Hellsplit: Arena

Hellsplit: Arena

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hurlsam03 May 26, 2023 @ 7:21pm
Issues with two handed weapons.
I love where this game is going and the one handed weapons handle great considering the limitations of VR controllers. Two handed weapons are always hard to get right in VR, especially melee weapons with significant weight and multiple striking surfaces, plus they were just added. Still, I feel that the current issues with two handed weapons make them near unusable or at least janky compared to the one handed weapons.

First of all, when fighting with a two handed weapon my foreward hand keeps letting go. Not sure if this is specific to Index controllers but I have noticed it is always the forward hand at the start of a swing/thrust. I keep trying to go in for a quick thrust or hew only to have my polearm flop around and tickle the enemy because my hand randomly let go.

Second, the positioning of the hands on polearms is awkward. I need to twist my wrists in order to keep the blade/spike/head/whatever at the right angle. You can smoothly slide your hands up and down the haft of a two handed weapon, but when grabbing it your hands will snap to a certain position, and said position is not very convenient or ergonomic. It would be better if hands could grab and slide anywhere around the haft as well as up and down.

Third, the way the front hand pretty much completely controls the weapon is not intuitive and kinda annoying. The back hand really can't do anything and I keep forgetting that I have to use only my front hand to control the weapon. If it worked like how half swording does or if the front hand worked more like a leverage point it might fix that.

Fourth, the trusting/stabbing does not behave consistently both in general and between weapons. This is also a problem with one handed weapons but is more noticeable with two handed ones. Sometimes I will perform an excellent trust only to have it glance off of bare skin, other times I will be trying to parry and accidentally stab through chainmail. This is especially frustrating when trying to poke through the gaps of armor (under the helmet, in the armpit, between the legs). This seems to happen more with the spear than it does with the halberd.

Fifth and finally, I think the polearms are a bit short, or could at least use more variety in their length. I would love to see longer reach weapons which would improve range and defense but would make a short side sword or dagger more necessary should an opponent get past the pointy bit.

Looking forward to more fixes and improvements so I can use my IRL favorite weapon (the halberd).
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torm May 26, 2023 @ 9:01pm 
I agree - two handed weapons are almost unusable.

I found that halberd can be good only when riding a horse or with a fat man - to keep him distanced and just poke him multiple times.

Other two handed weapons are mostly useless also because of archers - and you cannot protect yourself from arrows without a shield. Maybe except Double Axe which got huge blades that you can cover from incoming arrows.

But i'm not sure here - if we're ♥♥♥♥♥♥♥♥ about how physics works :D

The question is - is it even fixable without some exosceleton that'll make you feel the weight of a weapon.
Last edited by torm; May 26, 2023 @ 9:14pm
hurlsam03 May 27, 2023 @ 6:04am 
Yeah archers are another thing. Historically archers made shields necessary for troops until the development of better armor which allowed for the use of two handed weapons. It would be good if armors in game had a chance of stopping or deflecting arrows instead of just reducing damage. Wearing some good plate should make you nearly invulnerable to most bows (though heavy warbows, crossbows, and firearms would be a different story). Honestly it would be nice if it worked like that for all damage, with each type of armor having better or worse stats for different damage types. Enemy armor works like this and the player has a physical body so it seems like a possibility.
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