Combat Animation Improvements

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Aethelwyn

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I've searched and have not seen these issues specifically addressed; please accept my apologies if I somehow missed something. Also, if the mods think this topic should be moved into the general Graphics Suggestions may they do so kindly :smile:

I enjoy Mount & Blade and think, generally, gameplay-wise and graphically it's very good. But of late I've been noticing the combat animations, and think they could stand some improvement. This is not a request for more animations.
  • Follow-through. A lot of the attacks start, and just kind of stop, as if the character is afraid to hurt anyone :lol: It's particularly noticeable in stabs and the overhead swings.
  • Two-handed attacks. While guarding is two-handed, the attacks appear to revert to one-handed swings in most cases. It would be nice to see characters actually making use of the full force of their weapons :wink:
  • Riding. There is a "skip" in the riding animation that becomes really noticeable -- and, IMO, kind of annoying -- when using a lance. Any chance that could be smoothed out?
  • Jumping. Others have mentioned it before...
I'm no animator so I doubt I could do better, but I hope it's helpful for someone to have compiled these suggestions all the same :cool:
 
I third the motion (get it) on the attack animations. When a blow stops abruptly in mid-air without hitting something, it negates the feeling that the weapon has actual weight. Personally, I notice it most when swinging a weapon from horseback.

I definitely agree on the jumping as well. Definitely needs improving, even if it means the character won't instantly leave the ground when the jump button is pressed, and won't jump as high.

I have nothing to say about the other suggestions, since I haven't really noticed them. :wink:
 
I think if the weapon stops in mid swing it's becuase it hit one of your aliies or your troops. No friendly whackage, hence no animation continuance.
 
Can 'O' Soup said:
I think if the weapon stops in mid swing it's becuase it hit one of your aliies or your troops. No friendly whackage, hence no animation continuance.

Actually, the game engine just ignores friendly troops in the way of your melee weapons -- try it sometime. Watch your greatsword "slice through" Marnid without bothering him in the least the next time you start a battle and tell everyone to stay put. Then go take wild swings at those mountain bandits while holding the (`/~) key down -- you'll see it's the same animation :cool:
 
Can 'O' Soup said:
I think if the weapon stops in mid swing it's becuase it hit one of your aliies or your troops. No friendly whackage, hence no animation continuance.

it would be quite stupid that the weapon would slice through him completely, (like it does in M&B against enemies). When you hit someone you rarely cause more than 5cm deep cuts, dismember(fest) is another story. Im gonna bring this up in a thread of my own, thanks for reminding me :cool:
 
ya actually... one way would be to actually calculate collisions and re-adjust the hit animation to hit... so even if you hit a friendly unit, it will pretend it was like hitting wood. It will stop abruptly but with some recoil in the body at least. While defeating opponents on mid chest could result in such blunt hit and recoil there as well wouldn't it?
 
I'd like it if the parrying animations were improved. Where upon a successful parry, you see they guy actually parrying the enemy's weapon instead of blocking it.

Yeah, i hate it when i am footed holding spear and shield. River pirates just have to hold down a block stance and run at me.

One more thing is why does a swing hit only one person? I have a character using double axe and he can only hit one person at a time. It doesnt make sense since the axe should slice through a few.
 
No name said:
One more thing is why does a swing hit only one person? I have a character using double axe and he can only hit one person at a time. It doesnt make sense since the axe should slice through a few.

Here we go again, your telling me that swinging an axe cuts through the mail then cuts completely through the opponent making him go in half and after that the axe continues to injure a opponent standing next to him? heh give me a break
 
No name said:
One more thing is why does a swing hit only one person? I have a character using double axe and he can only hit one person at a time. It doesnt make sense since the axe should slice through a few.

Because it's an axe, not a light saber.
 
Well, swinging an axe on a fast moving horse at the height of the head of some little/unarmored river pirates might indeed injure more than one. Of course, the chance to behead two in one swing should be about zero...
 
Would it be too much to ask to stay on-topic? :cool: Functionality is entirely separate from animation in this case. I'd just like to see fixed the "glitches" that have been noticed, and I think these suggestions for chopping through multiple opponents in one blow have been discussed quite a lot in other threads.

Thanks :smile:
 
Way to rein in the wandering thread, Aethelwyn. :wink:

I will say that when a swing is blocked, it seems fairly satisfying from the attacker's angle, at least as far as I've looked at it. The swing seems to be stopped at more-or-less the point of impact, and the weapon bounces back a little. Of course, to be totally accurate, the weapon used to do the blocking should bounce as well, and ideally that bounce should be proportional to the force behind the blow. I'm pretty sure shields do bounce when hit, although I haven't paid attention except when hitting them with arrows.
 
I personally don't see the connection between the words 'heavy great axe', 'spirited charger', 'river pirate', 'fricken' club', 'blocking', and 'notgettinggoredintoamillionshreds'.

But I guess there are other more important animations that need attention for now.
 
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