[Suggestion/Bug] Turning limit on melee swings

Good idea?

  • Yes

    选票: 15 75.0%
  • No (please explain why)

    选票: 5 25.0%

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Scorch!

Sergeant Knight at Arms
From the change logs of previous versions (620 and 622 respectively, ignore the time/date on the second quote):
Armagan 说:
Character's turn speed now stays behind camera turn speed only while swinging a weapon or jumping.
Armagan 说:
Turn limitation while attacking is now working correctly.
Although there is supposed to be a turn speed limitation when attacking, it seems to (still) not be working at the moment. You can still use the camera to your advantage to increase the strike speed of any weapon, and I see it happen quite a bit in game.

My solution to the problem would be to make a combination of a couple of effects:

1. Limit the characters turning speed during a swing.
2. Detach the camera from the character during a swing.

This would prevent using turning to increase swing speeds, and wouldn't affect situational awareness during a swing, as a couple of other suggestions would (locking the camera during a swing for example).
 
Detaching the camera during a swing seems to be an excellent solution. It'd allow people to keep track of their opponents (opposing fighters run past each other surprisingly often) while preventing the omnipresent helichoppa.
 
I had a suggestion a long time ago to scale the damage according to the angle of the opponent relative to you - that means, hitting the opponent 90 degrees to your side causes little damage and hitting the opponent that is in front does the full damage. Anything in the middle is interpolated. It both makes physical sense and more importantly encourages to attack to the front instead of to the side while spinning. It also does not restrict movement and camera in any way.

 
Night Ninja 说:
Detaching the camera during a swing seems to be an excellent solution. It'd allow people to keep track of their opponents (opposing fighters run past each other surprisingly often) while preventing the omnipresent helichoppa.

This, really. Or something to that effect. I find it disorientating everytime I lose sight of my opponent during a swing. It's not that I want to spin around so much.
 
First person feels way more natural when the character moves more like a person.  Spinning into the attack doesnt work, leading into it does.  I miss the turn limit. 


And nan, i was abusing the turn thing earlier in the DM server.  Thats how i was beating your swing speed.
 
Hmmm, sounds nice. Though I'm not sure about detaching camera, but I think Team should give this idea a chance in next build, just for a try.
 
It does work like that already, it's hardly noticeable though as there is no limit while preparing a swing, In My Opinion the limit should be put on for everything but aiming ranged weapons.
 
Animation has to be reframed. That's my opinion. Fast swing as it is but longer return to "normal" stance.

Making a fighter static is irrational. Making a compromise between powerful blow versus recovery is the way to solve things.
 
Movement in general will have to be slowed down though. I also suggested locking camera during a swing before, but there is a drawback with that and that is that it will be really easy to get behind the person swinging and hitting him from the back, simply cause the movement of characters are so fast all the time.
 
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