#Combat Overhaul
1 messages · Page 41 of 1
Unfortunate. The number of changes needed would be rather small. Spam parrying as blackguard basically makes you immortal in Pve and Pvp. Fixing that alone would be a huge upgrade.
No idea what you mean by spam parrying, is this a bug you found?
you can now block during an attack
or at least on the tail end
surprised pvp people didn't come complaining about it sooner
I dont think so it seems to just be a side effect of affinity. Affinity increases the speed of the parry animation meaning you can be in a near constant state of parrying
Affinity? Do you mean proficiency?
Ah. Yeah
Most noticable with blackguard or any custom class thats sword related
Longswords seem to be the most problematic in terms of attacking (as they are faster than shortswords for some reason) while shortswords render you almost entirely invulnerable.
Small considerations such as a short cooldown between parries would solve most of the issue.
Reading this, I realized I think it would be good if when meeting some criteria, for example (but not necessarily) a damage threshold, a successful attack would also prevent enemies' attacks.
Because in my experience, fighting in the game, with this mod or not, ends up as a "wait for the enemy to swing, go in, do a couple of hits, run away before the next attack".
Parries don't change this formula at all, and I frankly never had a use for them.
Sure, there are ripostes now that let you utilize them a bit better, but it is still a sort of dps race with many enemies.
Implementing some sort of attack interrupt mechanic could also, inadvertently, solve the fact that enemies can still attack you after they're dead, if they started the attack before perishing.
Vanilla combat being as barebones as it is doesn’t make it better for sure, but reinventing the combat fundamentals is pointless before the devs decide to do it themselves
"Reinventing combat fundamentals is pointless"
Combat overhaul, overhauling combat fundamentals:
It’s not reinventing them - it’s merely an enhancement of what’s already in place.
Vanilla game currently doesn’t seem to have a framework for combat being dynamic in any way, say hostile mobs being wounded/exhausted/what have you, with appropriate flags to reflect their state and make encounters with them engaging, nor do they really have an AI that would make them interesting to engage in combat. It’s very rudimentary.
Damage types, armour responding to said damage types.
What do you mean it's not "reinventing", but adding an ability to affect enemies, outside of just "do damage" and knockback, is.
i think a point needs to made in differentiating combat mechanics influenced by your gear and combat mechanics which are actively controlled by the player's immediate actions in the moment
personally i think the latter is far more important
that's not to say you ought to be able to easily kill end game enemies with a flint spear, but if you don't give any agency to the player apart from their gear, the combat simply wont be fun
You’d put it in just the words I wanted to convey with my statement, so thank you 
CO is still doing plenty to make vanilla pale in comparison, but it’s a horizontal improvement for slightly more variety in say, player equipment, but the way you interact with enemies in combat is wrapped in much of the same actions you’d apply in vanilla
With blocking/parrying being less restrictive and random too, I suppose
Damage and armour types are ultimately „just number tweaks” (light-heartedly) that won’t matter much for people wanting to chase a particular playstyle for combat, and playstyle is what matters the most for the fun factor, as far as I see it
yeah it kinda disables drifters
Huh. Is that new?
It was here for a while. But I dont think many weapons has this enabled

Also I need animations for other entities to add them stagger mehcanic
like a couple months old
I can’t say I’d been particularly up-to-date on the recent additions, but it’s nice to know that there’s something like that
Would love something short like that for players
sounds like a nightmare to make
PVP is out of scope
and very op
For players this will need its own implementation
as for the parry stagger, i think it's too powerful
This is how to add stagger support to entities
I dont have energy to make animations for each entity though
parries are already balanced by their nature of blocking every tier
disabling enemies on top of that is an obvious meta
The only issues parry's have are their abiltiy to be constantly spammed and the inability to meaningfully follow up attack with them. The notion that any changes to fix those would be overpowered are an issue of design and implementation.
nah you can cancel a parry halfway once you deflect the attack and can instantly follow up
it's just a superior timing based block
you cant, only for weapons that have riposte, but only great sword have one
I dont feel like making a set of animations for other weapons rn
I will record a video later of exactly what I am talking about later, but this is not the case
let me see right now
last time i played with parries you weren't locked in the animation
oh it plays the whole animation now
still, the followup is really fast
please twohand a longsword as blackguard. Lunge
one hand a shortsword as blackguard and repeatedly parry.
that's fast even as a non blaggard
well, i am not wearing full armor
I wasn't suggesting it be "tied" to gear at all.
It could be, but doesn't have to be, and in my opinion most likely shouldn't be.
What I had in my head was something along the lines of poise, i.e. different enemies have different "inner stamina", and if you break that inner stamina fast enough, they stagger for a moment, cancelling their current action.
And, again, I'm not saying "add poise because it is the solution to every single problem in the universe".
I am saying "there's a distinct lack of reaction from enemies to players actions, and I think this one particular mechanic could do well to at least partially fill that gap".
seems really fast to me
bring in another player as blackguard with a blackguard short sword
have them parry and try to get any damage through
or be on the receiving end of longsword lunges
can't test mp
testing pve, followups are very fast despite parries not being cancellable
Sabers seem to be the fastest and worst offender.
PVE it is a non-issue unless you have a weak impulse control and are willing to spam parry everything
sabres got faster recently
peep siimer's mods for your pvp environment
nothing fundamental but makes good pvp changes
like glider being tied to armor slots
There is block/parry cooldown though
300 ms is hardly anything
3 parries per second, capped by the parry animaton which seems to be effected by class proficiencies
not to my knowledge
it's weapon type based
heavier the weapon the longer the window and animation
try parrying with a sword as blackguard and as commoner.
parry is not affected by proficiency
trying rn
Then my assumption was incorrect and its simply very fast for all 1handed swords.
perhaps my buddy just didnt parry as fast as me input wise
yeah it's the same
sabre seems faster than shortsword but that might be placebo
cause it's visually way larger
exposed in config or need to rebuild?
