A headshot doesnt need an rng mechanic though. It needs increased dmg on a fixed basis like for example 20% more dmg or whatever number... The percentage might even be tied to the skill lvl... Not a weakspot percentage that maybe triggers and does more dmg and maybe not.... How would be a not triggering weakspot on a skillfully handled headshot be any good afterall... Thats bs.
Equipment hits arent nice because they are 100% random. Unless somebody can show me equipment hit blocking (not shield, they are fine in that regard) on purpose 3 times in a row in a normal fighting situation. Even 2 times should be near impossible.
Dura dmg is cool on paper. Would be cool as a proper mechanic IF the dura actually would get normalised and doesnt use a horrible formular... Cronite spear not even 200 dura... Yes SV great formular you got there... Steel spear... 120ish dura.... Cant remember exactly it was way to low... Amazing...
I would agree though on equipment hits if it was remade as a proper mechanic that can be influenced more... I would personally like chambering to be the replacement for equipment hits.
btw... What was this thread about? Broken anti dismount tools right? This derailed quite a bit...
RNG is a representation of not having full control over something. I like the combat being straight forward and not having rng yet i believe theres limitations towards what the client does, the server aknowledges and another client sees. Not saying RNG is there cuz arrow hitboxes behave like garbo, i believe the headshot weakspot was intended as RNG mechanic to forbid adding the eyes" or helmet cavities hitboxes, i mean you would have to be a surgeon to land a weakspot in the eyes of someone moving.
Now i have no issues with changing that rng factor to a very limited hitbox, but that would render weakspotting basically useless (taking all considerations, like shitty hitboxes for example or non existant ping normalization)
I agree, rng could get removed from weakspots aslong as theres a proper rework for the mechanics involved. And it would require a little more abstraction than just removing" the rng factor and scaling weakspot dmg on skill.
They lowered dura on everything for obvious reasons, to make shit break more and last less. This is a placeholder bandaid, because the actual dura mechanics are not there its just the husk of a system.
Dura mechanics need design and the rework of multiple placeholder features in the game, ideally not just normalizing" crona gear to high dura haha, in any case aslong as theres no proper dura mechanics, high tier shit should have garbo dura. Same as weapons that take lesser amounts of metal to make. But i agree theres things that have way less dura than other stuff and thats just, being neglectfull with the game design oh surprice lol.
I've seen a lot of people talking about chambering, i had to google what that "high tier pvper" thing. And apparently is the exact same as parry but instead of blocking you attacking and parrying" with an attack? watched a video of mordhau explaining.
Idk, it would surely add another layer of complexities (meh) to melee combat, but its hardly a solution to anything lol. There a lot of placeholder systems that either need to be removed or reworked entirely, before considering adding more shit into the steaming pile of poop.
It should go both ways. If a footie gets hit by a mid weight to heavy weapon while a mounted and is max speed charging or even the mount itself hitting the footie(like mounted charge in MO1) it should knockdown the footie for a short period. But if the rider gets hit by a mid weight to heavy weapon in the torso or head, even if the mount gets hit in the head - It should result in the mounted being dismounted. Risk vs Reward.
Ranged dismounts with blunt arrows can be easily balanced by adjusting the % value of hitting torso. Most people can barely hit a moving target 20 meters in front of them with a bow no matter if they're foot or mounted bowing someone, the projectile system throws them off. Shit, some people can't even hit a static target 20 meters in front of them lol Scaling it with strength means only long bows on foot would be reliable with torso hits to dismount and the longer draw times are apart of the balance. Only would be viable for asym & short bows with head shots.
The problem is, things need to be tested or things will either end up with Mounted being OP for longs periods(like MO1 for example) or having varying levels that yo yo between below average to potent(like in MO2). Rock-paper-scissors balance causes this, which is what SV has been dipping into with their current design and it doesn't work well. Do too much or too little to one race or "class" type and it disrupts the balance scale. There should be hard counters, but there should also be soft counters to make all builds and races have viability. Instead of this linear balance type that shoes horns people into a single cookie cutter build per race and causes no build diversity.
SV really needs to utilize a public test environment client, where they test PvP and PvE changes to get feedback on balance before implementing to live build.
Blunt arrows should dismount on very particular scenarios, not by rng tho. An arrow doesn't have the force a maul has, blunt arrows should work most on low HP targets. For example under 20% hp horse get hits by blunt arrows it would dismount the player, or a mounted player getting hit under 20% hp would get dismounted aswell, more like a finish off mechanic.
But i'd re-balance blunt arrows as a tool type of ammo for bows, in the sense it shouldn't do any damage, like very little (MO1) and decay faster than any other arrow, but would grant the ability to dismount people.
Also, yeah spears should be able to dismount, like the long promised "spear stance" skill in MO1 (or maybe i remember the name wrong) but it was supposed to make a player kinda sit and lock the spear on the ground, that should probably do massive damage and dismount players if actually landed.
I agree with Dracu, that nothing related to dismount should be RNG but should be instead stats based, on the type of horse, the armor, the lvl, the stats of the weapons its being hit.
And then other things like decreasing the speed on coallition/hits should be a thing exacly like momentum and shoving players with horses.
Theres so much to be done to mounteds so they are not trash lol.