Idea for Flails



  • I do not see flails used a lot in this game. The problem I see with them, from my brief time facing them and even briefer time using them, is that they feel more like mace reskins than actual flails. To me a flail should be hard to block and easy to miss with due to the acceleration of the ball at the end of the chain. My suggestion to possibly change this is to greatly lower the “active” time for flail strikes, i.e. the time in which it could deal damage/be blocked. To reflect this the animation of the windup would be pretty lengthy, and the swing animation would happen quite quickly. This would serve to make strikes harder both to block and to hit, which will hopefully lead to no net gain or loss in viability in and of itself. They still may need a bit of tweaking afterwards.



  • I would like flails to work more like slings, so you have control over when you ‘flick’ the handle to hit an opponent. This is how I thought they were supposed to work.

    EDIT
    Was wrong, the one handed flail was used to attack the sword of the opponent, leaving them open, there was a large ‘peasant flail’ used how the flail works in the game now.
    http://www.youtube.com/watch?v=F0sWbkkh338
    http://www.youtube.com/watch?v=ef9Xuzu3aa0



  • @bottleNosedDolphin:

    I would like flails to work more like slings, so you have control over when you ‘flick’ the handle to hit an opponent. This is how I thought they were supposed to work.

    EDIT
    Was wrong, the one handed flail was used to attack the sword of the opponent, leaving them open, there was a large ‘peasant flail’ used how the flail works in the game now.
    http://www.youtube.com/watch?v=F0sWbkkh338
    http://www.youtube.com/watch?v=ef9Xuzu3aa0

    I wouldn’t want that to be the only mode of attack, but another mode. Flails should attack like regular weapons (as they are now) and have the ability to switch to swing over head mode.



  • I think it’s interesting that even these guys are using the flail as a “normal” weapon. Honestly looks like he’s trying to hit the handle into the shield and fling the balls over into his head.

    http://www.youtube.com/watch?v=V2umEMOcLUQ

    I’m not at all sure how it was used, I was assuming all of these “spin above your head” flail guys knew. Is anyone able to find an example of someone using a flail like this?



  • Found some demos here. “gotta keep it swinging” seems to be the idea, and there is a good amount of swinging it above your head in this video.

    Interestingly he says, “this one is called the holy water sprinkler”.

    It’s the very first demo on this video.

    http://www.youtube.com/watch?v=OF0JpDiW33c



  • Great video quigleyer makes much more sense now, so optimally it would be constantly in motion.



  • Isn’t from a mechanical point of view a flail basically just a mace?
    I assume it’s design is supposed to help increasing acceleration and power of the business end, while decreasing the rebound to your hand. I’ve never even touched a flail in my life but the chain part could also help making this weapon more upredictable and possibly hit around obstacles (small beams, parries, shields etc) which however, could involve very high risks of losing controll over your own or the enemy’s weapon.

    As for the game balance I think flails are underused because they come exclusively with bucklers….



  • @bottleNosedDolphin:

    Great video quigleyer makes much more sense now, so optimally it would be constantly in motion.

    Honestly that’s kind of how the flail works right now. Combo, combo, combo, and as soon as you’re parried there you stand with your buckler hoping to god you have some amount of stamina, because that buckler just EATS it when you block. As is the vanguard is the flail’s demise, as they can just sit back and keep hitting your shield. 4-5 shots to the shield with the pole hammer and you’ve got your two seconds to stare at the enemy while he crushes your head in.

    Honestly I use the flail a lot now-a-days (heavy flail I LOVE IT), and the only real downside to the weapon from a gaming perspective (not from a historical accuracy perspective) is that damn buckler and it’s ridiculous stamina drain. There literally is nothing you can do about a vanguard, other than pull out another weapon.



  • Yes the flail is kinda cool and its intriguing that the game describes it as unpredictable, sort of makes me want to use it. If there could be some kind of unique factor to it, like wrapping around the the target or allowing a weapon/shield to be pull out of an opponents hands/disabled that might bring more use.



  • woudl be cool to make the light flail available as a two-handed weapon for the MAA. that really fits.


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