Rebuild?
It was because i was working under the false assumptions all tiers of weapons were the same speed. Blackguard shortsword is slower than steel
Rebuilding and republishing is not advisable
As in, in order to change the setting would i need to dotnet build the mod
Moderators wont be happy about it
No
Try CO 0.14.1
I will look at these, thank you
is it not inside the yaml file?
it is not
each weapon has their own coodowns in their json files
I added cooldowns to vanilla swords
crawled around in a 1 block space (saltiez crawling mod) and a crawling drifter came to me and ate my ass from behind. I kept trying to hit with my sword, but the space was simply too small for it to swing, so I was getting the punt Punt sound repeatedly. Was the first time I used my dagger as an actual dagger and not like an iron kitchen knife. Great stuff
uhoh, necrobump 💀
He wh
figure of speech
Idk man, seems like you liked it
amazing storytelling
Thats offtopic, please remove
Seeing that you removed the damage reduction to torso from Big Head, shouldn't the trait be red instead of yellow now?
(Being that it's solely negative now)
BEAR FOOTSTEPS FINALLY
a sign of good things to come
maybe they can be buffed after this
Why do I feel like I can't hit anything with claymore while on firstperson, but I do on third person ?
are you using ifp
Any chance Clockmaker can be given Mace Proficiency? With the slashing and piercing damage nerfs, they kind of lack a good option for a 1 handed weapon, and if you play with terrain collison on, trying to whack a locust with a quarterstaff is a nightmare.
just because you're not proficient with a weapon doesn't mean you can't use it
True, the mace works just fine, just feels strange to be proficient in a 2h blunt weapon, have a nerf to all other 1h melee options, and not have a proficiency in the one weapon that makes sense to use
Is Short Swords supposed to only do piercing attacks/animations?
you can use arming sword for directional attacks, they are the same in term of stats
Oh ok, I thought there was a button/toggle I had to do to switch the type of attack
Thanks for the reply
Also, it's supposed to be "slashing damage"?
It's a typo or is really slashing damage?
Yes
It is not a typo
yes, logic behind it is that piercing is against animals, blunt is against monsters and slash is bad at both, but kinda works for both
so stuff like forlorn estoc is useful against monsters
What's the sawed off shotgun for?
For mutants, you use it until get TOZ-34
What
What?
There are no "sawn off shotguns" in the game. and definetely in CO. What the hell are you talking about?
There's a sawed off in one of the firearms mods
It has no crafting recipe
Marimbo firearms or something akin to that name
Ask the author then, why you post here?
I thought that was yours my bad
Next combat overhaul update.
guys cmon, shotguns are already a thing, next one will be the rpg-7
Is it normal i have no directional hits on spear ?
I can only change grip length, and I have huge issues hitting stuff slightly above me or below me even when crouching and looking way down, I have immersive first person ON
I can only hit them 100% of time when in third person
I wonder why
Thank you I was confused because even off i couldnt see swing, should i change the hands settings ?
Y position and FOV thing
iirc spear are thrusting and throwing weapons
With IFP off, they should stab properly 
ok so my settings are good thank you
and yes now i can hit monsters with the tip of the spear its perfect thank you
There is a mod that automatically switches ifp off when holding a weapon for CO compatibility
If you wanna keep seeing your feet
they are disabled by default
i like no directional attacks on spear
the overhead is so situational and ruins fluidity
overhead is a lot better to me
Yeah overhead is nice
That's why the camera was flying everywhere
I'd look down and be underground and look up and I'd be flying
I know theres not direct compatability, but any info on how swordz and CO work together?
Could someone point me in the right direction for fixing some spam on my server log.
[Server Warning] Cannot fix itemstack mapping, item/block id 2756 not found in old mapping list. Will delete stack. (CombatOverhaul.Armor.ItemWearableArmor)
I noticed it a couple of days after updating CO, Armory and OverhaulLib a few days ago. Not a priority, but would appreciate any info.
#1260976245374582886 message
appreciate the assistance
Does anyone have issues on Linux? Any more bugs with melee weapons locked?
I get so frustrated when ppl dont report issues... I need to get used to it already...
Have I missed any reports?
I vaguely remember there was some unresolved bug with it...
Does Armor Piercing 2 treat the hit as if the target had 2 less protection?
I have had no issues on linux
It treats it as if your weapon tier is 2 higher when attacking other players
ahhh, ty
linux is flawless here
May be severe skill issue at play
He's talking about the effect where swapping to a weapon doesn't allow you to instantly attack with it.
I assume this is a feature, not a bug
(he would not have been saved from the bear)
It is a feeature, though when you swap from weapon to a weapon
@fallow surge is there any way to define in json or yaml custom proficiency groups?
weapons proficiencies are in their json files
I assume I can add any arbitrary proficiency name to them and it'll just work then?
yes
Perhaps what they had is actually the "disabled CO animations" thing.
I have a feeling that there is some condition, perhaps a mod conflict, or maybe some very obscure edge case, that at some points breaks this.
When I had that happen to me, I am certain I didn't hit the button combination to disable it manually.
Or, perhaps, they even actually accidentally hit it.
Maybe there needs to be some warning for when you're trying to use a co item with animations disabled.
is bronze armour worth to make in CO ?
