I just use MSI Afterburner. Has very little effect on FPS and you can set the quality and compression so that the files are like 10GB = 1 hour instead of of FRAPS records 5 minutes per 4GB file.
Posts made by Wolfram
RE: STARTMOVIECAPTURE command
RE: Feinting ruining the fun… :(
I think it would be interesting to get rid of feinting and instead, when you activate parry or block, it will take you out of your swing and straight into the parry/block, plus a 15 or 20 stam fee.
So, yes, you can feint, but then you have the same drawback as if you mistimed a parry.
RE: Shield bash
Yeah, I don’t see why shields are essentially “not there” under any circumstance where you are not blocking - except against arrows. If you have a shield it should always block damage, but maybe for example if it’s on your back it blocks only 25% of the damage. If it’s on your arm but you are not active blocking, it blocks maybe 50%. And yeah, if shield bashing then it should be a regular block.
RE: Idea on swing mechanics and a different interrupt
So… a kick?
A kick is currently powerful but slow, and you are stuck in place when you activate it. It works great vs shields but that’s about it.
A 2h bash could be used while moving, will have a wider area of affect, shorter range, and be almost instant.
I’d also like the shield bash to be the same as is, except for 1 change allowing the user to move while activated.
RE: Discussion: How can we change feinting to improve the game?
This is mainly my opinion, but I feel it’s because they have an attitude that does not match with the rest of the game. Chivalry as a whole is a Reactive game. Everything the opponent does can be responded to with an appropriate action that you have learned. Feints, however are a Predictive element. You can still react to it, but whether your action is correct or not is complete luck. Furthermore, feinting punishes you for responding APPROPRIATELY to an action. You SHOULD parry an attack that you can’t dodge. It’s what the game teaches you to do.
This is a very good point and I think highlights why people are so frustrated with it, yet nobody I’ve seen has described the reason quite so well. So, kudos.
Your idea is pretty good. I think one thing to consider is that a 2h is already so slow that by the time it normally would hit, the person that was feinted will have already recovered. In this scenario, a good tactic to use for the 2h player is to look down for the instant hit. Your idea is pretty good to help alleviate that.
I also have been advocating the idea of damage lowered based on where in the swing arc it is, so the beginning and end of a swing arc to less damage than in the middle - especially for slashes. I think maybe an argument could be made for how the damage is varied depends greatly on the weapon and swing type, but overall these are decent ideas. I also think 2h should get a bash attack, which could potentially be used to interrupt an attack/feint. 1h’s already get a shield, and shields are anti-feint.
RE: Damage Reduction Mechanics
I already posted this idea in the Ideas forum, but my thought is that the swing arc should do different amounts of damage at different points in the swing. So for example, the first 25% of the swing does 80% of max damage. The next 20% does 100%, the middle 10% does 110%, then back to 100, then 80.
But it’s also a good point to make with swing direction. A slash from right to left, but maybe the enemy got around it on your right, you shouldn’t be able to turn quickly and hit the enemy on the back side of your slash and do any damage.
RE: Knight switches between 2h and shield+1h modes
I see what you’re saying. I’ll try it out tonight.
RE: How good is Chivalry: Medieval Warfare?
I think it’s great, tons of fun and has a lot of skills to learn. But it also has some bugs that need to be worked out, and they’re also still trying to get the balance just right.
RE: Suggestions for improvement
I like the feint idea although it does bring up the attack cancel issue.
I don’t really like the shield ideas though. For example, holding a shield up for a long time already drains stamina, but why should it reduce dmg absorbed? If you’re so defensive, all it takes is a kick and you’re going to be totally vulnerable. I also don’t like the change in speed, because that’s already accounted for based on class.
I do think the shield breaking idea is interesting though. A knight going at an MaA with a buckler would become a lot more fun!
Idea on swing mechanics and a different interrupt
Hi, just throwing these ideas out there.
Basically, it seems to me that look-down overheads and delayed or sped-up swings are a tad… off. I mean, it’s useful, but also a bit silly. My suggestion is that throughout the swing arc, the damage the weapon will do varies. Basically, the first and last portions of the swing will have reduced damage, while the exact center will have a slight bonus damage. As an analogy, think of baseball. If you hit the ball too early or too late, it will be a crappy hit and barely make it to the bases. However, if you connect properly in the middle of your swing, it can fly to the outfield.
25% | 20% | 10% | 20% | 25%
80% | 100% | 110% | 100% | 80%
There’s a lot of discussion going on about feints and kicks. Here’s my 2 cents. First, kicks should be powerful, especially against shields/defensive people. But it’s far too slow to have any affect against most people, especially MaA. Then there’s shield bash, which is ok although I personally think it should work exactly like a swing (basically, you can move normally while you bash).
My idea of a different interrupt, though, is to give 2h weapons a bash as well, like a cross-check in hockey. It would not parry, it would cost a fair bit of stamina, and it might have a slightly high recovery time. The idea, though, is it would be fast and allow a knight or vanguard to shove back an MaA or Archer, who have huge speed advantages both for movement and swings. The 2h bash would also have a fairly decent area of effect in front of the user, but a short reach.