COMBAT ANIMATIONS
#1
Posté 17 juillet 2010 - 12:50
#2
Posté 17 juillet 2010 - 12:59
I destroy old forniture with sledgehammers now and then, and swinging them ain't that easy, you really need to put your weight in the hit if you mean business
#3
Posté 17 juillet 2010 - 01:06
Khayness wrote...
Absolutely, they were pretty realistic. I never understood the "boohoo, too slow!" people.
I destroy old forniture with sledgehammers now and then, and swinging them ain't that easy, you really need to put your weight in the hit if you mean business
Except it's a game, and while the 2H sword animations were... realistic enough, they weren't very... sexy.
#4
Posté 17 juillet 2010 - 01:07
DR4GNballz wrote...
Anybody else like how the combat animations were for the 2H warrior??
avera , very very average
#5
Posté 17 juillet 2010 - 01:33
#6
Posté 17 juillet 2010 - 01:36
#7
Posté 17 juillet 2010 - 01:42
#8
Posté 17 juillet 2010 - 01:51
Dansayshi wrote...
I just hope the 2h animations are adjusted to be more, gamelike, especially if we have a quanari companion who is, in theory, stronger.
Monkey Grip, here I come!
(I actually have a funchar in NWN2 who does that with two claymores and a pimp hat)
#9
Posté 17 juillet 2010 - 01:53
#10
Posté 17 juillet 2010 - 01:57
With Crysis, looks almost real.
www.youtube.com/watch
www.youtube.com/watch
Modifié par Rubbish Hero, 17 juillet 2010 - 02:00 .
#11
Posté 17 juillet 2010 - 02:14
#12
Posté 17 juillet 2010 - 02:21
DA Trap Star wrote...
I didn't, I thought the 1H looked a lot more realistic. They made the 2H animations look like the character was swinging a weapon too heavy to handle. They looked like they were about to fall on every swing,
Wielding a 6ft blade, thats generally what happens lol.
#13
Posté 17 juillet 2010 - 02:21
#14
Posté 17 juillet 2010 - 02:24
#15
Posté 17 juillet 2010 - 02:33
#16
Posté 17 juillet 2010 - 02:36
Certainly not in any way like actual longswords were used. They swang them like awkward, pondering, super heavy baseball bats in the game. That's not how you use a sword.
Modifié par Kinthalis ThornBlade, 17 juillet 2010 - 02:37 .
#17
Posté 17 juillet 2010 - 02:51
Khayness wrote...
Dansayshi wrote...
I just hope the 2h animations are adjusted to be more, gamelike, especially if we have a quanari companion who is, in theory, stronger.
Monkey Grip, here I come!
(I actually have a funchar in NWN2 who does that with two claymores and a pimp hat)
claymores are for girls , duel weilding two sledgehammers is for men
#18
Posté 17 juillet 2010 - 06:32
SelphieSK wrote...
Khayness wrote...
Absolutely, they were pretty realistic. I never understood the "boohoo, too slow!" people.
I destroy old forniture with sledgehammers now and then, and swinging them ain't that easy, you really need to put your weight in the hit if you mean business
Except it's a game, and while the 2H sword animations were... realistic enough, they weren't very... sexy.
Exactly what i thought, it was POWERFUL, but it wasnt cool, i was loking for some samurai kinda swingin...but i liked how u said SEXY....hehe
#19
Posté 17 juillet 2010 - 06:38
I mean who would win in a dual, a guy that can barely hold his sword and relies on the weight of the weapon for an attck, or the skilled master who has the strength to carry such a BUSTER sword
#20
Guest_Puddi III_*
Posté 17 juillet 2010 - 06:43
Guest_Puddi III_*
#21
Posté 17 juillet 2010 - 10:06
From a gameplay perspective it would also be more interesting to have really slow weapons with massive armor piercing and good damage, then some faster 2h weapons with individual swings being less powerful. All two handers felt the same in DAO. In fact all weapons felt the same since even massive armor did not deflect lighter weapons. Daggers should only penetrate armor on critical hits etc.
#22
Posté 17 juillet 2010 - 10:16
And although it´s unrealistc i wish they would go away from HP to some sort of stamina system (which works the same way) and instead of people actually hitting you you would dodge and parry in an akward position in order to make it different opposed to real dodges and parry e.g. your defense rating higher than their attack and just choreograph the fights like they partially did back in Kotor. I know its an awful lot of work but it would be a nice next step well better than tanking some 6 ft blade to the face and surviving because he apparently doesn´t hit you , bounces of your armor or because you are just that tough.
#23
Posté 17 juillet 2010 - 11:23
Of course from a gameplay perspective, if 2H swords were both fast and high damage, it would make the other styles useless, so I understand the slower animations.
I would however like to see some changes. It does look like the wielder can barely handle the weight of the sword. I would like to see new animations of wide, quick sweeping arcs that utilize spins to keep the momentum of the sword continuous. I also think the 2H sword should hit multiple enemies as a default effect. Seeing wide horizontal swings that somehow only manage to hit one enemy was a bit silly.
I also think S&S warriors should utilize their shields more as a default combat action and new animation. Their basic attack animation should be smash with shield, stab with sword, quick and effective.
#24
Posté 17 juillet 2010 - 02:10
balchagi wrote...
I also think S&S warriors should utilize their shields more as a default combat action and new animation. Their basic attack animation should be smash with shield, stab with sword, quick and effective.
Not to mention stupid. Your shield is for defense, using it in your opening move is probably suicide. You know the shield won't kill you, so all you have to do is go for your opponent's head or legs, even if he still manages to block, he'll most likely be in an awkward position, and you'll still have the upper hand.
V-time wrote...
And although it´s unrealistc i wish they would go away from HP to some sort of stamina system (which works the same way) and instead of people actually hitting you you would dodge and parry in an akward position in order to make it different opposed to real dodges and parry e.g. your defense rating higher than their attack and just choreograph the fights like they partially did back in Kotor. I know its an awful lot of work but it would be a nice next step well better than tanking some 6 ft blade to the face and surviving because he apparently doesn´t hit you , bounces of your armor or because you are just that tough.
An interesting thought, but what do you do when a person is facing more than one character? I think that is the biggest problem holding game designers back from implementing it your way.
#25
Posté 17 juillet 2010 - 02:18
In a fantasy setting where you swing something that looks to weigh about 80-200 pounds.It is only realistic your gonna have a tough time.
At least it is not like some games where a female who looks to weigh only 100 pounds swings a 300 pound Cannon with a 14 inch blade at the end with ease.Or something.
Modifié par Arttis, 17 juillet 2010 - 02:19 .





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