Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In 15.6, the game took the direction your fist was pointing (the side with your knuckles, as if you were drawing a line from your wrist to your knuckles) discarded all movement not going in that direction before reading the velocity.
That's changed in 15.7, but it should actually be less strict than before. Now, the game takes the direction of the incoming hit and finds the angle between that and the direction your fist is pointing. If the difference is more than 45°, the game starts to reduce the effective mass behind the punch, down to a minimum of 33% at a 90° or higher angle.
It's going to be harder to get a good reading for uppercuts, but I think I'm comfortable with that. In-game, you'll be connecting with the enemy's chin, so the hit will be more square. On the heavy bag, you'll be connecting at a pretty big angle, so the force reading will be reduced a little. From my research, uppercuts tend to be slightly slower and less forceful punches anyway, with their power coming from knocking the head back. The game does have vertically upward hits to the chin as a weak point that does increased damage, so the end result in an actual match should be what you'd expect.
Hooks are a different story, though, and it should be pretty easy to get those to read higher than your straight punches. When you hit the back, are you connecting with your knuckles? If you're turning your controllers inward and it's reading out higher then it sounds like maybe you're connecting closer to your palm than your knuckles. Give that a look and let me know. If that's the case, but you feel your hits are knuckle-y enough to still be doing full damage, I can look into increasing the angle a bit. If that doesn't seem to be what's going on, we'll try out something else.
Thanks for helping me get to the bottom of this.
I have some martial arts background so I am much better at short, straight punches, close to the body. I do think that I need to work on making sure that I am working some better angles into my hooks but I am not sure that I should have to be angling in as far as I am to get good damage. I am pretty short (5-7) so my longer hooks certainly might be more "palmy" than they should be. However, my vote would be to increase the angle a bit. I think that, if I were to angle my wrists as much as I am having to to get a solid hook in real life, I would probably break something.
Perhaps some other Rift/Touch players can take a look provide some input.
Again, thanks for the reply. This game is great!
Also, I have some plans for using headset movement to guesstimate how much force the body is imparting into the punch, which will make the hand angle stuff a little less important, so depending on how that goes, everything could get changed pretty drastically. I haven't started on that implementation yet, so it may turn out that what I'm planning for this might not work out, though.
Thanks for your dedication to the game and responsiveness to you users.