Does anyone else think this is strange?

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In melee combat it's actually faster to swing your weapon repeatedly in one direction than in opposite directions. Shouldn't it be faster to swing in one direction, then immediately swing in the other direction?

*EDIT*

I meant attacking from left to right and vice-versa. Shouldn't it be faster to attack ->, then <- since your arm's in position for that 2nd attack? But right now its faster to attack ->, -> because the animation for bringing your weapon back to the same shoulder to attack in the same direction is actually faster than the animation for turning your wrist to attack in the opposite direction. This, to me, is awkward.
 
psychotik_koala said:
In melee combat it's actually faster to swing your weapon repeatedly in one direction than in opposite directions. Shouldn't it be faster to swing in one direction, then immediately swing in the other direction?

Nope, this is actually perfectly logical. Circular movements, see. Well, in real life, anyway. Try cutting diagonally downwards; not too deeply. As you bring the tip past your center line, bring your arms (and your sword) up again, and hey presto, you're ready for another attack in the same direction as before. You can just as quickly decide to change direction of attack, of course, but this requires more energy because you change direction. Very minimal if you do it correctly, but I'm still sure I'm right. :smile:
 
er...thanks for the avatar compliments :shock: I used camtasia to make a quick video of gameplay in windowed mode, virtualdub to make the images, and adobe imageready to compile them into a gif.

Also, I should've been more specific about the attacks. I mean attacking from left to right and then from right to left (and vice-versa) should be quicker than attacking from left to right, bringing your weapon to your left shoulder again, then attacking from left to right again. It only makes sense that after attacking -> the fastest possible attack would be <- since your arm is in position for that attack. A mere flick of the wrist and you'll be ready to attack <-. But the animation to turn your wrist and attack in the opposite direction is longer than the animation to attack in one direction, bring your weapon back to the same shoulder, then attack in the same direction. The result is, it takes longer to attack ->, <- or <-, -> than it does to attack <-, <- or ->, -> and to me, this is extremely awkward.

Nahkuri: that avatar was made with v7.04, which didn't have those extra attack options.
 
When you're fighting on foot against a bunch of enemy soldiers it really helps if you use the fastest attacks possible AND if you can keep an eye on your surroundings. Attacking in a ->, <-, ->, <- pattern should do this but since it takes longer to attack that way it's better to just keep on doing -> attacks.

Also, its just plain weird, like if arrows arced upside-down. Besides, I don't think it would be too hard to correct so why not do it? Wouldn't it be as easy as changing the animation speed of that arm twist before swinging in the opposite direction?
 
Correct koala,
...the inertia law, again ^^.

You can actually do a nice doube_swing,
if you take the time to switch your attack at the good momentum
(switch the attack direction just at the end for the first swing),
so you don't call the inverse_animation,
you can see the weapon and the arm just swivel.
Easy to do when you don't move... another way when you strafe, it is (0.704) :eek:)
Don't have check on the 0.711,
but I'm agree with you about this inertial problem.

That's said,
I don't mind this can be corrected by a simple speed_animation_change...
 
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