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Also, if you are using a two-hand weapon, we'd suggest to keep a bit more distance between your two hands so you could hold your weapon more stable"
Getting the balance right is definitely tricky, Blade & Sorcery does a good job, SwordmanVR is pretty good as well and Light Brigade is a rare example or weight done well with firearms. Grimlord is definitely not perfect, but it's headed in the right direction and I'm sure will only get better as Early Access progresses.
Grimlords is also pretty terrible, but I think they have the right idea, and are slowly moving in the right direction. They just need to realize that bouncy weapons suck.
If you want to see good vr melee combat, look at hellsplit, dragonfist, and blade and sorcery.
Has anyone tried the magic? Blade & Sorcery is literally the only title with a good overall experience and a nice variety of magic. VR is lacking much more in that field than melee.
Magic hits like a wet tissue, but maybe i should level up Int to make it better, overall i dont feel any improvement from my stats
I completely agree with you about Blades and Sorcery and Light Brigade, although the aiming of light brigade feels REALLY imprecise at times. I can get the hand distance perfect on a rifle and it's very realistic, if your hand distance is off at all, it doesn't translate to real world (your actual aim/angle)
One thing I do like about the speed of the swings, is it keeps you from cheesing the games AI/mechanics. It wouldn't be any fun if you can swing your sword 5x the speed of an enemy. It has to be balanced somewhat. You will never feel like your sword is moving at the appropriate speed when you have a 3 oz controller in your hand.
To the poster that says it's too slow. Go grab a 2.5 pound long sword and swing that around with one hand for more than a minute at full combat pace and tell me you aren't tired. IT WON'T HAPPEN! lol
I have leveled it up several times as that is always my main attack and it makes a noticeable difference. Also headshots and body shots don't seem to be equal in damage. I have killed an archer with 3 headshots and also 6 body shots. My guess is it's 2x damaged. Hold your staff 2 handed and then move the bottom hand down towards the bottom of the staff. It makes shots WAY easier to aim.
"Easilly tweaked" Is an understatement. Making the blades feel like real blades only if you wanna play with 20 different sliders is terrible. Cool they have variables to tweak to make it work as a whole with different pieces, but they are far from having those pieces in the right place.
The values of "Position" and "Rotation" are applied to your actor's arm joints. I believe "Position" translates to linear axis movement (matching up and down, left and right, back and forth movement of your controller), while "Rotation" translates to joint rotation (matching wrist, forearm, and shoulder pivot and rotation).
"Spring" is the strength of the joint to resist against other collisions. The higher the value, the more force you can apply in a bind.
"Damper" is a counter-force that becomes stronger with a higher value and also depends on how far the tip is from your hand. The harder you try to fight this force, the stronger the resistance; hence the "lag" Hogmeet describes. This is also why fencing weapons tend to behave oddly with swings. Lowering the "Rotational Damper" value will let you swing more naturally with swords. If you lower it too much, then it basically becomes like any other game.
Magic is...overpowered. I can kill basic enemies with only 2 downward (aoe) hits with 5 upgrades aiming at magic regen. Melee requires multiple, multiple, multiple hits, unless there's a special technique to them. The staff is also good at knocking off helmets to hit with a sword.
Overall, the game feels good, but magic does currently feel stronger than melee by a lot, at least in early game. I run with a sword and staff.