Fix the combat? again

I havent pvped in this yet. But i have in other games and the movement in this is under par.

I wanna be able to jump and go into a roll mid air, (timed right) giving me a stamina boost not penalty.

I wanna be able to jump off a rooftop and smash an axe into the skull of an opponent.

Will we ever get these changes?

Now its like moving through glue, using shift for sprint is also still not smooth enough.

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I think there is always room for improvement and the combat system could use some tweaks and fixes, but rather have what we have now than what you ask forā€¦ i actually like the lack of flashy movements and overcompensation :^)

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I disgree with you on some points, but agree on others. Lets get the negative one out of the way first.

We can somewhat do this with Agility perk 5 ā€˜Extended Leapā€™, whereby we sommersault at the height of our jump. However, I suspect you were referring to a roll foward. I think that would be kind of immersion breaking. Our character isnt exactly Kano from Mortal Kombat.

Now THAT is a change I can get behind, and on that note it sounds downright beautiful! :smiling_imp: :metal: You know NORfem I have always been one of the forums most vocal proponents for more gore and brutality. And I am also fond of the idea of expanding the existing combat system. In fact I previously suggested four new attack types waaay back in my first suggestions list. They were:

Charged Attack ā†’ I feel it would nice to be able to hold down the heavy attack button for 1-2 sec for a slightly delayed stronger attack.
Downwards Thrust ā†’ as the name suggests, a downwards strike on a grounded opponent.
Jump Attack ā†’ as simple as it sounds, and useful for attacking opponents above you or those trying climb escape.
Run In Attack ā†’ when at full sprint, a quick lunge or opener attack.

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If they would change it that you are not stuck in animations and directions whilst attacking, the combat would actually get more fluid and responsive.

Right now itā€™s mostly based on predictions and of course aim with a lot animation canceling.

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Something i have been saying for a long time now.

For players like us yes. I really doubt the guys who want spiderman moves into the combat system does that.

And no, I like it how it is with combat system, but improvements would be nice. For example fix the invis attacks, and weird hitboxes.

Yep, I like a simple combat system without too many moves. More intuitive hitboxes would be a huge help, especially with larger creatures where I donā€™t always know if I should aim for the head, legs, torso or butt because my swings donā€™t seem to connect.

The Hyborian Age setting is rather gritty-realistic, so moves we see in anime or wuxia films donā€™t fit the setting.

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You know being able to move while swinging your weapon is not something difficult to do irl. The system is really clunky at the moment being all static .

In real life, we can also block with our weapons, and rolling on the floor is a suicide. Real hand-to-hand combat with lethal weapons isnā€™t actually very interesting to watch or play, because either itā€™s really static, or itā€™s over in two seconds.

Maybe itā€™s because I play a light-armored dodgy character, but I donā€™t find the combat static at all. I do a lot of dodging, running around the enemy, back-flipping and lunging. I never was a fan of ā€œstanding in place, smashing the attack button and letting armor soak damage for meā€ style of play. Luckily, CE offers me a choice I do find entertaining, interesting, dynamic and fun.

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That is all glither playing daggers and light armor feels dynamyc only because the animations are fast. Playing heavy armor 2h feels like a circus. You are doing your whrilwind and all the mobs are bonking you at the same time. It looks like kids are fighting with foam weapons both attacking each other while being static.

Solution dont use heavy.

Yes and fix roll bug!

Well, of course itā€™s different. If heavy armor and hammer or two-handed sword were as nimble as naked with daggers, they would always be the superior choice. Armor and weapon choice is also a choice between mobility and ability to take hits.

(I would love the two-handed sword to be a little faster and have a stronger stagger effect because it should be a very effective cword-control weapon. The two-handed hammer looks and feels like a suicide weapon and behaves accordingly.)

It should be different but thats not the point. We can have a fluid and dynamic combat system even with the slow speed some weapons have. Problem is our characters movement is locked because of the animations. Our swings are not free they are locked to move in a certain location. This can be fixed by removing this restricion and make it so that we have the ability to move to any direction as we swing. And ofcourse blocking is only a shield thing in CEā€¦

Yes, that of course.

/master of roll bug

I think some of you got what I ment and some mention Mortal kombat and spiderman, I dont mean that kind of movement. I dont want to fly in conan. I want a combat system thats smart and brutal and that feels fluid.

You can take any person from a couch and tell him to jump and roll, jump and land in a hit, we are not robotsā€¦ but humans, we can do two things at once.

Okey, I would like to say u need to be pretty smart in this combat system how it is now. And also require some skill. You dont get everything delievered on a silver plate, u need to train your movement and such.

The only problem I see with PVP atm, is some small balancing issues and 1 big balancing issue. And also some issues with different kind of bugs. Like mentioned before, roll bug, invisible hits and hitbox.

Different types of weapons give you the ability to also have a freemovement. I still use like many other PVP players, spear, and 1h sword mainly, and for slowing running players down throwing axe. And I have pretty fun with it.

If you standing on a roof, u still able to jump down in their face and start swinging the axe.

This! So much this! I donā€™t like the rest a lot, but I would love to see more brutal moves like this one.

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