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Same with halberd (actually even worse, i was thinking im the only one who see this sh*t). This "feature" exist from very beginning, i remember i made bug report with this problem more then 6 months ago (with complete description), but FailShark would rather add new weapons via paid-DLC, rather then fixing old ones.
The fact is, that while having CRAZY hyper density in this game - it's very hard to see when an npc inside "a stack" (many npc's standing in 1 model/place) performing overhead/charged attack. And if you are holding halberd (or gleve as you confirm) its 100% that you will get a hit, because your block will be delayed even if you notice that strike in the last moment.
PS: If they can't fix even damn cursor bug ("need da steps" (C) [FS] Stoodge), they just not able to fix anything, espesially gamebreaking bugs such like "no sound specials".
Hey Hedge! I got an idea for you. Its amazing, just listen. All you need to do is to officially announce, that EVERY bug in this "game" is not a bug, but a design decision! Everything, including cursor bug, is just a feature from now on and should not been fixed. Imagine, so many free time for more DLCs!
As for the genius. In a melee oriented game with hyper density, a bug which prevents you from blocking/avoiding incoming damage, if you holding >>>ALREADY<<< slow and less dodgy weapon ..... is a feature? That's just brilliant idea. I really really really hope that guy doesn't work as a doctor, or in food service, or else.
Yet this is the only weapon I can't reliably cancel my attacks with. All the other big two handers present no similar issues. 2-H hammer and Axe work fine.
It's not really about canceling an attack. It's about that attack being registered and coming out even before the previous one has finished, so that if you press block before the last light-attack animation even starts, it still won't block and force you in an additional attack you never wanted. This is a problem with the game registering too many LMB commands when you are mashing that button during your light attack chain (while this happens for
NO other weapon in the game). If you take the effort to never press LMB more than twice, then this issue doesn't appear at all. But that's a disproportionate effort to ask of any player, especially considering every other weapon does not require this precise LMB dosage, thankfully. Which makes the glaive annoying and impractical to use.
Again, this is the only weapon that does this. You can spam away with 2-H hammer, 2H axe or 2H sword and be able to stop the attack chain exactly when you want.
This ain't a problem with canceling attack animations.
It was just fine before the balance patch but using it now takes control away which I dont like very much.
I'll try to report the Glaive issue on Fatshark forum for bug reports.
EDIT: upon further testing, it doesn't matter how many times I click. The problem occurs if I click at least once just before the end of the current attack.
Thank you for looking into this more deeply than I ever could or care for. Hopefully FatShark will be able to provide more dtails and fix this issue.
There seems to be a missunderstanding. I am fully ok with not being to able to cancel a swing in progress into a block. What i don't like is, that the gleve will prioritise the attack input over the block input.
What i mean is: If you click the left mousekey 3 times in rapid succession, you will get 3 swings, no matter if you try to cancel the third swing out for a block, after the second swing finishes.
The Hallbert and the twohanded hammer do not do this, you can go from a finished swing into block no problem.
I don't want to cancel the current action, i want to be able to switch out the next action for a block.
As it is right now, you have to count the exact number of mouseclicks in your combo, which does not work in a frantic fight.