This patch is looking awesome so far! I like the turn cap change ( REMOVED!) . Makes the swings feel a lot better. Although you can still pull off a 360 swing. It's not as bad as other games, i feel like this was a great fix for the 360 spin2win.
Equipment stuff...: Would love to see equipment hits removed or fixed up some. I highly disagree that in an exchange and one person hit and the other doesn't because of their weapon randomly getting in the way. This makes some weapons like the large axes, sledges, mauls have a very hard time passing a spear that swings all over the place. If the equipment hits were only on the shield/armor it makes sense. Otherwise so much dps is lost in fights because of random weapon hits. From my view as a 160 ping player, im unable to tell where the animations really are anyways. So this just makes it that much harder to use larger weapons.
Handle hits: This needs to be looked at more. I'm not sure where the idea of 0 damage came from... I'm sure most of you know what a cricket bat is, or even a baseball bat... A purely blunt weapon and it doesn't matter if you hit with the handle or the proper side... it hurts regardless because its a blunt weapon. I would love to see blunt weapons have handle damage... The maul itself has a really decent hit box, though someone just swinging a weapon randomly stops the damage completely even if fully charged just doesn't feel good when making contact for 0. Rendering the maul 100% useless because you only get one good swing anyways and hoping to not hit equipment along the way just makes it useless now.
* Please look at this more. You guys have weapons with spikes on the handles that does 0... why put the spike there if it doesn't do anything. Visually appealing, huge disappointment when attempting to use..
Arc damage scaling: I read that the damage is based on the arc of the swing. I still can not see this when i test it. If i stand still and look directly at someone. My swing does 30ish with katana. Turn away from the target and swing again for test. Pulls another 30ish damage. The idea to have the arc lower the damage at the start and end of the swing right? If so it is not working as intended.
Overall: i still see a ping issue. Adding in spears just made it so much more obvious... I still feel like the distance in which we ( we being 150+ pingers ) see low ping players just is to rough to enjoy when they are now 3m (10ft) away hitting with a spear.. It's far enough to be unrealistic and has pushed me away from attempting duels at all. Only reason to duel is because you want to get better. But you cant get better when low pingers that can just swing all day long with light weapons and just beat the system with their connection speed to the server. This wont be fixed at all because SV sticks to a single server...... But because of MO1 had a overall delay, have you guys thought about adding this to MO2? Not sure if this will help but maybe it could slow down the low ping players some.
-Phen
Equipment stuff...: Would love to see equipment hits removed or fixed up some. I highly disagree that in an exchange and one person hit and the other doesn't because of their weapon randomly getting in the way. This makes some weapons like the large axes, sledges, mauls have a very hard time passing a spear that swings all over the place. If the equipment hits were only on the shield/armor it makes sense. Otherwise so much dps is lost in fights because of random weapon hits. From my view as a 160 ping player, im unable to tell where the animations really are anyways. So this just makes it that much harder to use larger weapons.
Handle hits: This needs to be looked at more. I'm not sure where the idea of 0 damage came from... I'm sure most of you know what a cricket bat is, or even a baseball bat... A purely blunt weapon and it doesn't matter if you hit with the handle or the proper side... it hurts regardless because its a blunt weapon. I would love to see blunt weapons have handle damage... The maul itself has a really decent hit box, though someone just swinging a weapon randomly stops the damage completely even if fully charged just doesn't feel good when making contact for 0. Rendering the maul 100% useless because you only get one good swing anyways and hoping to not hit equipment along the way just makes it useless now.
* Please look at this more. You guys have weapons with spikes on the handles that does 0... why put the spike there if it doesn't do anything. Visually appealing, huge disappointment when attempting to use..
Arc damage scaling: I read that the damage is based on the arc of the swing. I still can not see this when i test it. If i stand still and look directly at someone. My swing does 30ish with katana. Turn away from the target and swing again for test. Pulls another 30ish damage. The idea to have the arc lower the damage at the start and end of the swing right? If so it is not working as intended.
Overall: i still see a ping issue. Adding in spears just made it so much more obvious... I still feel like the distance in which we ( we being 150+ pingers ) see low ping players just is to rough to enjoy when they are now 3m (10ft) away hitting with a spear.. It's far enough to be unrealistic and has pushed me away from attempting duels at all. Only reason to duel is because you want to get better. But you cant get better when low pingers that can just swing all day long with light weapons and just beat the system with their connection speed to the server. This wont be fixed at all because SV sticks to a single server...... But because of MO1 had a overall delay, have you guys thought about adding this to MO2? Not sure if this will help but maybe it could slow down the low ping players some.
-Phen