If you’re not planning on advancing tech very quickly, sure
Otherwise, just get iron asap and do that instead
iron rushing is better but staying on bronze is totally viable
be cool, don't iron rush
I sit on tin bronze when teaching ppl to play to help ease them into the game so they don't get information overload & can take their time getting a hang on systems & usually switch to iron after the resonance archives
I'm in a multiplayer server where metal progression is locked server-wide until we collectively do certain tasks/events and it's honestly super refreshing
I'm rocking copper plate armor
copper plate is so ungodly ugly
I'm like 85% sure the bug where you can't swing any weapons is caused by not restarting the game between updating mods, maybe just updating CO itself. I used to get it fairly often until I made sure to close VS every single time I updated any mods, and haven't had a single issue with CO since.
closing the game is just something you should always do
even between world launches
the game should restart itself frankly
would solve like 80% of false reports overnight
@fallow surge is it possible to disable the ability for people to bind directional attacks
sounds like someone lost a fight
i lose many fights there are lots of good pvpers on my server
i'm curious why it exists when part of the pvp skill expression was getting the correct directional attack to come out mid combat
CO isn't made for PvP
it's not about skill at all
the default sensitivity is too high yes
but just lower it?
you can get consistency
i have my direction sens set to some like 0.2?
I mean... Yes? Practicing and adjusting settings helps of course but it is still part of the mechanical skill component of CO. I'm not sure what you're saying this for?
malt says direction switching is not supposed to be challenging at all
Not discrediting your case, but not how it happens for me.
With my mod list, worlds loaded for 10-18 minute, and the game took up nearly all my ram.
I never not closed the game, because I'd either crash and reenter world, or I'd exit the world and stop playing for that day anyway.
And yet many people struggle with it. Anyways I will wait for Maltiez to respond about whether this is possible instead of discussing the intended use case versus what players actually use this mod for.
#1260976245374582886 message
this convo already happened basically
The reverse happened. I would like to disable the functionality for my server. This is the gameplay experience we want.
On the technical level, CO is not built with pvp in mind.
It's not even consideration about balance and other stupid fluff like "meta", but just how the calculations, animations and other parts of the internal code are handled.
I took a quick peek at the code, and it's basically that every person who is using CO for pvp is trying to stuff a bigger square into a giraffe-shaped hole.
#1260976245374582886 message
There is fundamental mismatch between what a pve mod wants to do and pvp mod wants to.
Catering to the pvp people would basically bending over backwards to fight against some of the logic of the mod built already, just to satisfy the two and a half people with giraffe-shaped holes in their hearts.
And, frankly, way I understand it, Maltiez just plainly doesn't wanna do much of pvp, big requests or small.
Maybe it's not an interesting aspect of the mod, maybe (not really even any "maybes" here) they're just frankly tired of it a bit already, ||maybe it's Maybelline||.
Not to mention, slippery slope fallacy is often not a fallacy.
Giving in on one small thing opens the way for the conversation "this was a small thing you did, but you're not doing "our* small thing".
you're rambling now
Instead of pestering the original author about it, I invite you to do the following:
Patch it yourself.
Learn to code, ask someone else from your server who knows how to code, or anything and everything in between, and patch out the bindable direction attacks from your server only.
Post it as a server tweak, and have everyone install it.
and there's another option
uses the raycast system but makes an infinitely more convincing illusion than vanilla
getting hit with a ramble after asking if a config file exists: 
anyways thank you for the very roundabout answer to my question full of things i didn't ask about
Your point was fallacious, and your attitude passive aggressive.
yo i have like some weird shit going on with my parries
Easier to front-load the word soup on you first, than to look at you debate with everyone under the sun, original mod author included, cause you want someone to do something because you wanted that something very hard.
Cause the same whole soup would be spilled in the process anyway.
when i put up my shield it just blocks normally without playing the parry anim or doing anything besides just blocking, then sometimes after using other items i get put into a weird state where i can't attack but get autoparry
anyone knows what that might be and how to fix it?
pls figure out how to reproduce it
trying my damndest right now but i'm unsure if it's even the same issue instead of just 2 separate ones
but the autoparry thing gets fixed by getting the shield out of my offhand and back
It is a logic error in a class that handles shields and weapons, I just need a way to reproduce the bug to figure out how to fix it
I don't know if it has been reported already, but Combat Overhaul turns the graphic of shields attached to sailboats generic
I believe attaching sailboats to shields is from a different mod?
left picture is unmodded VS, right one has only Combat Overhaul and the Overhaul Lib
Ah, looking at it now, it got into the game in 21, was a modded feature before that.
...
no, fuck this, I don't wanna rewrite another hunk of vanilla code that is hardcoded to use specific class in specific way, and you cant replace it
uh, you mean the sailboat thing or Kavi issue?
May be it is not hardcoded, I will need to look into it
yeah, it seems to be not hardcoded, and I can implement the interface... Though I thought it already was implemented
i got it to happen but it seems to me that the reason it occured was due to a lag spike
Watch Untitled by Kinkavi and millions of other Vintage Story videos on Medal. #vintagestory
Is it the latest version of the overhaul lib?
i installed it same day as co which is 3 days ago
Ok, will look into this bug
i'll clip it if it happens again
co is 0.14.1 and lib is 1.19.6
can it be also related to freezes?
lag spikes
couldn't tell but as you see in the clip they do happen when the glitch occurs, or maybe it's the other way around and the glitch occuring is the reason it spikes
nope, spikes are not caused by it, I'm pretty sure
i only remember it happening when i pulled out my mace when jumped by drifters suddenly while doing smthn else
But I can see how lag spike can cause the glitch
CO weapons are animation driven, when lag spike happens, animation can end without firing events that would've stoped parry frames and reset shield state to block or idle
i mean like when i just press rmb without spikes
it doesn't play the parry anim just block
there is no "parry" anim per se, parry happens on block animation, and then animation stops and holds at last frame
wdym by that?
in the short guide vid in the taking damage part when the guy pulls up the shield a short anim of swinging the shield to side plays i just assumed that was the parry
I replaced swinging animation with just rising, parry still happens
What if chainmail was harder to make what if you had to string it into a tube and into a wire then rap it around a dowel and then clip it with shears and then link it together and then rivet each link? Could make gainmail to be harder to make = balance out the other mid layer armors.
