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yendrek: his axe goes around guards
alexander: no explanation, shouldn't happen
Any character may also break through if they strike towards your weak.
EDIT: One other thing worth noting is the weapons all have different masses. Temujin kinda touched on this but this is true for the sabers too. Alexander's is among the heaviest of the sabers as per Kubold's update a while back (but not as heavy of course as a longsword or Kalk's weapon) but in return he was slowed down so the mass has its drawbacks too. These subtle weights can influence how blades interact just like in real life as can the attack. Some attacks by design are more "forcing" than others too if they find a good angle and this is true across the board. Not all guards are created equal too. Some characters guard certain openings better than others.
It is physics based, not a binary state of "parry or no parry".
Some cases, as I said, I saw that the strike would probably get through irl. In other cases - not so much. And my fighter in this case was Isabella, so - very doubtful that his blade being heavy played a role. ;)))
I suspect he is finding an angle to the side as Isabella struggles sometimes against sabers to defend the side of her face. That is the tactic I tend to use when fighting her personally. As well as just punishing whiffs and the standard stuff. Going for snipes tends to work well too. If you test her autoguard you will find other sabers do a similar thing as well if you find a good move.
More often than not I actually find in my experience Alexander's sword is sliding off people and not doing damage sometimes. Like when I impale someone with his thrust it does not seem to register enough damage at times ( I do not mind if it is a graze or push cut that it does little of course) and sometimes cuts bounce off the head. Idk if this is just him or if this is an issue with the game but it gets annoying in survival :D. Not saying you are wrong either but this game is still early access so I suspect more polishing is needed.
For rapiers to have max effect, you'll need to land a thrust around the tip. You damage falls off significantly if your thrust is launched too close to your target
Thanks for the info anyway.
Generally, there seems to be some discrepancy between how the move is shown and how the game's physics engine treats it. It's not large, and it's not that often, but it seems to be there in the code somewhere. %) Just a few minutes ago got a cut in using Isabella again, and it looked to me to be an almost horizontal cut to an ear area - and the damage shown was as it's almost vertical cut to the front of the face. I COULD not take into account the blade's inertia enough, but...
So, if you get damaged in the torso, a great big slash appears across the torso even though it was caused by a pin prick thrust. It may be visually confusing at first but it's not a big deal
Just think of the wounds as decorative. It's not supposed to precisely represent where the blade actually hit. Maybe in future patches these aesthetic concerns will get addressed
I wouldn't agree with that. If your thrust is launched too close to the target, especially if your point is already past their body, then you'll only be sliding the edge of the rapier against cloth, which should do much less damage
Visually in 3rd person this is hard to see, but in first person view, if your attack is too close, you can see why your attack is weak. And that's because the tip is past the target.
What makes this confusing is that the rapier frequently clips through enemies and makes it look like it penetrated, but in reality it should just be bumping to the side of your opponent's body