Random Damage Ranges



  • There are many weapons that have the same Hit-to-kill
    In this case one of these weapons has better timings or hit tracers and the other is never used again.

    I beleave that introducing random dmg that lead to having like 50% chance to kill on 2hits and 50% to needing 3 hit
    would make it possible to have less overlapping weapons.

    Currently we have these four boxes (1-4 hit to kill) and they are overcrowded.
    I am not suggestin that every single weapon has random dmg.
    But lets say a Halbert overhead to an Archerhead deals 96 , maybe there should be given the chance to 1Hit



  • Oh hell no, please not another inconsistency for this game.



  • that would make it super inconsistent pls no

    this is not a singleplayer rpg pls



  • @zombojoe:

    that would make it super inconsistent pls no

    this is not a singleplayer rpg pls

    I agree.

    Lol, halbert.



  • Funnyside you seem to have some bad ideas. Buff Quarterstaff, introduce random damage modifiers.
    Let’s make feints sometimes cause decapitation on the user.
    Let’s make kicks sometimes work and sometimes clip right through (oh wait it already does that)
    Let’s make sling shots to the knee sometimes disarm the player.



  • People make it sound like this game is consistend in any way.
    Where have you been these last years.
    People dont play random part of their animations and shit.
    giving the halbert a damage range on its overhead from 85-89 is not realy gonne kill your experience



  • @TheFunnySide:

    People make it sound like this game is consistend in any way.
    Where have you been these last years.

    The game is consistent in many ways; more than worth pointing out.
    We’ve been playing chiv more than you in past years, looking at your steam profile.

    @TheFunnySide:

    People dont play random part of their animations and shit.
    giving the halbert a damage range on its overhead from 85-89 is not realy gonne kill your experience

    Yeah, it would kill my experience.
    This fails to be an argument supporting random damage values.



  • You are not even trieng to use arguments

    just a few example from the past.

    -flying vanguards
    -desync alternate attacks
    -canceling flinch by spamming attack
    -double hits
    -ghost hits
    -super jumps
    -super dodges
    -everything that has to do with balistas
    -wrong attack animation playing
    -last milisecond feints

    Still in the game

    -getting kicked while dodging desync
    -chasing with very short weapon + the actual chase mechanic
    -arrows that miss you but hit
    -vanguard charge yet again
    -720 spins
    -the skyward shild
    -shild accelerates
    -norse interupting norse in its combo
    -first person camera desync
    -frame skipping on random part of an attack
    -all kinds of lag movement
    -lookdown play



  • @TheFunnySide:

    You are not even trieng to use arguments

    Lmao

    @TheFunnySide:

    just a few example from the past.

    -flying vanguards
    -desync alternate attacks
    -canceling flinch by spamming attack
    -double hits
    -ghost hits
    -super jumps
    -super dodges
    -everything that has to do with balistas
    -wrong attack animation playing
    -last milisecond feints

    Still in the game

    -getting kicked while dodging desync
    -chasing with very short weapon + the actual chase mechanic
    -arrows that miss you but hit
    -vanguard charge yet again
    -720 spins
    -the skyward shild
    -shild accelerates
    -norse interupting norse in its combo
    -first person camera desync
    -frame skipping on random part of an attack
    -all kinds of lag movement
    -lookdown play

    -lookdown play
    -720 spins
    Are you calling ‘swinging the sword’ an inconsistency?

    Anyway, this is mostly just a list of bugs. Bugs usually happen consistently though sometimes it is hit and miss.
    Or maybe I’m wrong to assume this a post trying to disprove there are consistencies in a game,
    by listing that some things happen inconsistently.



  • Userper just give up, obviously his intellect is way beyond yours. I’m tired of your inconsistencies.



  • :(

    Yes sir.



  • FunnySide your ideas suck. Stop using this forum.



  • Woah someone pissed in Flippy’s corn flakes. I say let him post all the shitty ideas he wants, for entertainment value if nothing else.



  • Terrible idea



  • So let’s introduce a feature that would make the game only more infuriating and inconsistent because…?



  • Woah someone pissed in Flippy’s corn flakes.

    They were Cheerios god dammit.



  • giving the halbert a damage range on its overhead from 85-89 is not realy gonne kill your experience

    Yes it absolutely would.
    As quick examples:
    I know that when I do an overhead with Zwei and it hits a MAA in torso he is a swift quick away from death.
    I know that it takes two stabs of the SoW to kill a vanguard.

    By KNOWING this I am able to build a strategy and plan to take into any battle I come across, Since I KNOW the damage of weapons and internalized it quite well, from hours and hours of playing, I can adapt my stratgies on the fly as the fights play out. It is a vital component of 1vX combat, to know which enemy is one 1 hit to kill, thus you can negate a trade hit, provided you hit first, remove an enemy and continue on with the fight.
    You can decide who to attack and when before the fight starts.

    If you put random weapon damages in, then you throw a lot of strategy out the window, you can’t know what will happen if you do X, it will just turn the game into a frustrating mess of RNG gods.
    Terrible Idea for a skill based game., IMO a terrible idea of RPG’s as well. It is due to lazy game design if you have to rely on random number generated damages.



  • @Flippy:

    They were Cheerios god dammit.

    I was gonna say Cheerios but I didn’t know if our international brothers would get it. Corn flakes are more universal.

    Also Toll, the reason the random damage modifiers work in RPGS is because you equip items or increase stats, which directly affect the probability of your damage. In chiv, there wouldn’t be those RPG customization elements to make it work.

    You have unlocked: Veteran Helmet.
    Equip: Increases chance of successful feint by 15%
    Set Bonus: Reduces stamina cost of feinting by 75%



  • Also because the ranges usually do not change much compared to the health pools. Whether you do 45 or 55 this very instance when enemy has 1000 hp is not important and in a long run the damages even out while in chiv it does quite matter whether you do 45 or 55 damage to guy with 100 hp as it can change the hit-to-kill ratio by a half.



  • You realize i did suggest this to get these hit-to-kill changes???
    This was the the entire point.
    There is a lot of weapons that are underpowered because there is weapons that have the absolute same hit to kill.
    So i wanted to give them a 0-5 damage range that affects very precise scenarios, where you would exacply know what hit combination you got to land to get the chance of an improved hit to kill


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