If my assumption about what was causing this issue is correct, latest lib version should solve it
Lowkey daggers would be cool
Really high armor piercing but low-ish damage
Or like ignoring the top layer of armor so the armor below it are the only ones that are used in the damage calculation
Could be a two-handed weapon cus you aren't getting through chainmail with one hand
Two-handed, high-damage, very-high armor piercing, slow, almost no reach - yeah, this can work
daggers are a twohanded weapon?
I think it's meant like a special attack to fuck up armor
also high damage, high armor piercing sounds like they would replace shortswords
Free offhand for grappling
can you make that work?
I'd love to see glaives but i imagine they would need something special to make them not just shittier poleaxes
is there a config option to hide these values in the tooltips? ideally all i need to know is "vulnerable to <type>"
You can't get through chainmail with a rondal with any hand.
They were meant to go for non-chainmail gaps in armor, slid under joint plates
If you use your body weight you can press through the links, or even bust one or two and penetrated
With GREAT effort
Yes, but just like the above, it was in the grounded grapple
It's easier to simply break someone's bones through chain than stab them
Yeah true
You could have it be one or two handed and the one hand has more range (and maybe a shield like parry if it's in the off hand) and the two hand has the armor pen
It's also easier to poke someone in the face with a knife too
Actually this is wrong. At best you'd slip beneath the mail just like plate. It seems all the accounts of it breaking chain were modern butted mail
Which is far weaker
Fair enough
Daggers are still the penultimate anti-knight weapon
Aside from high power firearms
This would also be incorrect. The poleaxe, massed polearms, and the bec de Corbin would take this role.
Have you seen someone in full gear get hit full force by a poleaxe?
It'll knock the shit outta you (pardon my French) but it's to get them on the ground to stab them with a dagger
Very few people have, as all contact sports do not allow you to actually try and murder someone even in armor.
A hit to the head with a polearm even with period plate can still cause permanent damage or be fatal.
It's not really a matter of realism for the game.
If knives serve as the anti armor part of it, you'd need to consider how they function carefully
Having the shortest range and the highest pen seems decent to me, itll make it easier for people in full plate to kill each other, and if someone is NOT in full plate it won't give them the ability to kill someone outside of the other person's range
Plate still remains a threat unless you can ignore hits as well
honestly i think dagger becomes the ultimate pvp weapon
I don't.
Well guns would be the ultimate PVP weapon
how do you beat a guy straight running at you and knifing you
I think they end up kind of useless
you gotta outdps him
With a longer ranged weapon
I generally think they're a bad addition to any server that was mass combat
the ultimate pvp weapon is to have 10 muskets on your hotbar
Like a poleaxe, halberd, great sword, gun, longsword, short sword, saber, arming sword, spear
co weapons don't have knockback for pvp do they?
They do
and say if you have a pike getting past its effective range is an instant win
I don't know how much but it seems to be a lot
Really it's up to maltez but I suspect daggers won't be able to do much of value without being severely overturned since the actual benefits of them do not exist (size, concealable, ease of production)
They'll either be lightsaber daggers or kind of useless
imo itd be cool if they had their own holster and you could use them offhand
so you could like hotswap to it
Yeah like a parrying dagger
I don't actually know the value of a parrying dagger since they're very different then anything meant for armor
Doesnt have to be two different types
Could have a generic dagger that "does both"
High armor pen if used in it's own, high parry value if used in offhand
My real concern is if it ends up doing to combat what guns did, and if it's in base armory I'd need to disable it with a patch opposed to an individual mod
6 dudes with no armor and cheaper daggers swarming and respawning on armored opponents
You'd probably need to make the armor penetration a do after like healing with poultice. Or actually add grappling which would be a whole nother issue. If it's not, in a game where you respawn there's now very little reason to wear armor when there's roaving gangs of naked seraphs.
People take a lot of damage and having to get withing kissing distance to do any damage is a severe disadvantage
Not really in game or in real life. Distance collapses quickly in both. Poleaxes in real life are often blunt specifically because the axe head is designed to assist in the grapple rather that punch through mail like the warhammers spike
if you only expect one dude in a one on one, sure
CO weapons currently stop pvp damage when hitting more than one opponent
https://www.youtube.com/watch?v=hPJ6tqvVhcs
This would be a good resource
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I recomend 8 or 6 mm riveted rings tailored to your body in 6 in 1 for the neck and 4 in 1 for the rest of your body if you do full contact sport.
Thanks for all my supporters on Channe...
Being able to halfsword would be cool though
iirc halfswording wasn't that common in battle, mostly in duels
It was most common (still rare) durring the hundreds years war when there were knights fighting on foot
really any time you were in the grapple or finish it would be used as an option.
Common soldiers would probably just mob you to death with polearms if you hit the ground in full or half plate
most times knights fighting on foot would use a polearm of some kind as a primary weapon and a longsword as a secondary.
also, in battle actually killing an enemy who's wealthy enough to wear full plate would be a bad decision. it was generally encouraged to capture wealthy and high ranking enemy soldiers
wdym bind.
in this context
iirc William Marshall got called out by his liege because he kept beating enemy knights and not capturing them
(this was when he was a young knight, not marshall of england)
it's still pretty easy to use a poll ax of some variety or spear in closer quarters. No more difficult than a longsword.
Longsword was there more if you lost your polearm or it got broken
Half swording was more common in duels I believe.
I believe there are five ranges.
