Weapon Stance Balance
Posted: Mon Jul 19, 2004 4:43 am
The idea of the weapon stance is great, however it doesnt follow the idea behind it. Lets look at games like StreetFighter 2, Light was faster, but weaker, Medium was a balance between stronger and faster, and Heavy was slow but more painful. But each of these also has a weakness. In the case of the chaos stances, only the Double Axe seems to follow this rule.
Light is faster, although limited by the animation speeds, so it really isn't faster, just different, easy hit swing and weak.
Medium has longer range, and does only medium damage. and follows traditinal UT2k3 moves (the original moves were best IMO)
Heavy has harder hit and multi swing, but trades it for shorter range.
But for weapons like the swords, Medium and Heavy have almost exact same swing, but slower and stronger, but since the sword has full damage from start of swing to end of swing, and it covers a full 180 degrees, its actually gaining more by being slower, instead of trading off.
Solution: For all weapons: Make light stance faster (if possible) and weak with a decent reach, leave medium stance alone, and make Heavy hit harder, but take away some of the reach, The katana and double axes are good examples of this. as they are strong, but only swing in the frontwards direction, thus limiting their range and giving heavy mode an actual weakness. The bastard sword, Mace, and Templar are the worst in this case as the swing is exactly like medium, but hurts more, no definite weakness.
This and fix the point of damage for the swings in an analog fashion as mentioned here: http://forums.chaoticdreams.org/viewtopic.php?t=3869
This IMHO, will do some good things for chaos, if possible to implement this way. But its only an opinion and feedback that i hope helps.
Light is faster, although limited by the animation speeds, so it really isn't faster, just different, easy hit swing and weak.
Medium has longer range, and does only medium damage. and follows traditinal UT2k3 moves (the original moves were best IMO)
Heavy has harder hit and multi swing, but trades it for shorter range.
But for weapons like the swords, Medium and Heavy have almost exact same swing, but slower and stronger, but since the sword has full damage from start of swing to end of swing, and it covers a full 180 degrees, its actually gaining more by being slower, instead of trading off.
Solution: For all weapons: Make light stance faster (if possible) and weak with a decent reach, leave medium stance alone, and make Heavy hit harder, but take away some of the reach, The katana and double axes are good examples of this. as they are strong, but only swing in the frontwards direction, thus limiting their range and giving heavy mode an actual weakness. The bastard sword, Mace, and Templar are the worst in this case as the swing is exactly like medium, but hurts more, no definite weakness.
This and fix the point of damage for the swings in an analog fashion as mentioned here: http://forums.chaoticdreams.org/viewtopic.php?t=3869
This IMHO, will do some good things for chaos, if possible to implement this way. But its only an opinion and feedback that i hope helps.