That's right, what we have now in the way of sideways cuts are huge street-cleaning swipes. I've often clipped a stray horse that happened to run behind or to the side of me and did no damage to the enemy in front that I intended to hit (needless to say I died after that
). I've had teammates run into my attacks from behind and stop them allowing the enemy a free chance to hit me.
Another problem with the current sideways attacks is the spinning, yes the spinning. It didn't really bother me before, but now with 1-handers so fast, people will turn into their attack causing the weapon to hit you at the very beginning of the animation giving you extremely little time to respond for the block.
Well, what do I propose? Two possible options
Option 1
New animations.
I know it's a tall order, but the developers have already changed the animations up so much throughout beta, it doesn't seem like it would be a huge burden (of course I could be wrong. Only the devs really know I guess).
The new animations?
I think the sideways cuts should either be cuts delivered from a "hanging guard" position, or should be diagonal like they were with 2-handed weapons early in the beta. Basically, the animations should have strikes that focus on the enemy in front.
hanging guard cuts (swerchhau):
Basically the hands are held high and in front (in a position generally referred to in German swordsmanship as "Kron") with the hilt higher than the head. The attack is a sideways attack that comes from above head height and angles slightly down to the opponent's head. Think of it as a helicopter rotor angled slightly forward. This means that the strike only has a good chance of hitting something relatively in front of you and turning sideways into the strike won't mean an early hit but more likely a miss. It will give the defender the chance to look at the strike coming and get the block up. An example of these types of strikes:
http://www.youtube.com/watch?v=gwYi_uOwGtY
Diagonal cuts (zornhau):
Basically much more like what we had early in the Beta. These would be good because if you turn into them too much, you'll completely miss the opponent by swinging over his head. Of course, the ready positions we have now for 2-handers will work for a diagonal cut, but the ready positions for the 1-handers would need to change (maybe the ready positions for sideways cuts on horseback would work?). An example:
http://www.youtube.com/watch?v=sC1SN5ierO8
note: animation changes for polearms could also fit these two criteria.
Option 2
Substantially increasing the importance of keeping your opponent in front of you by way of the speed bonus. As of now, you lose some speed bonus by not keeping the opponent centered. I would propose to substantially increase this loss of speed bonus so that you do virtually no damage to your sides (btw, the speed bonus basically determines how much damage you do).
The down side to option 2 is that you could still get caught clipping horses and teammates that leave you open to an enemy attack.
Another problem with the current sideways attacks is the spinning, yes the spinning. It didn't really bother me before, but now with 1-handers so fast, people will turn into their attack causing the weapon to hit you at the very beginning of the animation giving you extremely little time to respond for the block.
Well, what do I propose? Two possible options
Option 1
New animations.
I know it's a tall order, but the developers have already changed the animations up so much throughout beta, it doesn't seem like it would be a huge burden (of course I could be wrong. Only the devs really know I guess).
The new animations?
I think the sideways cuts should either be cuts delivered from a "hanging guard" position, or should be diagonal like they were with 2-handed weapons early in the beta. Basically, the animations should have strikes that focus on the enemy in front.
hanging guard cuts (swerchhau):
Basically the hands are held high and in front (in a position generally referred to in German swordsmanship as "Kron") with the hilt higher than the head. The attack is a sideways attack that comes from above head height and angles slightly down to the opponent's head. Think of it as a helicopter rotor angled slightly forward. This means that the strike only has a good chance of hitting something relatively in front of you and turning sideways into the strike won't mean an early hit but more likely a miss. It will give the defender the chance to look at the strike coming and get the block up. An example of these types of strikes:
http://www.youtube.com/watch?v=gwYi_uOwGtY
Diagonal cuts (zornhau):
Basically much more like what we had early in the Beta. These would be good because if you turn into them too much, you'll completely miss the opponent by swinging over his head. Of course, the ready positions we have now for 2-handers will work for a diagonal cut, but the ready positions for the 1-handers would need to change (maybe the ready positions for sideways cuts on horseback would work?). An example:
http://www.youtube.com/watch?v=sC1SN5ierO8
note: animation changes for polearms could also fit these two criteria.
Option 2
Substantially increasing the importance of keeping your opponent in front of you by way of the speed bonus. As of now, you lose some speed bonus by not keeping the opponent centered. I would propose to substantially increase this loss of speed bonus so that you do virtually no damage to your sides (btw, the speed bonus basically determines how much damage you do).
The down side to option 2 is that you could still get caught clipping horses and teammates that leave you open to an enemy attack.