Out of measure (no contact between weapons)
Long Measure
Bind or Middle measure (Weapons can contact)
Close measure (Halfswording, pommel strikes, entering the grapple)
then the grapple itself
Yes, very
It was a skill to train in case its needed, not really a first option
yeah, if you were in a thick battle where the lines were completely pressed together you'd probably halfsword
grapple you'd be too close to even use a longsword, you'd probably just try wrestle the enemy to the ground or try to draw your dagger
I think it would be neat to have passive warding based on your weapon position using a basic four guards
rather than just an active parry
but that is a sizable amount of animation work so i doubt maltiez would be interested
yeah, i don't think it's that necessary either
ive just seen what everyone said about daggers and swords
the simple solution is to make swords faster tbqh
in real life swords beat daggers as long as you aren't so close that you're grappling/half-swording
longsword is already ridiculously fast if you're blackguard tho
maybe I'm wrong but i mean the windup for attacks, the cooldown for attacks might be short but its the windup animation thats rly important
idk though just a thought
i wonder if the rapier is in co:a
Not true for the most part, even Dequitem did a whole video on this recently
Not necessarily true, longswords, especially ones with a narrower tip and diamond cross section, provide MUCH more leverage especially when couched close to the body in half sword. Pollaxes are also very nice for doing anything similar too
dequitum mention
waow
i kinda dont like dequitum
how should i say this
hes kind of a fool?
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Based on my years of experience in duels with a wide variety of medieval weapons under the most realistic conditions possible, it is time to put together a list, a list of the most effective and dangerous medieval weapon...
his rankings:
10 the mace
9 the twohanded morningstar
8 the spear
7 the war hammer
6 the war axe
5 the roundel dagger
4 the falchion
3 the poleaxe
2 the longsword
1 my personal favorite (it was longsword but in half-sword)
Because he does stupid stuff or because you don't trust his judgement?
both
he had someone hit him in the head with a warhammer or polehammer
in order to prove that erm ackshually warhammers werent that effective against plate armor
btw if you cant tell these ratings are incredibly foolish
- Do you do Harnisfechten in any fashion?
- Have you referred to any historical sources?
- no, but people who DO perform harnisfechten (buhurt fighters) specifically restrict weapons like warhammers because of their potential to injure or kill. also, do you?
- has dequitem referred to historical sources? no, he made the video based on "my years of experience in duels with a wide variety of medieval weapons under the most realistic conditions possible, "
let me see what sources i can find tho
ok it would appear that historical treatises on the application of warhammers etc are scarce
- Yes, weapons in sports like Buhurt have weight restrictions and if you have any sense then you don't use real weight weapons in Harnisfechten, but even their "bladed" one handed weapons have weight restrictions. Lightening your blunt impacts is the same as using a dull sword, effectively rendering it non-lethal.
- That video specifically had multiple response videos from other historical content creators that discussed and correlated much of what he said. Scholagladiatoria was chief among them that looked back upon a distinct lack of blunt sidearms carried by most knights with their primary weapon having a blunt head.
Also, you are correct. Scholagladiatoria even speaks about the lack of manuscripts when it comes to blunt weapons, but he mainly focuses on the lack of blunt weapons depicted in later medieval art
idk about any response videos
in terms of blunt weapons depicted in art though, you're forgetting something very important
art is art
it's embellished and whatever looks good is what's going on the tapestry or etc
especially considering that knights were the exalted warrior class of medieval europe
therefore i do not believe a lack of artistically depicted blunt weapons such as morningstar and warhammer in art to be conclusive evidence that they were not wielded effectively by and against knights
the bec de corbin is devastating
and of course like you said, regarding buhurt, blunt weapons are necessarily lightened because they understand what a heavy hunk of metal on the end of a stick will do to the person inside a suit of armor
a good whack to the sallet will rattle you, at its worst it might concuss you or more
Good whacks which are difficult to land solid hits with due to people moving and oftentimes glancing off more than anything
while i agree that something like a longsword is definitely GOOD against an armored foe, i wouldn't go so far as to give it second and first place beating out almost all other contemporaries
this is why they invented hammers with pointed faces, yes
*pronged
I sort of get a vibe
but yeah
i respect dequitum as like
an actor and choreographer and whatnot
his fights are cool and i do respect the attempt to show people what combat might really have looked like
These seem to be correct.
Was that the one i posted earlier?
But which still require large arcs and motions that are easy to parry and against hardened steel do little more than glance off
I believe it was. He was consistently able to punch through maille with a longsword in halfsword couched low against his body
The sword he uses in the video that Conact just pinged me in is essentially an Estoc
How much of it did you watch
he showed it struggling againt chain when layered properly
to an extent i think you're underestimating the upsides and overestimating the downsides
I've watched through all of it, and he struggled pretty hard to punch through it in halfsword from above and had much more success from below
i dont rly have any more opinions
on all this
dequitum is definitely still a huge idiot for having someone hit him in the head with a blunt weapon
?? no the section when going from above where the rondal failed to get more than a cm or two through the correct type of chain
i find it hard to respect someone who has little respect for themselves
especially their health
That is the type of chain that would only be around your neck as it's too stiff and heavy to be used elsewhere, which he fared better against with the longsword
yeah there were two kinds it strugged on. the underarm and the neck
Btw I've been talking about the longsword this whole time, I don't believe I mentioned his rondel
The conversation topic at hand which lead to this was daggers. Im aware of how effective halfswording is.
The comment you replied to was also about the rondal
This was the second attempt and the third fared the same iwth his sword
I see why we seemed to conflict on what we saw in the video then 🤣
Yeah i was curious as to why you said it wasnt used to go beneath plate joints
Yeah, I might have a comprehension problem apparently 🤣
Its fine. I was curious because i have hema experience but limited to when i was in college
Admittedly, I've never had the chance to punch holes through maille with sharps, but that's awesome!
