Polearm insta-OH solution



  • They should just have hit tracers that make sense relative to the attack.
    The hit tracer shouldn’t be active until the attack has momentum.
    I think that’s what you’re trying to get at with the whole 150ms deal.
    Except this should be, or rather should HAVE been done with all weapons in the first place to prevent being hit from behind with a horizontal strike.



  • The thing is, because the damage doesn’t come until after windup, you have plenty of time to react to a lookdown OH. If you see them doing a lookdown OH with a polearm and they are facehugging you, you know the damage will come out right after release.

    The reason the damage comes so quick with the polearms has to do with the animation and tracers. When the windup window is finished, the weapon is further along the swing path than some other weapons. It doesn’t mean it’s going to hit you sooner than other weapons of similar speed, it just means after the flinch window has passed, it will hit you sooner.

    What kind of implication does this have in practice? The first one that comes to my mind, is that if your going to try and trade blows with a polearm user doing a lookdown OH, you have a smaller window to avoid being flinched.

    It isn’t really about a broken mechanic. The damage doesn’t happen until after windup. It’s an issue of weapon balance. Some people seem the think all the polearms are slow weapons like knight maces/axes. Sure some of them are, but the Billhook for example is actually quite quick, but it doesn’t do that much damage.

    If you want to remove these “instant” damage lookdown OHs, it really comes down to, do you want to nerf polearms? Maybe they should be nerfed.



  • No if this would only apply to Polearm overheads (consistency please - especially in mechanics). No if this would also remove interaction with parries and environment (in this case you are just increasing the unfeintable window). Yes to a window in early release that does reduced damage (no damage is also reduced damage).

    I suggested something similar - weapon collision during windup. Your idea might turn out less clunky though.



  • The thing is, given the right circumstances, all the 2H weapons and most 1H weapons in the game can do instant damage once windup is over. I really don’t see this specifically as a polearm problem. If polearms being able to do damage immediately after windup is an issue that needs fixing, then pretty much every weapon in the game needs fixing.



  • The thing is polearms are faster to hit this way because of the way they are held (a part of the weapon will always be in front of you).

    While accelerated overheads with swords are somewhat realistic on polearms its like holding a stick between your hands and then pushing it forward into your enemy - dealing the same damage as if you hit him with a giant axe head. Its not really a balance issue (they are still slow and you can learn the timings) but it breaks immersion.



  • If what lemonator says about the tracers being in line with the blade, it might be what is causing poles OH lookdowns to seemingly hit sooner than they should. Possibly altering the tracer during the beginning of release to be at the shaft of the weapon instead of the blade might slightly delay when it hits.



  • @dpunk:

    If what lemonator says about the tracers being in line with the blade, it might be what is causing poles OH lookdowns to seemingly hit sooner than they should. Possibly altering the tracer during the beginning of release to be at the shaft of the weapon instead of the blade might slightly delay when it hits.

    I don’t think you know what we’re talking about. The instant OHs happen because when we hold polearms in the beginning of release with the butt of the handle sticking out that has fully damaging tracers and that butt of the handle, under the right circumstances, can start inside of the enemy and hit instantaneously after windup ends like a facehug stab, which is one of the reasons for why stab windups are so slow. When you’re fighting a polearm and the enemy used an OH, naturally, you wait for the blade to come over his head and hit you(unless you parry it) not for the butt of his handle to start inside of your chest and cut your arm off somehow. This is fairly unpredictable as well.



  • Ok well if that is the case then it would be a problem. Wouldn’t this make it unblockable in certain cases though? I haven’t really noticed specifically not being able to block/parry those attacks. Then again, I haven’t tested in a controlled setting.



  • I tested against some bots and wasn’t able to notice what was being described in this thread. I’ve included a picture of a tracer. The tracer shows a crouch lookdown OH even though my character isn’t crouched when the screenshot was taken. While the attacks against the bots showed that the hit happened fairly quickly after release, it didn’t really show that the handle started inside the bots character model. Of course it would be better to test against a real player that isn’t moving/trying to kill me.

    If someone wants to do some tests in game add me on steam dpunk/benedictOrange.

    Looking at the tracer in the picture, it may be possible for instant damage after release to happen if the target is standing to the right of the polearm users model. But the bubble may prevent this, again would be better to test against a player.



  • @dpunk:

    I tested against some bots and wasn’t able to notice what was being described in this thread. I’ve included a picture of a tracer. The tracer shows a crouch lookdown OH even though my character isn’t crouched when the screenshot was taken. While the attacks against the bots showed that the hit happened fairly quickly after release, it didn’t really show that the handle started inside the bots character model. Of course it would be better to test against a real player that isn’t moving/trying to kill me.

    If someone wants to do some tests in game add me on steam dpunk/benedictOrange.

    Looking at the tracer in the picture, it may be possible for instant damage after release to happen if the target is standing to the right of the polearm users model. But the bubble may prevent this, again would be better to test against a player.

    This really isn’t a debatable bug. It’s a real problem but I guess I could show you in game.



  • I suggest you enable poll re-voting in case someone changes their mind.

    I still haven’t tested yet, so you can add me on steam for when it would be convenient to test.

    edit:

    So I’ve done some additional tests. I’ve found that the halberd does in fact hit during the first tick of the tracer and that it is the handle that hits the target, as has been claimed by some people in this thread. There isn’t a reliable way for me to get an accurate picture at the very momment this happens. But using the aoc_slomo command I was able to tell that damage happens either at/almost at the exact same moment the damage tracers appear.


