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Jax get all the puss
Mycrippledson is absolutely right. This is something ive noticed for ages now.
Dint matter if you lightning fast click, it still has small animation window that gey.
Needs to not stop so abruptly, animations should glance off hit in direction of momentum for muh immersion tbhimho.
It's caughtched
I think the blunt stop is dumb idea.
Just counter chamber and gotem'
These are chamber feints
Early releas doest work for clashes and sstabs though right?
I have a suggestion no one has mentioned.
In addition to making animations a bit more readable and realistic looking, why not hav a small window before release that can be parried, chambered, or clashed, but do no damage?. Im talking really small, just enough to make accelerated attacks slightly less op and make chamber feinting actually useful against counter chambering.
Wtf glancing blow is aids
Please remove this god awful mechanic tbh murux y u dis
Seriously these last few patches made me uninstall.
Should mention that auto feint to parry is faster than than just regular feint to parry because of a small animation window and not because you can't tap it fast enough.
Murux halp
^ you got the idea
Excuse my shitty diagram, but the picture you are using is supposed to represent the current chambering model. Each slice is supposed to be a 45' degree angle, red meaning the angle that the strike will connect, and the circle represents the entire hitbox that chambering works off of. The second diagram is supposed to be the individual hitboxes.
I will go back and edit to make it more clear.
I've been thinking on this alot latley and have come to find something rather disturbing about the game.
Chambering is is too damn meta.
In all seriousness, yes chambering takes a tiny bit more skill than reposting, but not by much. This mechanic takes away too much risk of playing defensivley by creating an incredibly offensive hybrid that isn't also incredibly difficult to do consistantly. Drags are the best direct counter, but they haven't yet made a balance between chambering difficulty and foot dragging retardation. And so, chambering has now become the meta, almost effectivley replacing the parry button.
I suspect the of 240' angle code for chambering just isn't sufficient for the job because it limits chambering direction.
Lul for improvised chamber hitboxes
To make up for this, you have to make the chamber hitbox very forgiving so that dragging doesn't totally make the mechanic unviable. But how do we have our cake and eat it too?
Well i have a solution and it is called
Individual chamber hitboxes
I.E. Each chamber angle has its own hitbox
Sloppily made diagram looks like this

Sacrificing hitbox size for the ability to chamber from any angle should not only make chambering more difficult to consistantly pull off, but also more versatile in dealing with drags by only having to connect the smaller chamber hitbox rather than just matching angles.
Of course figuring out the most effective size for the hitboxes will be the biggest challenge, but i think will be worth. What do you guys think?
Lol dem drags wuz dankxD
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
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.
So would you guys say that the 240 mouse angling system is better or worse now?
(^Still hasn't played the alpha yet, so i'd appreciate detailed explanations if willing.)
Honestly, the turn cap could probably be lowered a few notches, but spinning attacks aren't much of a problem anymore with reverses gone.