Either way, tying this back into CO: It would be awesome if the low attack did thrusting damage like the Halberd
Yeah. I would really like it if more weapons had directionals
but its also the most annoying thing for maltiez to do
no, we don't need directions for more weapons
I wish ppl were more uniform, and dont tell me to do directly opposite stuff at the same time
at the end of the day you call the shots
i think the lack of directions on many weapons IS what sets them apart
and eases people into co
i myself primarily use directionless weapons despite being perfectly proficient with directional attacks
I want both options to be present
How about making it so that proficiencies don't give you +30% attack speed but instead unlock directional attacks
my thoughts are to give proficiencies as unique animations, which are faster and tactically superior, but that's obviously a ton of work
as well as a ton of work for co adjacent mods
Almost every weapon type could have side sweeps and an overhead. I think certain weapons lacking them either makes them directly better than others or a little boring.
another thing to consider is the disparity of co and armory
how they are now is best
I'm not the biggest fan of how the attacks are chosen, since moving to direction input keys rather than mouse it feels a lot better
co by itself is just the improved combat system, armory is for those who want extra complexity
Yeah I don't think anything in CO needs the directionals.
so falx, spear, shortsword, club should always stay untouched
If all of armory had directionals, and the stuff in CO inhereted directionals from armory when installed together, I wouldn't mind that
The alternative is keeping armory weapons that exist in base game without directionals, of which rarely ever get used due to this
There's basically no reason to ever use a short sword
If by club you mean the polehammer
(the iron ones look a little silly compared to the mace counterparts)
Spears/pikes now have multihit so they are better that great sword if you ignore damage type and block/parry
In pvp?
I thought all weapons were limited to a 1 target hit on players
Idk how about pvp
by multihit he probably means multiple targets
Yeah ik
that's one of the most meaningful improvements of co
He knows
i didn't know pvp had restrictions on that
There's no real reason to use much besides the poleaxe or polehammer in pve
All drifter types are weak to blunt
you could say the same for falx
extra tier, longest attack window
Not really.
good at anything, except lacking a defensive option
The long axe are okay as well. They kill in about the same time frame as the polehammer just due to their massive damage even on splithead
longaxe is indeed nuts now
And when you're fighting like, 20+ enemies at once, you want the reach and damage
I'll use longaxe on blackguard for the 9.5 damage
With the new code for weapon stances that you can select - yeah, I can do it, but this is a ton of animation work
that is what i meant
If I had a dedicated animator, there would've been a lot more stuff
isn't the co reanimated guy helping now?
no...
They said they wont be able to for a few weeks, and we haven't agreed on anything
If I rememeber correctly
My life for hooking and grappling
grappling in a game with no ragdolls?
Im curious how much room vintage story has for procedural's
i wouldn't hold out for it
bellhead shivers are evil
Bullhead shivers do primarily blunt damage iirc, so wear a gambeson or leather armor( really anything in the skin layer)
do you have padding as well
tier and damage are really high, you wanna wear skin and plate
chain doesn't add any blunt
yeah but I paniced and took way too much damage then I should had
it looks like there is no polearms proficiency trait yet in game it's sort of implied that it exists
What is a polearm but not a spear? Halbard?
yes, or poleaxe
works as any other proficiency stat, so you can add it yourself
Whoever comissioned the revolver arquebus
I love him
I love using that weapon
Omg
That is fine u don't have glockmaker
Cuz then the pump action shotgun is simply really good
How are you actually supposed to defeat the Immobilized?
I only managed to take it down after it flung me onto a ledge out of its range
it's a bit bullshit to learn but once you do it's basically a non threat
the fight is terrible at communicating everything
basically when he slams the ground jump, when he throws rocks hide behind a pillar
bullshit to learn? It throws rocks, rocks fall, more rocks, it flings you around the arena, if you are too close, if you are too far, spawns a billion zillion locust
in melee it doesnt take any damage, even if aimed directly at the eye
then you aren't really hitting the eye
people have complained about that already, i have tested again and it's perfectly fine
malt has his own vids of killing eidolon with different setups
its just generally annoying lmao
imma be honest
its not about whether its possible
its about how the fight interacts with the game and the stakes involved
nothing in the game prepares you for this
and if you die you could be sent to a faraway spawn or end up in a deathloop
considering the pacing of the fight
the arena is fucking miniscule and visibility is terrible
in general: i hate the eidolon fight and think it's shitty game design
imo best option would be to make it optional
Changes that CO adds make it better or worse?
We are doing the boss tomorrow, but we are very far along.
If it is annoying in steel age I will let you know
could codpieces be added to CO as unique leg armor item that replaced cuisses?
it could deplete the enemy's moral courage
Add two sizes, normal and large
Large needs two bards
Bars*
Has even stronger effects
worse arguably since you cant just javelin spam
theres no cheesing for anyone who doesnt want a tough fight
i went into creative mode and hit the eidolon until it died
cheesing is not intended
yeah i know
Then you probably need to direct this to Tyron
\shrug
ive not fought the eidolon in vanilla
i just dont fw the eidolon's existence
Ok, so I should ignore this feedback, cause it is unrelated to CO, I guess
IMO it doesn't make it better or worse, just different
the fight is a slog by no fault of the mod itself
way worse there
only way it's easier in vanilla is that you can hit it anywhere to damage it
vanilla has two options, shield and hold m1 with falx or stand behind pillars and chuck spears
Don't know how anyone could struggle with eidolon in vanilla unless you were a naked clockmaker and fought it with your eyes closed. The thing cant move you have complete control over the fight by ducking behind the pillars & just hitting it once or twice and then backing off when it goes for the slam attack.
damage, dogshit hitboxes, vanilla armor tier system
once you know it's easy, but the first experience is one of the worst bosses of all time
0/10 communication
Question, apart from going back to a previous version is it possible to turn off the fairly recent traits for damage tier buffs and debuffs?.
Seeing as there is no config option for it I would guess not but maybe there is a roundabout way to do it so just checking.
If there is nothing wrong with them, why turn them off?
That is a matter of opinion if there is something wrong with them honestly.