    This picture gives a better view of the damage tracers for a OH with a halberd. As you can see the tracer starts nearly at the tip of the handle. When I tested against peasants(do they have the new bubble?) when I was facehugging, the handle started inside the model of the peasant once windup was finished. I was also able to show that crouching was not needed to perform.

    Once again, it isn’t an optimized test, but if someone can confirm peasants have the same bubble as a player character, then I think it’s proof that damage can be applied instantly after windup.

    The next question is, is this actually a problem? It’s not actually a bad question sense most all weapons have the ability to do this[instant damage] after windup with certain attacks. The most obvious would be LMB attacks if the target is standing right where the tracer starts.

    Another question is, can most weapons do this with OH attacks? I don’t think so, but I haven’t tested this. If not, then at that point, OH lookdowns with polearms would probably be a valid concern with regards to weapon balance.

    Also, the quick damaging OH lookdowns is one of the reason people choose to use the Halberd. While I think most people consider it a viable weapon, I don’t think most consider it OP. Removing this ability would certainly be a nerf. If removing these instant OH happens, should the Halberd be buffed in another way? I use the term Halberd only because I haven’t tested if these instant attacks apply to all polearms.

    What would be my suggestion?
    If I were the one to come up with a solution to this problem, it would be to remove the damage tracer from the halberd underneath the hands and at the hands. I don’t believe these instant attacks would happen with the Halberd in this case. Also, follow up be giving the Halberd some kind of buff to compensate. Also, follow up with testing for balance after the changes before being put on live.



  • After further tests against players, I can confirm that the damage against a player does happen instantly after windup is finished. And because the angel of the halberd, the halberd head starts away from the opponent, the damage comes from the handle of the weapon.

    I really don’t see an issue with a weapon doing damage so quickly after windup is finished, in regards to weapon balance. But this mechanic seems broken because the damage comes from the handle of the weapon.



  • Not sure if it has to be 150ms but the idea by itself is fine



  • @afiNity:

    Not sure if it has to be 150ms but the idea by itself is fine

    That’s really the variable. It doesn’t have to be that amount of time.



  • I still don’t see the big issue. You have to be so close to even accomplish this that the bubble makes it very difficult to do it consistently if at all. With many real world pole arms, had blades at the handle end much like the quarter staff would could and did do end damage. The fix? Keep your damn distance…

    This is really a non issue.



  • @Retsnom:

    The fix? Keep your damn distance…
    This is really a non issue.

    Yeah just like the fix for alternate swings was looking to the right 90-120° that was balanced right?
    I’m not saying the bubble is a good fix, it’s shit. But it needed to be fixed and this problem is the same problem as previous patch’s alternate swings.
    It’s lazy tracers, it’s very fucking easy to fix but TBS is incompetent.



  • @Retsnom:

    The fix? Keep your damn distance…

    How exactly do you keep your distance as a knight fighting a vanguard?



  • @Alyx:

    @Retsnom:

    The fix? Keep your damn distance…
    This is really a non issue.

    Yeah just like the fix for alternate swings was looking to the right 90-120° that was balanced right?
    I’m not saying the bubble is a good fix, it’s shit. But it needed to be fixed and this problem is the same problem as previous patch’s alternate swings.
    It’s lazy tracers, it’s very fucking easy to fix but TBS is incompetent.

    I think your getting the right idea. The thing is, polearms aren’t really OP, so it isn’t so much a balance issue. But it’s broken because the damage is coming from the handle, actually below the hands. It’s pretty easy to parry if your familiar with it, but you can’t parry it like you would other overheads. It’s kind of like what your saying. The damage is coming from the wrong angle.

    It can be frustrating for new players and those that don’t understand the mechanics. One of the reasons chivalry is such a great game is because it’s very intuitive while having a high skill ceiling, its intuitiveness is the reason I initially kept playing the game in the first place. Kind of an easy to learn hard to master game. But the few broken mechanics the game does have should be removed.
    @Mechapope:

    @Retsnom:

    The fix? Keep your damn distance…

    How exactly do you keep your distance as a knight fighting a vanguard?

    As a knight if you aren’t going to flinch/parry the attack, you only have the option to dodge, and if that fails it’s unavoidable. But like I’ve said before, this doesn’t matter so much. It isn’t really a good idea to argue the point from a balance point of view, because the polearms aren’t exactly overpowered weapons. If two experienced players are fighting and one is using a polearm and the other knows this attack is coming, it’s easy to simply parry it.



  • You can do very effective riposte’s off an instant overhead. As they often don’t expect to be parried.

    Once you get used to it its not that hard. They could probably adjust the tracers. But it wouldn’t do much. Less than a 0.1 second change.

    They could change the damage type to blunt. But it would still do a heck of a lot of damage. Its got a big solid weight at the end and its a sqaure shaft rather than circular. And the guy’s trying to kill you. Against someone with heavy armour it wouldn’t really matter if it was the buisness end or the shaft.



  • Again this is something that is rare and not all that repeatable on demand, too many things have to be happening correctly, speed, timing, distance, lag, hit location. Calling this an instant overhead is also miss leading. And to be honest, I really don’t have a problem with damage from the butt end of a weapon if you are too close. Yet, I for one have not seen this once as described in all my 1200+ hours of 90% halberd play. The only reason I am remotely conceding to the possibility is the images of the swing trace and the claims of testing.

    But if this it that much of a game breaking bug then quit playing. There are so many other bugs that are game breaking, if it was effective, everyone would be playing Halberd (which is not even happening) is so very minor of an issue compared to all the others…… If you know that this is a remote possibility then again keep your distance when overheads are possible.


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