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Valid points my good man.
Perhaps there can be a toggle in options between the old and new to really get a feel for what people think about it. May just be a preference thing.
Clicking first starts the attack at the precise time you want it conceived, idk but the window of time you have to adjust your attack isn't much more than a pixel or two. (Again idk i havn't played yet)
Still, this makes the old system more precise in terms of timing.
Agreed
You seem to have misunderstood me somewhat :D I actually come from WOTR (Could be described as an improved version of M&B), not Chivalry.
As for your post, some corrections and some clarifications:
The attack system in M&B works click > flick style (Mordhau old style), not flick > click (Mordhau new style). You can try it. flick your mouse before clicking LMB. Nothing will happen. Now, keeping LMB pressed down, move your mouse very slightly. You will begin a swing.
Currently it's the opposite in Mordhau. What decides your attack direction is the last direction your mouse was moving in before the click. In M&B and WOTR it is the first direction your mouse moves in after the click. This enables you to click and flick at the same time in M&B and WOTR and get the direction you want. In Mordhau you can't click and flick at the same time as it will take the directional input from before your click and thus the direction of your flick will be irrelevant. Similarly, in the new system, if you click too late and you are already moving your mouse back to center position from where you flicked it, the attack will again ignore the flick and instead go in roughly the opposite direction (To the direction where you're pulling you're mouse after the flick).
They are currently implementing a console command to change to the old system. I hope they will make this an option though as most people will never hear of it should it be left as a console command and I'm sure anyone with more than passing interest into WOTR or M&B will feel that something is very much off (Going from WOTR to M&B already felt like intentionally handicapping myself and the only difference there was graphics and animations. Having the very aim system change but in a way that it still looks the same will annoy all the experienced players to no end. It's like being taught to walk in one game and discovering you are unable to do it in another).
I really cannot get into new builds when players just turn up and accelerate at your feet the whole fight and it's a gamble whether you can parry anything because you're trying to chamber attacks that can't be and in general trying to play normal while they spaz out and try and break the tracers. Delay dragging is fine but jesus the speeds on weapons vary so wildly it's impossible to tell at a glance whether something can interrupt your current action. Like starting a kick and then they have time to start an lmb and drag it into you before your kick lands, what's the god damn point of counter kicking if a fricking eveningstar can just beat it anyway.
Yeah this is something that isn't discussed very much on the forums but I completely agree. Accelerations are way too fast, that it becomes practically impossible to "react" to them, so I have to try and predict with a parry gamble. If they decide to not accelerate the strike I'm fucked.
It's very effective at beating even skilled players also, I have a background of almost 3k hours in chivalry and it pissed me off pretty fast so i worry if left unattended it could become abit meta by release and will drive away all the new players much like reverse overheads did. It does not look like fighting nor does it feel good or fair, just being cheesed and your only way to fight back is to cheese as well. I am hoping the new animations they are working on resolve this in some way but i don't think that alone will stop people aiming at the feet and accelerating as a playstyle.
I've noticed some of the hitboxes are messed up, idk enough about game development to tell you what exactly is wrong, but since the last patch I get hit a lot AFTER ducking a strike, or kicked when the person kicking isnt even aiming at me. Before this patch those things never happened to me.
Also some of the heavy weapons have accels that rival the dagger.
Yeah, not very fond of the rollback on the 240 system. Prefer the click-and-flick, myself.
Why not add it as an option to the settings?
Marox said he will add it as a console command.
Given the choice I'm sure most people with previous experience in a mouse directed aiming system (Anyone who has played M&B, WOTR, Of Kings and Men...) will use the old system and be very annoyed at the game should they be forced to use the new one as it looks so similar to what they are used to but still behaves in a completely different manner. Should the old aiming system be left as a console command only, most of these players will never hear of it and will quit the game due to the aiming system being "broken" (To be precise it's just different but that's what they'll be thinking as it looks identical to what they're used to but doesn't behave at all like they expect it to. I though it was broken too until I realized it was merely working in a completely different way to what I initially though).
The old M&B style input system was much worse. Want to slash at some kneecaps? Do the motion for a slash and turn down to aim, lo and behold you're doing an undercut. Choosing the angle was incredibly difficult when combined with camera movement. Because of the input lag some weapons had nigh impossible morphs, you'd often fail chambers, and riposte inputs would miss their window. It was only good for a static playstyle, that because it was easier to master for a new player.
Choosing the angle with the old system, even combined with camera movement was, IMO, ridiculously easy! With the new one it's nigh impossible XD
I still don't know what you people mean with input lag. I never had any. If you really did the click first and the flick after it might cause some delay but the idea is to do them at the same time, something that is not possible with the new system.
The best option would be to have a slider that lets you choose how much you want the game to register direction after clicking. At 0% (default) it would take no input after a click, at 50% it would take the input before and after a click, at 100% it would take input only after the click.
Oh, and stabs should always stay at 0%. They were complete rubbish on the M&B system.
Edit 2: of course you click while flicking, the precise problem the M&B system had was that you had to keep going for way too long after you clicked, it was impossible to smoothly transition to aiming the attack
We should honestly set up polls on some of these ideas, just so we can show the devs if the community actually wants them.
This might work. If the new system takes input as the average movement within a time window it would work. The old system took the input from the first pixel of movement after the click so there's not much to change there in terms of how far after the click the input is taken.
Didn't pay too much attention to this so I'm not quite sure how it actually worked in the old system but I don't see why stabs wouldn't work just fine in the old system. Scroll > flick. As usual the game would then take the first directional input after the scrolling begins as the directional input, even if said input is given after the scrolling has ended.
Again we have totally different opinions on this XD With the old system I always began them at the same time and never flicked more than a couple of pixels. With the new one I start the flick, wait a moment to be sure that I don't click too early, click, and then continue flicking for a while before bringing back my mouse to be sure I don't click too late either. This results in ridiculously long flicks (Up to the point where one flick in the new system, if I want to be sure that it actually goes where I want it to, takes something around 0,5 seconds to perform, whereas with the old system I could do it in around 0,1 or so seconds. Both values are based on feeling, not any real statistics, but you get the point).
Finally played some after a week break and chambers feel a lot better now, or at least I have more successful attempts. I'm not as afraid to go for them.
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