Our group doesn't rly like the bad feeling from being discouraged from using certain weapons
You have not reported if something wrong, so its only fair to assume that there is nothing wrong
make your own patch mod with your own balancing
There is no issue to rapport. it was a question of preference. But I will take this answer as a no there is no other way to avoid it then going back mod versions
I am not asking for anything to be included. I simply lack all the information and was requesting more from a larger group of people with more complete knowledge.
They mean, make a mod that json patches these traits
Like servers do balance mods
json patching to fit your needs is a power many ignore
hey im trying to add custom animations here, but when i install all of these the mod itself doesnt work, no new items, no blocking, no spear edits and ctrl + l doesnt work. how do i fix this?
do i need overhaul lib dev version?
i will try that
Look into logs
I unfortunately do not know coding. So I cannot do that myself.
json patches are as easy as it gets
you find a value, you direct your patch to it and modify as you like
I'd say data bashing like this is a simple form of scripting, but yeah, it's pretty easy to do, if you're only changing 1-2 things.
You can find info on how to do json patches in the wiki
You could also download a pre-made patch by a random server and edit it from there
I'm assuming you want the traits that give +- tier to specific weapons removed from classes?
The wiki page for it seems like coding to me. I'll dive into it cause if it rly is that easy it is worth a try but I have 0 prior knowledge of anything resembling this
thx for the suggestion at least
There is a mod called "no CO negative traits".
You can take it and see how it's made, as it's pointing at the exact same places as you'd point your patch.
Assuming I'm correct in my assessment.
Vintagestorydata/Logs.
ok thanks
You can press "open logs folder" when loading, too.
Yea basically
To damage types split to melee and ranged
Then, yeah, get that mod, see how it's done.
It may not be up to date with these trait changes, but you'd be basically replacing "remove A" with "Remove B".
If you encounter issues, there's #mod-development , people are quite helpful there.
I'll look into it, it might be easy but it might be easy for people who know more then absolute nothing
im not really sure what causes it
normal combat overhaul works fine for me btw
You can ask in https://discord.com/channels/302152934249070593/351624415039193098 or may be someone here will help. Though I recommend starting with modding tutorial on wiki
Alright, thx for the suggestion. will be moving any further questions out of this thread cause it is no longer strictly CO related and I don't want to clutter up the the place
I dove quite deep into bashing mods together to work without any tutorials, just looking at how all the mods were set up.
I do have programming experience, though, that is, I guess, some "prior knowledge".
Oh one more thing tho, would it be possible to add damage types to certain weapons with this as well? I would find it kinda neat if my swords would do piercing damage with the stab animation but I have no clue if that is within the scope of a JSON patch
It is
Awesome, alright have a nice whatever time it is in time zone you are in
Ppl that have problems with me and AI probably lack reading comprehension skill anyway, so I dont think it will change anything.
Is it possible to disable the vanilla body and leg armor so that only the armor parts created by Armory are used? ^^
If you mean fully assembled parts vs armour split into all the different ones - yeah, you can disable the recipes.
Would still be able to find some, like loot armour in one place and from shops, but I'd advise to not "delete item from existence".
Yes, exactly that
Would need a patch to disable them, though.
Got it ^^ quick question: do I need to make a patch to disable those recipes, or can this be done via the config? And if a patch is required anyway, would it also be possible to patch the vanilla armor out of the loot/trader tables (so it doesn’t show up in loot/trader)?
also json
@fallow surge What changes if any does CO make to the fight?
it was cool to see it spawn in the center of an ocean. no clue if thats normal
The Fight
does anyone have a spreadsheet for all enemies and their protection levels? i know about the spreadsheet on the website for CO but that one doesn't tell me how much blunt protection a bear has for example
What about the fight changed?
i feel like lamellae is kinda op
the scale is just straight up worse
the lamellae gives blunt res whereqs the scale does not
despite lamellae costing less
Scale has weaker debuffs im pretty sure, and a fairly easy to make leather jerkin counteracts the blunt, you can also make iron and steel scale
You can wear whatever blunt protection you want under scale, which adds to a higher value than lamellar offers
Changes to The Fight:
- Value was Changed
- Hitbox
health halved, new hitbox with weak spots and armor, greatly reduced knockback from slam
and the Other Fight is fixed simply by the presence of good ranged options
I haven't touched erel fight
don't need to
Then there's no issues with the fight CO can fix.
Ok, hope now plate armor recipes will be more bareable
bash attack doesn't have the terrain colision thingie
I feel like the falx range isnt right, like i have to be making out with an enemy for my hit to connect. and, i kinda enjoyed vanilla blocking, where I could crouch to block and still attack. any way I can have all the new weapons without the combat changes?
combat rework
it's not co but it's vanilla combat with a bunch of new weapons
oh and i like the damage models, with the different body parts
then you gotta use co
this feels like a kneejerk reaction
learn co for a bit
falx is very good because it has an extra tier and a very long attack window
you can easily cleave several enemies or start an attack and run in and still have it connect
if you want longer try a sabre
or if you want longEST there's the pike
Yeah, I know, thanks for reporting, will fix eventually
don't fix it, it's very cool to do like a lil attack in a corridor
also the reason it's short is because the collider is accurate to the visual
vanilla simply doesn't have any colliders
it's all fake
here what you see is what you get
does CO change the behaviour of locust nests?
no
would it be possible to make it so locking direction remember the last direaction that was on weapon after swapping between different items on hotbar?
7 for a smithing recipes, in terms of how many voxels you need to move in one recipe
40-1 hour of smithing no joke(ok, maybe like 20 mins i havent counted)
whats erel?
play story
ok
hey maltiez, i noticed something when testing guns and crossbows from airships,
when riding an elk in vanilla and shooting it with a bow from the rider position, it takes no friendly fire, neither do the airships.
