Author Topic: 2 handed animation change.  (Read 2137 times)

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Offline musketer

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2 handed animation change.
« on: July 13, 2013, 04:45:10 AM »
+7
All 2 handed weapons should have the poleram animation because that was the true realistic and historically way of fighting with 2 handed weapons/swords, the poleram animation in this mod should be the official animation of 2 handed weapons and the current one should be removed because it is unrealistic, fantasious and really overpowered compared to other type of weapons. The thrust animation is retarded too, when you thrust, it hits just way too fast against the objective, sometimes the thrust animation looks a big penis coming to your face and you know that you blocked but it didnt block because the speed of the thrust is the speed of the light, a nonsense.

Offline Malaclypse

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Re: 2 handed animation change.
« Reply #1 on: July 13, 2013, 05:03:56 AM »
+1
Only the regular Bastard Sword gets to keep 2h thrust, inb4 qq. It's been suggested before, usually with it being based on the length of the weapon (and usually excluding LS/HBS). It will probably never happen.
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Offline Smoothrich

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Re: 2 handed animation change.
« Reply #2 on: July 13, 2013, 07:42:24 AM »
+7
Make halfswording use 2hand WPF and I'll glady use it at least a third of the time, so will many other 2handers (that pierce damage), more immersive combat for all
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Offline Ulter

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Re: 2 handed animation change.
« Reply #3 on: July 13, 2013, 09:11:34 AM »
-5
Make halfswording use 2hand WPF and I'll glady use it at least a third of the time, so will many other 2handers (that pierce damage), more immersive combat for all
It does use 2h WPF and is very effective.

Offline Sagar

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Re: 2 handed animation change.
« Reply #4 on: July 13, 2013, 11:04:50 AM »
+3
Back in medieval times they use halfswording and regular 2h thrust. Curent 2H stab animation (in game) is regular one. It can be used with Flamberge as well.
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Offline The_Bloody_Nine

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Re: 2 handed animation change.
« Reply #5 on: July 13, 2013, 11:23:14 AM »
0

Offline Varadin

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Re: 2 handed animation change.
« Reply #6 on: July 13, 2013, 11:32:48 AM »
-12
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Offline Ulter

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Re: 2 handed animation change.
« Reply #7 on: July 13, 2013, 01:42:51 PM »
+8
Who cares about unrealistic 2h fighting , don't compare games with realisam at all, usless topic , you just wasted your time by making it, animations will not be changed.
Sure why try to make games close to reality at all, how about turning all the horses into My Little Ponies, making archers shoot arrows out their asses and replacing meele weapons with baloons?

I'm sorry but the useless thing here is your post.

Offline Sagar

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Re: 2 handed animation change.
« Reply #8 on: July 13, 2013, 02:08:03 PM »
+1
There is so many things that can be done about realism, but devs don't implemented them because of game balance.

For example:
- why shield skill requirement AGY instead of common sense STR (if they implemented STR for better shield - there is no more fast 1h spammers with good shield - low STR - weak shield, and there is no more unbreakable shield.
- they can make higher STR for armors - on that way there is no more AGY builds in good armor - low STR - weak armor.
- you can block in close combat with wooden pike, yea right ....

Lots of things can make this mod more realistic, but I guess its game balance.

Also, all talking about realism when someone QQ over 2H class .....

Offline owens

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Re: 2 handed animation change.
« Reply #9 on: July 13, 2013, 02:22:14 PM »
+3
^Sagar

If shield skill was str based as you say, you could have an unbreakable shield 110 wpf and 10PS.

Think before you type.
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Offline Sagar

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Re: 2 handed animation change.
« Reply #10 on: July 13, 2013, 02:53:05 PM »
0
Sure, think how many players will go with that build. Slow as fuck, that will be unusable build.

Offline HESKEYTIME

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Re: 2 handed animation change.
« Reply #11 on: July 13, 2013, 03:09:45 PM »
0
^Sagar

If shield skill was str based as you say, you could have an unbreakable shield 110 wpf and 10PS.

Think before you type.

I think he was addressing the 'realism discussion'. Like how it makes no sense that with the strength needed to wield a 2 handed warhammer any shield you try to pick up remains glued to the ground xD

'sorry son, you look damn fine in that plate and carrying that greatsword like it's nothing, but you're just not fast enough to carry that board shield, maybe if you ran up and down a mountain a few times...'

Let's face it, the agility stat is nearly entirely just about gameplay and balance, when it comes to the seriously heavy weapons (mauls, hammers, greatswords, polearms) the thing that'd make them easier and faster to use would be a ton of strength, not a duelists' reflexes. Agility fulfills the fanboy dream of running around like a samuri faster than everyone and hero-ing them with incredible speed (for the record i've done str builds, balanced builds and agi-whore builds, enjoyed them all for different reasons), sadly that dream also suggests you should be one-shotting those 'lesser men' with an agility heavy build somehow, hence the number of 'buff agility' threads.
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Offline Ulter

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Re: 2 handed animation change.
« Reply #12 on: July 13, 2013, 03:56:59 PM »
0
For example:
- why shield skill requirement AGY instead of common sense STR (if they implemented STR for better shield - there is no more fast 1h spammers with good shield - low STR - weak shield, and there is no more unbreakable shield.
- they can make higher STR for armors - on that way there is no more AGY builds in good armor - low STR - weak armor.
- you can block in close combat with wooden pike, yea right ....

Lots of things can make this mod more realistic, but I guess its game balance.

Also, all talking about realism when someone QQ over 2H class .....

First of all the whole AGI & STR thing is not realistic. Secondly the nature of c-rpg requires that balance is always a priority before realism.

Offline musketer

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Re: 2 handed animation change.
« Reply #13 on: July 13, 2013, 07:10:40 PM »
0
First of all the whole AGI & STR thing is not realistic. Secondly the nature of c-rpg requires that balance is always a priority before realism.

Well, the 2 handed discussion isnt exactly for total realism, it is about balance too and if the animation of 2 handed would be the poleram one then the 2 handed weps would be balanced properly and there wouldnt be that retarded thrust animation anymore.

Offline Wolfsblood

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Re: 2 handed animation change.
« Reply #14 on: July 14, 2013, 12:51:08 AM »
0
i think the only thing that needs to be tweaked is the stab. not necessarily change the animation on all the swords or anything but it is kinda (trying to be as unbiased as possible and failing miserably) bullshit how something like a german or danish could stab the way a bastard sword does. but its also kinda stupid how an ashwood can do a bendy animation and still hit u for full damage while facehugging.