Thrust Damage should be based on Distance

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looy

Sergeant
Simple Thread

Currently thrusts deal damage based on the animation stage when they hit the target. This means you can aim your thrust above your target and bring it in to them at the right moment for max damage even at point blank. Thrust damage should be based on distance between thruster and thrustee instead.
 
That's silly.  If I'm belly-to-belly with you and I thrust a sword into your guts, it is almost exactly the same as me sticking my blade in your face at the end of the thrust.  If anything, thrusts should do maximum damage the closer you are to the target, because that's when you're able to put your peak strength behind it.  That, and it would make thrusts interesting, balance-wise, and make shortswords actually worth using, like they were IRL.
 
Then it should be made an offical feature, currently its an exploit. And no, you need at least the distance of the weapon between you to perform a stab, how else would you get the weapon at the right angle?

Agree with you about short swords though, but this can be done with any weapon.
 
Drag your mouse downwards and click the right mouse button to block any thrust, which includes "spinthrusts", it`s not even hard to block them and if you can`t.. well, you should train more, we were all noobs at some point I guess.

I´ve had several scrubs complaining to me for my thrusts for the last weeks and this "exploit" and/or "spinthrusts", as you call it, have been done since beta.

They`re fine and perfectly blockable, it`s your defense that is at fault here, not the clever use of game mechanics.
 
I'm not suggesting its cheap or easy, its just not really supposed to be like that.
 
Its the fault of the devs and their glancing mechanic that requires people who thrust to spin it.
 
But thrust in the game is supposed to be the long ranged attack that doesn't work in cqc. Your not forced to spin it either, you can slash in one of the three other directions instead.
 
Phyrex 说:
Drag your mouse downwards and click the right mouse button to block any thrust, which includes "spinthrusts", it`s not even hard to block them and if you can`t.. well, you should train more, we were all noobs at some point I guess.

I´ve had several scrubs complaining to me for my thrusts for the last weeks and this "exploit" and/or "spinthrusts", as you call it, have been done since beta.

They`re fine and perfectly blockable, it`s your defense that is at fault here, not the clever use of game mechanics.
But, phyrex, your spin thrusts are legendary for being completely OTT in their delivery and use :grin:
Really though, I tend not to mind spin thrusts unless it glitches out and delivers full damage whilst at the end of the animation and so on - I've had swords go through my character and do no damage, but then the opponent twitches very slightly and it suddenly kills me  :sad:
 
CalCD 说:
Really though, I tend not to mind spin thrusts unless it glitches out and delivers full damage whilst at the end of the animation and so on - I've had swords go through my character and do no damage, but then the opponent twitches very slightly and it suddenly kills me  :sad:

Thats what I'm talking about, I couldn't care less about how the spinning looks.
 
looy 说:
CalCD 说:
Really though, I tend not to mind spin thrusts unless it glitches out and delivers full damage whilst at the end of the animation and so on - I've had swords go through my character and do no damage, but then the opponent twitches very slightly and it suddenly kills me  :sad:

Thats what I'm talking about, I couldn't care less about how the spinning looks.

Making the damage distance based wont solve anything about that though, since twitches will still do high damage if you are at the right range...
 
Yes it will, since currently you are able to stab someone who is so close that the tip of your awlpike is behind him if you turn away and then into him again.
I'd rather keep that in since the only other easy way to hurt someone whos pressing against you with these weapons is the overhead.
 
doomsayer 说:
Yes it will, since currently you are able to stab someone who is so close that the tip of your awlpike is behind him if you turn away and then into him again.
I'd rather keep that in since the only other easy way to hurt someone whos pressing against you with these weapons is the overhead.
I was saying that twitching will still occur if you are a reasonable distance away, not close up - people will still thrust to the side then swing in and do full damage because the game thinks that they are a good distance away...
 
I don't mind the spin stab, since it takes a little bit of practice to get it right and makes some realistic sense. It is possible to step and pivot rather quickly to stab from a different angle to get a better advantage.
 
