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The slowmo on parry was added quite late in development, and I just haven't really had enough time to observe people playing with it on to see what's causing a parry not to trigger when the player expects it should. However I might have one small idea that might improve it in some cases.
That said knowing specific situations in which you feel parry isn't working would be quite helpful. What weapon were you using, what weapon was the enemy using, what kind of attack they were doing etc is good information.
I get the same thing
As for improvements, well, sadly to say, I think the only way to improve the blocking is to give handles/hilts/staffs collision properties so we can block with more of the weapon. I would also like to be able to block my opponent's arm - I don't need it to trigger the slo-mo effect, but whether they're armored or not and whether I'm armed or unarmed, striking the arm should be a way to stop a swing.
As a stop gap, maybe consider increasing the shield's durability. It's practically useless after it takes two or three hits.
Yup, definitely. It's also the hardest weapon to parry with, but I think that's sort of the way it should be. I mean, yes, you should be able to parry by wrapping the chain around another weapon, but there's no way for them to do that without adding physics to the chain (and that would be very, very messy and cause problems for the flail in general), plus it would mean that it would be an easy way for the player's weapon to become desynched from their controller. In other words, if your flail's chain is wrapped around another weapon, you shouldn't be able to move your controller, but they can't physically stop you from doing that, so your hand will no longer be where your virtual hand is.
But yes, I do consider that hitting the damaging part of their weapon, with the damaging part of your weapon, while they are swinging, to be a parry. Parrying with e.g. the shaft of the spear would make it too strong I feel. I don't feel that I mind that the flail is very hard to parry - it simply means you have to adjust your tactics for fighting that enemy. Similarly, I don't mind that the flail is worse at parrying than other weapons, it's part of its character. Ideally the flail wielding enemies should have another weakness (besides, i suppose, that they are frickin idiots and will almost always hit a teammate) and the flail should have some sort of strength when wielded by the player, which it doesn't really have right now.
I do believe that damaging a gladiator should always interrupt their attacks, I'll check that that is working. I don't think hitting them on an armored part should (unless you are using a weapon that deals damage through armor, like the heavy weapons). This is really the only rule in the game that helps to counter the mindless flailing style of gameplay.
In any case one of the updates this weekend had a small change that might help improve parrying in some cases. Let me know if you can tell a difference!
Agreed. This game has the best melee combat available in VR right now, and seeing the enemy's blade pass right through the shaft of my weapon is the only thing that ruins the immersion for me (well, that and smacking the wall and having to pause and check that my controller is ok, but the developer can hardly be blamed for my ♥♥♥♥♥♥ apartment!).
To clarify: I think we should be able to BLOCK with a weapon's shaft, no slow-mo - PARRYING is fine the way it is IMO
This explains a lot. Maybe a second collider coming from the handle part that doesnt collide with the top bit, just to aid with blocking? I've no experience in unity, so I hope that makes sense...
That demonstration is really exaggerated, for the mace specifically that gap is so small that I really can't imagine a weapon passing through there cleanly. I really need to see some video footage of strikes repeatedly passing through weapons so I can tell for sure though.
I've no problems with the mace collision; it's actually my favorite off-hand weapon for this reason.
The spear has always seemed a little unreliable when blocking, I don't use it much though so maybe something has changed recently, I'll give it another go.
I mis-spoke here, it's more that the shaft of the enemy's weapon - e.g. mace - appears to pass through MY weapon, and I end up taking a spiked ball to the head - i.e. shaft-on-shaft collisions seem unreliable.
Hell, I got nothing to do today, I'll try and get some video footage showing what I mean. Maybe I'll discover that I just needed to 'git gud'! :P
But a video was promised, so here's a general gameplay vid if that's any use to you:
https://www.youtube.com/watch?v=QHsCctWS8VU
(weird bug at around 6:55, and another at the very end)