much dmg than? The power of the hit will spread through the glaive because it's center of mass is the whole length of the spear blade, as where by axes and hammers the power will be more centered, with even more weight(except the halberts/voulge) . I never saw a wood chopper with a glaive to cut a wood piece in half.

I don't know how momentum for damage is calculated in the game i don't think they calculate the center of mass i think it's mostly a speed/weight/length factor.
As far as glaive are concerned it's mostly because the raw 2-H swing damage output of the glaive is already so damn high, if you add the speed factor it becomes ridiculous : Glaive deals around 150 raw 2H Swing Damage. If you add speed calculation it soon become around 200 if you're on foot and 300-400 on a fast horse. NPCs don't have more than 150hp so even with their armor you're likely to one shot everyone.
For comparison, the best 2H Swords and Axes don't do more than 120 2H raw swing damage.
 
Have to add that glaive have also the highest damagefactor-multiplier in the game. You can easily find it in the crafting piece xml
 
In craftingpieces.xsd there is an optional center_of_mass parameter :

XML:
 <xs:element name="CraftingPieces">
    <xs:complexType>
      <xs:sequence>
        <xs:element maxOccurs="unbounded" name="CraftingPiece">
          <xs:complexType>
            <xs:sequence>
              [...]
            </xs:sequence>
            <xs:attribute name="id" type="xs:string" use="required" />
            <xs:attribute name="name" type="xs:string" use="required" />
            <xs:attribute name="piece_type" type="xs:string" use="required" />
            <xs:attribute name="mesh" type="xs:string" use="required" />
            <xs:attribute name="culture" type="xs:string" use="optional" />
            <xs:attribute name="length" type="xs:decimal" use="optional" />
            <xs:attribute name="distance_to_next_piece" type="xs:decimal" use="optional" />
            <xs:attribute name="distance_to_previous_piece" type="xs:decimal" use="optional" />
            <xs:attribute name="weight" type="xs:decimal" use="required" />
            <xs:attribute name="appearance" type="xs:decimal" use="optional" />
            <xs:attribute name="center_of_mass" type="xs:decimal" use="optional" />
            <xs:attribute name="full_scale" type="xs:string" use="optional" />
            <xs:attribute name="tier" type="xs:string" use="optional" />
            <xs:attribute name="is_default" type="xs:boolean" use="optional" />
            <xs:attribute name="is_hidden" type="xs:boolean" use="optional" />
            <xs:attribute name="required_skill_value" type="xs:unsignedInt" use="optional" />
            <xs:attribute name="item_holster_pos_shift" type="xs:string" use="optional" />
            <xs:attribute name="excluded_item_usage_features" type="xs:string" use="optional" />
            <xs:attribute name="CraftingCost" type="xs:decimal" use="optional" />
          </xs:complexType>

But if you go to the actual file for the weapons and crafting piece definition it does not appear to be used :

weapons.xml
XML:
  <CraftedItem id="khuzait_polearm_1_t4" name="{=6hwZwODh}Glaive" crafting_template="TwoHandedPolearm" culture="Culture.khuzait">
    <Pieces>
      <Piece id="spear_blade_19" Type="Blade" scale_factor="100" />
      <Piece id="default_polearm_guard" Type="Guard" scale_factor="100" />
      <Piece id="spear_handle_15" Type="Handle" scale_factor="100" />
      <Piece id="default_polearm_pommel" Type="Pommel" scale_factor="100" />
    </Pieces>
  </CraftedItem>

crafting_pieces.xml
XML:
<CraftingPiece id="spear_blade_19" name="{=OBeOZ27b}Glaive Head" tier="4" piece_type="Blade" mesh="spear_blade_19" length="37.4" weight="0.4408">
    <PieceUsages unavailable_usages="" />
    <BladeData stack_amount="3" physics_material="wood_weapon" body_name="bo_spear_b">
      <Thrust damage_type="Pierce" damage_factor="1.7" />
      <Swing damage_type="Cut" damage_factor="3.8" />
    </BladeData>
    <Materials>
      <Material id="Iron4" count="1" />
    </Materials>
  </CraftingPiece>

Maybe i'm looking at the wrong files though.
 
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