MORDHAU
Mordhau repeats chivalry 1 mistakes
I think those who play chivalry 1 remember players who were spinning like crazy, breaking animations and gameplay. It's good that mordhau got rid of this, but there is still a similar problem - 1000% sense and you can't see the hits.
What we have at the moment: level 200 players who break animations with crazy sense values. Is the gameplay fair when you just can't see the hit animation? As a result, the game is impossible for new players.
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Сообщения 115 из 43
Автор сообщения: Tinkuwu
https://www.youtube.com/watch?v=7Ip6piveUkU

Liar.
So what? The fact that you can't do it doesn't make my words lie. A quick turn during the strike on their axis deals damage without playing the strike animation.
Автор сообщения: LS
Автор сообщения: Tinkuwu
https://www.youtube.com/watch?v=7Ip6piveUkU

Liar.
So what? The fact that you can't do it doesn't make my words lie. A quick turn during the strike on their axis deals damage without playing the strike animation.

High mouse sensitivity does not do what you seem to believe it does, nor does the type of attacks you're seeing work the way you're saying. I don't think you're lying, I just think you're misinformed.

This is not to say that what you're experiencing isn't a common complaint and often frustrating for newer players, just that you're entirely wrong about how it works.
Отредактировано DrunkDwarf; 11 окт в 16:02
Автор сообщения: DrunkDwarf
Автор сообщения: LS
So what? The fact that you can't do it doesn't make my words lie. A quick turn during the strike on their axis deals damage without playing the strike animation.

High mouse sensitivity does not do what you seem to believe it does, nor does the type of attacks you're seeing work the way you're saying. I don't think you're lying, I just think you're misinformed.

This is not to say that what you're experiencing isn't a common complaint and often frustrating for newer players, just that you're entirely wrong about how it works.
You should go to any server and fight against a player above level 100. I guarantee you that you will not see the attack animation. Fast rotation does the following: 1. for example, your attack animation is 3 seconds long 2. The damage collider turns on at 0.1 seconds 3. A player with a large sense does a fast rotation and the collider without animation hits the player. But since the animation is at 0.1 seconds, the player does not see the attack and cannot dodge. This works with any sword.

This can be easily fixed by preventing too fast rotation of the character, but the developers did not do this.
And I'm not talking about the delay of the attack by turning the character to the right, ok it can be seen and maybe even a funny mechanic. I don't know what this ♥♥♥♥ is exactly called, drag or something like that.
Автор сообщения: LS
You should go to any server and fight against a player above level 100. I guarantee you that you will not see the attack animation. Fast rotation does the following: 1. for example, your attack animation is 3 seconds long 2. The damage collider turns on at 0.1 seconds 3. A player with a large sense does a fast rotation and the collider without animation hits the player. But since the animation is at 0.1 seconds, the player does not see the attack and cannot dodge. This works with any sword.

This can be easily fixed by preventing too fast rotation of the character, but the developers did not do this.
And I'm not talking about the delay of the attack by turning the character to the right, ok it can be seen and maybe even a funny mechanic. I don't know what this ♥♥♥♥ is exactly called, drag or something like that.

There is already a heavy limitation to "too fast rotation of the character" called Turn Cap. It's already set to be very restrictive, and prevents exactly what you're describing. What you are seeing is not caused by fast mouse movement at all, there is a solution that has been place since the game released that prevents high sens and fast movement from being an advantage.

I'm over level 220+ and have thousands of hours in this game. I'm one of the players who performs the attacks you describe, and I can tell you with certainty that is does not work the way you are saying it does here.

You want to use the opposite, low mouse sensitivity, slow controlled movements, and using the WASD keys to both position yourself correctly and move into the attack, with very minimal mouse movement required. Slow is smooth, smooth is fast.

Notice how in the very video you've provided, it tells you to physically RUN into the character, using your character footwork to position yourself. Notice How little actual mouse movement is needed.
Отредактировано DrunkDwarf; 12 окт в 12:26
Автор сообщения: DrunkDwarf
Автор сообщения: LS
You should go to any server and fight against a player above level 100. I guarantee you that you will not see the attack animation. Fast rotation does the following: 1. for example, your attack animation is 3 seconds long 2. The damage collider turns on at 0.1 seconds 3. A player with a large sense does a fast rotation and the collider without animation hits the player. But since the animation is at 0.1 seconds, the player does not see the attack and cannot dodge. This works with any sword.

This can be easily fixed by preventing too fast rotation of the character, but the developers did not do this.
And I'm not talking about the delay of the attack by turning the character to the right, ok it can be seen and maybe even a funny mechanic. I don't know what this ♥♥♥♥ is exactly called, drag or something like that.

There is already a heavy limitation to "too fast rotation of the character" called Turn Cap. It's already set to be very restrictive, and prevents exactly what you're describing. What you are seeing is not caused by fast mouse movement at all, there is a solution that has been place since the game released that prevents high sens and fast movement from being an advantage.

I'm over level 220+ and have thousands of hours in this game. I'm one of the players who performs the attacks you describe, and I can tell you with certainty that is does not work the way you are saying it does here.

You want to use the opposite, low mouse sensitivity, slow controlled movements, and using the WASD keys to both position yourself correctly and move into the attack, with very minimal mouse movement required. Slow is smooth, smooth is fast.

Notice how in the very video you've provided, it tells you to physically RUN into the character, using your character footwork to position yourself. Notice How little actual mouse movement is needed.
You can say whatever you want, but it all sounds like an excuse for a hit animation that is invisible to the human eye. And this is what makes newbies make a refund
There is no need to bring up scientific theories that you are right if the facts say that the attack is not visible.
How can I reflect what I can't see?
Автор сообщения: LS
How can I reflect what I can't see?

By getting better at the game. You are supposed to use footwork to create distance to give you more time to react to attacks. If you put your face directly into the path of the weapon, of course you're not going to be able to see it in time.
Отредактировано DrunkDwarf; 12 окт в 15:20
Автор сообщения: DrunkDwarf
Автор сообщения: LS
How can I reflect what I can't see?

By getting better at the game. You are supposed to use footwork to create distance to give you more time to react to attacks. If you put your face directly into the path of the weapon, of course you're not going to be able to see it in time.
I played Chivalri 1(400 hours) and then I started playing this game(300 hours), man I know what I'm talking about. Besides, I am a game developer myself. I tell you that the attacks are invisible and you argue and say that it is my technique. This is a fact, no need to convince me otherwise. I predict that this game, like Chivlari 1, will come to the point where only such "technical" players will remain.
We can make a bet and I'll record you a video with proof. But if you lose, you owe $10 :D
Отредактировано LS; 12 окт в 16:20
Автор сообщения: LS
I played Chivalri 1(400 hours) and then I started playing this game(300 hours), man I know what I'm talking about. Besides, I am a game developer myself. I tell you that the attacks are invisible and you argue and say that it is my technique.
holy mother of dunning kruger
Автор сообщения: ♢︎♢︎♢︎♢
Автор сообщения: LS
I played Chivalri 1(400 hours) and then I started playing this game(300 hours), man I know what I'm talking about. Besides, I am a game developer myself. I tell you that the attacks are invisible and you argue and say that it is my technique.
holy mother of dunning kruger
Yes, yes, let's break animations, you can learn this for 1400 in the game
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