Parrying must be fixed...

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dirtbag

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When parrying, its really hard to switch parrying direction.
Its a lot more easy to parry in real life, and as I know its easy to just attack, or just defend, but a little harder to mix them... So thats why I asking for this.
The parry button should be hold in all the time but when changing direction with the mouse it shuld automatically change parry direction.

And an oldie... Parry agaisnt thrusts should be an attack from the side, and not on the parry button...

If this has already been sugested then link me to it... I couldnt find anything myself.
 
couldnt agree more..
atm also a lot of the hand-to-hand infantry combat involves running backwards or forwards for a long way. with better parrying in M&B (maybe combined with the ability to link th eparry into a counter-thrust/hack/prod) the infantry battles would look (and play) a lot nicer.

thats just my humble opinion though :-)
 
Njae... A counter attack funktion could be too hard to implement to the engine... Well, I dont know, but as far as I know it seems quite difficult and for now, unnecessary. Maybe it could be a feature in M&B2.

The problem is not that. Its a good idea of course, but its easier to do advanced maneuvers in real life than in games. And Mount & Blade made it as simple as it could be, but it still felt very very VERY realistic, for beeing a computer game. Things like counterattacks could work with fighting games like Tekken and Soulblade, but I dont think it could be implented in first person games like this... Sadly, it just dont feel right. It is simple, and it must stay simple. And thats why simple and good upgrades should be done too.
 
There is a counter-attack. When you parry, they take a while to recover, hit 'em then. But yeah, parrying needs to be fixed, even if just a little.
 
There is, as of yet, no parrying in M&B. Only blocking. Even thrusts are blocked. I simply accept this to be a representative of whatever defensive action one takes. A thrust is parried - in spite of the blocking animation. A man wielding a sword parries and dodges a mace - in spite of the blocking animation.

Counterattacks are represented by "attacks of opportunity" when the enemy is "recovering" from his foiled attack.

I think it would be difficult to program, and downright hopeless to play out all the finer aspects of combat. So, the game makes do, and I make do. :)
 
To original poster - parrying a thrust is NOT cutting to the side, it's whole different move. It's true that the way it's done in the game, the thrust would hit the defender's feet. Proper parry of a thrust is a slight push of the blade sideways, so that the thust misses the defender's body. If the defense is overdone, it creates a huge gap for subsequend attacks.
 
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