Expanding upon alternative attacks



  • @afiNity:

    I would like that. And what I want do add: Feinting a counter-attack.

    Nooo afi… noooo. That would be beyond broken for most weapons. Riposte is good how it is - a risky move than might net you a hit if you’ve surprised the enemy. Despite it’s super easy counter of simply parrying people still miss it often, so I think it’s good right now.

    As for the OP, I agree. I would love to be able to riposte a slash from left to right.



  • @NabsterHax:

    Nooo afi… noooo. That would be beyond broken for most weapons. Riposte is good how it is - a risky move than might net you a hit if you’ve surprised the enemy. Despite it’s super easy counter of simply parrying people still miss it often, so I think it’s good right now.

    Well this was the one thing that I always missed since I’ve started playing this game :P



  • @afiNity:

    Well this was the one thing that I always missed since I’ve started playing this game :P

    That’s because you play brandi, where you can’t really parry someone when they aren’t expecting it, so you can’t surprise riposte either. :D



  • Ripostes should never be feintable.

    I think being able to alt-riposte would be okay, but only as long as the timing is the same, and only the direction needed to block is changed. I think if you started adding alternate timings for riposte, it would be pushing the human limits of reaction time a little too far to be fun with many of the fast weapons. The point of riposte is that it is faster, but un-feintable so you can react fast to parry it. I think the direction needed to block shouldn’t be too much either, trying to parry things mentioned earlier like the HWS or hatchet in face hug range would be a nightmare with alt ripostes.

    Comboing into alt swings is something that I think would need to be tested. It sounds cool and good on paper, but it might not look as sweet in the game. I think it would look a little ridiculous at times, especially when feints are involved. But then again I guess if it increases wind up time, it would make it less readable to parry but leave you open for longer… there’s more depth added there. I’d like to see it tested.



  • this would be sick, i’ve wanted to have this for a while man. would be str8 legit



  • @50ShadesofClay:

    this would be sick, i’ve wanted to have this for a while man. would be str8 legit

    Too bad it probably won’t make it in the game. The developers or the company’s lead is/are trying to minimize the amount of effort(usage of resources) they have do when it comes to pleasing their fan base at the moment and since this isn’t something a lot of people are asking for its not getting on their radar any time soon.

    I kind of understand them though, they can’t wait to start working on their new title full time after trying to leave this mess in a respectable state. In their eyes it sold more copies than they ever expected so they kind of fur filled their goals when it comes to sales.

    What they need to work on now is to actually try to mold a game and a state of mind that keeps players playing and supporting you as a company. If you don’t have that you will remain a one hit wonder so I’m curious to see what they’re going to pull of for Chivalry 2.

    Its either going to something strange like DW ( although it has some good aspects in my opinion) or its going to be something worthwhile.

    Either way I don’t think they can use the exact same formula or at least expect the same amount of success UNLESS they innovate and present their product in a new way.

    You could bring up the example of Call of Duty, they do the same thing over and over again without innovating as a counter argument. But the thing is, in contrast to Chivalry, CoD actually has some more player retention than Chivalry. Not necessarily because the game is realy “good” but probably because of the “hype” effect that surrounds it.

    We humans are very strange.



  • i think they should just do REAL expansion to chivalry including more maps, maybe even a new class, but still keep everything the way it is and add things to it and make it paid. I would SO pay for that. Some more TO maps, and i’d pay for them to keep working on chiv to be honest.

    Hell i’ll buy all the helmets right now to help fund the effort a bit more. Torn banner, people will pay for a map pack and shit man, DO IT! Helmets are cool and all but i swear i would pay for maps.



  • Feinting a riposte would break the game considerably.



  • @50ShadesofClay:

    i think they should just do REAL expansion to chivalry including more maps, maybe even a new class, but still keep everything the way it is and add things to it and make it paid. I would SO pay for that. Some more TO maps, and i’d pay for them to keep working on chiv to be honest.

    Hell i’ll buy all the helmets right now to help fund the effort a bit more. Torn banner, people will pay for a map pack and shit man, DO IT! Helmets are cool and all but i swear i would pay for maps.

    +1

    wouldpayformaps/10



  • Riposte is good how it is - a risky move

    How is it risky lol
    it’s like the safest move ever atleast in 1v1



  • @Pungvarg:

    How is it risky lol
    it’s like the safest move ever atleast in 1v1

    If you just want to give the other guy a free parry so he can feint you again, sure.



  • Wasn’t there a bug which made alternative attacks that were combo’d come out from opposite directions?

    So if someone combo’d into an alt slash, it visually displayed it coming out from the alternative side, but the tracers actually came from the regular slash side?



  • Yes and it was as annoying as hell…especially as a shield user because back then you had to block so far to the sides…

    So switching more then 180degrees to the sides to make multiple blocks only to have the swing traces come from the opposite side of the graphic was as annoying as fuck.



  • @giantyak:

    Yes and it was as annoying as hell…especially as a shield user because back then you had to block so far to the sides…

    So switching more then 180degrees to the sides to make multiple blocks only to have the swing traces come from the opposite side of the graphic was as annoying as fuck.

    Shield users only had to turn as much as someone who parries had to…



  • No…IRC with the buckler you had to block not just to the side but behind you, whereas, with parry you did not.



  • Parry/Shields always shared the same hit box when it came to blocking melee attacks, only difference being one was hold-able. Technically, there’s no reason that you would ever have to turn further with a shield than you would a parry.

    Furthest I’ve ever had to turn to block something was a little over 90-120 degrees and that’s just a dragged sneaky stab.



  • When i say over 180 i’m referring to how people used to follow up with an alt attack and you then have to block as much to the otherside. So 120 x 2 - 240.

    In this case IDK why i found it easier to parry back then compared to the buckler…



  • @NabsterHax:

    If you just want to give the other guy a free parry so he can feint you again, sure.

    i can counter feints with footwork and patience tho



  • @Pungvarg:

    i can counter feints with footwork and patience tho

    Sure, but in general with duels it’s easier to wait and throw out a full swing which you have full control over because you have plenty of time to do that. I only ever riposte off a CFTP when I think my opponent won’t expect me to even parry, let alone riposte. Other than that, you’re throwing away your offensive advantage by giving the enemy a safe parry.



  • makes sense


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