I don't like current shields, but what's up with this video? Two players playing very passive and letting each other fully regen their stamina, prolonging the duel. What this should represent?
There is no unique advantage, 5-10 degree attack angle difference matters nothing when you start considering other factors like timing and positioning. As you said, the directional play is almost nonexistent. If there a was a superior to default angle that could potentially let to misleading attack tracer or some shit everyone would just bind it, even the players who prefer directional input (if you think there are, show them). There are obvious disadvantages no matter how comfortable you are simply because your input overlaps with other important actions like body movement and tracer positioning that you need to do at the same time. For me, the most important one is trying to do a right attack angle while you are trying to catch a riposte in a 1vX. Maybe you could master instant pixel-perfect inputs for all 234 secret additional directions after like 10000 hours I guess, would love to see that.
The reason to keep this scheme is that it's much easier to understand compared to binds which are probably also 2-button binds for alternative attacks. It's intuitive and other popular games like For Honor and M&B have a similar control scheme (though they have a number of fixed directions). Now If you remove the additional attacks, an actual major disadvantage of a 240-degree system will arise - inaccuracy. Suddenly a 3-degree shift becomes a completely different attack you didn't want to do, right now thanks to procedural attacks it's completely smoothed out. This will make probably the main input mode for most people on the release actually inferior to binds, which will incline the game towards being a niche product for the small elitist community even more. The 240-degree system is also essential for lute and other perspective new mechanics.
Different degrees of freedom with different control schemes is not a new story, controllers have joysticks that allow regulating your movement more precisely, especially in many isometric games where keyboard leaves you with only 8 directions at max.
The real situation right now is that new interesting control scheme that allows to lift off some previous input restrictions for at least more visual concord between what you press and what you see for all players gets bullied by tryhard minority, because they are paranoid it can potentially be somehow abused by themselves using their own artificial control system.
Regenerating health decreases your max stamina. Let's say 3 health points per 1 max stamina point.
Type AddBotsTeam <Number of bots> > <0 for red team, 1 for blue team>
Greatsword parry drain negation is 20, according to its stat table in the weapons menu, which is not true, right?
Well chambering an attack before morph window is over is a mistake and stamina loss for FTP is a reasonable punishment for you. Why should you "punish" morphs anyway? They cost stamina so just by blocking and riposting you are gaining stamina advantage. Feints should be punishable because you can spam them, but you can't do 2 morphs in a row without making a window for your opponent, so what's the problem?
I think that the only controversial thing here is the stamina cost of morphs or rather the overall state of stamina warfare. I recently played Chivalry again and I was amazed at how easy it is to take advantage of stamina difference compared to Mordhau. Stamina starts regenerating too quickly for my taste and I think devs should make it have the same timing as current health regeneration.
Throwing axes with huntsman deal only 80 damage to naked legs.
Just my opinion:
Concept 1 is basically turning delayed drags into rudimentary morphs. Doesn't do anything to accels since you do them in a windup and their release phase is too short to drain a lot of stamina + additional notifications will be too late to notice (they would be later then pre-release grunts which are already hard to rely on).
Would make misses more punishable though I think that this complication is not worth it.
Concept 2 doesn't solve anything since you do drags/accels to deceive your opponent and with this concept drags and accels is still the best approach to do so. Only matters in situations where you have a guaranteed hit like backstabs or some of the feints. Doesn't mean that the idea is useless but that's not enough on its own.
Concept 3 can actually be pretty interesting.
Also, I do not see any problems with current drugs tbh
Should partially solve imminent problems with female/male ratio in a medieval battlefield. Also adds for immersion.
Same can be applied to the recovery phase of stabs since they often clip through bodies if release ended right before touching hitbox which looks weird as if your attack just clipped through. A hitstop without flinching would be nice.
Ejecting some hot new and totally original shield nerf ideas to remind devs that they should try to make shield usage hopefully as complex as all mechanics being skipped with the indefinite block:
Just a humble 240-degree system plebeian asking you: how to play against a shield in patch 17??? Previously I could outstam them with chambers, get a hit with a footslash or fake one and actually do a waterfall but now lowhits are gone and shield users don't need to focus on them so they have a way better time blocking waterfalls and upper strikes too. I always run out of stamina first with just riposte exchanges. Sidestabs should be better this patch I guess but they still feel underwhelming. Should I just gamble with kicks and fast hits when my opponent is not riposting? Or just git gud/use binds? It takes fucking forever to kill even a bad shield user in 1v1 and when I am in a 1v2 situation against someone not retarded with a shield it feels better to just press end.
How exactly track filtering works? I see that it creates profiles in its folder but when i start playing any midi files they always use all tracks.
We need a perk that shows other people's perks as distinctive symbols near their names or something.
Devs should also do something with fire hidden under grass textures. I fucking hate this shit in camp. Texture change for grass (like in Far Cry) or just more tall and explicit fire/smoke effects would be nice.
Why are you applying same numbers to all weapons? IMO fast weapons will benefit significantly from this. I still cant figure out the use for a new chamber but if it any good its a bit unfair that i as a messer or exec sword user should spend 4 times more stamina (5 for block and 20 for chamber) to chamber a rapier. At the same time chambering with a rapier seems a lot more reasonable (12 for blocking a messer vs 20). Same can be applied to 10 stamina gain on hit. Just from simple hits-to-kill calculations, fast weapon users will be getting like twice as much stamina from this mechanic. I understand that big weapons will be buffed from unification of morph and fient costs but i dont think it will be that big, the numbers for most of the comp weapons were close to 10/5 anyway, with exeption of some expensive morphs.
Forward/back offset already exists, and since your weapon position directly connected to tracers, left/right/up/down offset will be possible only by changing your real PoV to some place outside your head wich is gay and i am not even covering issues with throwables so no
Why active parry drops after morphing a chamber? Makes really hard and stamina-intensive to 1vX spears with weapons like messer, feels weird to get hit right after chamber and i do not see how it can break anything. Maybe it should stick to the ending time of early release of the initial attack and not immidiately disappear?
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