I think a more logical solution would be for enemies to "bump" polearm users who are trying to stab up close. Although, I don't know if this would be something that would apply to all polearms.
 
What might be a good solution is that stabs done too close only inflict 1/2 damage, but pushes the opponent to the optimum range. It would be good for a nice follow up stab, but the attack would cause your opponent to flinch like normal, so they'd still have a chance to block it.
 
looy 说:
Simple Thread

Currently thrusts deal damage based on the animation stage when they hit the target. This means you can aim your thrust above your target and bring it in to them at the right moment for max damage even at point blank. Thrust damage should be based on distance between thruster and thrustee instead.
Although I exploit this like hell, I do agree with you. The devs have opted to let thrust damage depend on range, or have at least tried to, so they should make it work properly or remove it altogether. Probably the first is better, to make sure spears etc keep their weaker points.
 
CalCD 说:
I was saying that twitching will still occur if you are a reasonable distance away, not close up - people will still thrust to the side then swing in and do full damage because the game thinks that they are a good distance away...

I misunderstood you, the twitching doesn't really bother me as long as it doesn't result in massive damage at close range.
 
MadocComadrin 说:
What might be a good solution is that stabs done too close only inflict 1/2 damage, but pushes the opponent to the optimum range. It would be good for a nice follow up stab, but the attack would cause your opponent to flinch like normal, so they'd still have a chance to block it.

Fully agree.

The power concentrated down the length of a polearm with a thrust is easily enough to knock someone off their feet at best or at the very least make them stumble backwards, not just flinch and then keep moving forward. The power of impact is huge, as all of the strength from your arms, body, pelvis and legs is concentrated down a shaft a wood 2 inches thick, down its length to the polearms head. Spears aren't just killing weapons, they are 'crowd control', if you will excuse the phrase. You can keep opponents at bay and make them move away by bashing their shield repeatedly, the shock of the impacts unbalances them, as well as forcing them to 'clam up' to avoid being hit. Its unnerving to have an opponent 6 feet away and out of reach with your sword, smashing away at your shield, unable to press forward because as soon as you lower that shield they may hit you, but without lowering the shield and pressing forward, the impacts may drive you back.

Whilst we're on the subject of polearms (in a roundabout way), I'd still like to see a 2-handed animation with shield equipped implement. Using a spear one-handed you lose a lot of the power and speed, but with a shield on a sling over the 'opposing' shoulder* you can keep the protection of the shield whilst maintaining tthe power, agility & speed of the weapon. But I suppose thats another discussion entirely.

*If you have the shield hanging over your left side, the strap would go over your right hand shoulder. Essentially you use the carrying strap to hang the shield from your shoulder. With your leading hand on the spear shaft you trap the leather strap between your thumb and the spearhaft. Means you you can control the shield still, whilst having enough give that if the shield is smacked by a weapon, you can let go of the strap with your thumb and you won't be put off balance. Its easy to do and damned effective.
 
Ahem, attention Phyrex and other spin-stabbers(No, this is not a personal attack).

It is illegitimate. Frankly, even though I can do it, I choose not to. It's an easy thing to look in a random direction, stab, and turn to face the enemy at any point in the thrust, and gain the same damage as a perfectly timed thrust.
It's also, hopefully going to be removed. I'm fairly sure the devs did not intend this to be used the way you have been.

Also, I don't really think spin-slash is a big deal, or very difficult to defend, but I do want it changed.
 
RalliX 说:
Ahem, attention Phyrex and other spin-stabbers(No, this is not a personal attack).

It is illegitimate. Frankly, even though I can do it, I choose not to. It's an easy thing to look in a random direction, stab, and turn to face the enemy at any point in the thrust, and gain the same damage as a perfectly timed thrust.
It's also, hopefully going to be removed. I'm fairly sure the devs did not intend this to be used the way you have been.

Also, I don't really think spin-slash is a big deal, or very difficult to defend, but I do want it changed.
I once actually held a poll whether it's legitimate or not, and most people voted that it's not really an abuse if you use it. The general idea was to remove it though.
 
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