However, in CO the elk DOES take damage from the rider's shots, and the airships take the hit from bows, guns and crossbows when shot from one of the seats.
could it be that CO turns this mount-friendly fire protection off or is simply excluded? or could it be that it is a config?
Hm, I thought there was a check for that...
You can add accurate colliders, so then you just will have to not aim at the ship to not hit it
Ah, I added such check in vanilla repo, but decided against it for CO, cause there is no issue with player being inside huge cuboid of its mount, cause of accurate colliders
hi guys a quick question what does the angle at which i hold my spear change? like if its closer to the tip it has more damage and if its further its less damage but longer reach?
oh okay
@upper axle went to learn how to do harmony patches to change it lol
now we can no longer accidentally 1 hit our own elk when we're riding it with CO installed.
accurate airship hitboxes are something we're still interested in once we focus on combat
I could've just added a config option, but ok
This also gave me the chance to brush up on Harmony
Is this a thing? Should not be possible afaik
Cause there is literary a list of entities you already hit, and you can't hit them again with same attack...
Also there are no "damage ticks"...
Is there any penalty for using parry? I mean, it doesn't have cooldown
There should be a cooldown though
Hm, it does not work it seems...
Oh, I forgot to increase it to meaningful numbers on weapons, will fix
Oh ty, do you know when will you update it?
In a couple of minutes
Awesome mods btw
Oh, imma wait to play it updated then
Released, Armory 1.9.5
This could be checked pretty easily with debug but i can check later
I cant reproduce it
Ive never seen it happen either.
That's how it's is chivalry/mordhau or smth, I think what happened here is that they haven't played with it and assumed that's how it is
That thing with damage tiers now seems like more acceptable scenario by many with how only damage tiers differ between tiers
wdym?
what thing? Class traits?
so people are just making shit up now
Higher damage tiers dealing more damage
i don't think any other mod has people completely prejudiced like this
general chat is a hivemind
Maybe rename it to armor penetration or add in game handbook page about it
Higher damage tiers dont deal more damage, you deal less damage if you dont have high enough damage tier
damage tier is vanilla term, thats why I used it
Ppls reasoning is that higher tier weapons have to somehow deal more damage
They tend to, don't they?
There's damage tier and damage right next to it
Also, if someone already happens to know. What is the time difference between malifactor and commoner for slings firerate?
i really think this is due to the lack of anything in handbook
in both vanilla and co
there's just zero info about combat
Isn't it like two handed deal 8 and one handed 4?
hybrids do 6
I thought the greatsword dealt 7.5?
Or was I confused on the way the numbers were displayed?
And the poleaxe 6-8 damage depending on type of attack
With the long axe dealing 8.5
At least at steel
Oh, huh.
I don't think I like that as much. It sort of puts the longaxe without a niche, but the poleaxe already kind of did that to it.
longaxe niche is directionless long range slashing
It was that and the highest damage in the game.
technically still that
I'll have to go through and change those then. I think simplifying the damage stats is kind of boring on a conceptual level. Long axe dealing the most damage while great sword dealing less but having more utility felt like a good separation.
good for balancing and actually makes a difference
over the fake differences of 0.3 damage increments
same reason negative damage traits got replaced
The classes aren't particularly well done, its one of CO's main weaknesses.
i think vanilla classes with co are fantastically balanced
be more specific
way better than classmods and vanilla
When I play around with them next I'll find something to post as a suggested tweak. It is very late and I am going to bed
goodnight america
the classes are really well done, aside from maybe tailor being somewhat better at crossbows than hunter/glockmaker (but he did need at least something to himself so that'll do)
hunter has bows, clockmaker has firearms, so I dont feel like they also both need all buffs to crossbows
it justifies their downsides more so it's fine to keep
let tailors have their crossbows, it is the only weapon they have buffs for
the new negative tier traits also give somewhat of a case for commoner
In vanilla classes aren't that deep so idk why it's something that co would need to adress
CO just changes vanilla combat related traits to its own, there is no goal to fully rework them
well by doing so it actually gives them depth they didn't have originally
an improvement
This would prevent a lot of headaches, having some basic info in the handbook
It will create a lot of headaches with need to keep it updated
Well, you basically have to "write" part of the handbook every time someone asks a question about the mod here, since there is no other way to get info about the mod, aside from the "CO in 7 minutes" video that was created a long time ago
And a video is much harder to maintain than text
writing a handbook entry is equivalent to making a message here and pinning it, except it's in the game itself and not in 'cord
apparently it's a stereotype now that people don't read the handbook but i'd like to think that's false
the only problem i noticed so far with the damage overhaul (or maybe it was made clearer by it) is that blunt damage becomes obsolete in lategame
the only enemies it makes a difference against is specials, the rarest enemies in the game
otherwise slashing is the supreme damage type
This is a problem, I have no idea what can be done with it
Extra damage if the weapon tier is way above the enemy's defense tier?
i would say extra damage against rust, but given they already had their hp softened that's not a good idea
a great qol change which sounds doable is appending each entity's defense tiers to its handbook page based on the values in its tooltip
I will need to figure out how to do this first, though, and I will probably wait for 1.22, cause there will be some handbook improvements
It's still impossible to hit the same enemy multiple times in those games with that so idk...
This is unfortunately true...
Making stuff up bc they lost a fight or smth
✅
my new conspiracy theory is that ppl use
https://mods.vintagestory.at/cooperativecombatrr
becasue they assume that CO doesn't overhaul combat by overhauling iframes
Reupload of Cooperative Combat made by Rangelost and reworked by Rezeth
In the original game, creatures become invulnerable for 0.5 seconds when attacked. Because of this, if multiple players attack the same target, then most of the hits do not deal any damage.
With this mod, non-player creatures only become invulnerable for 0.5 seconds against ...
idk if it may breake some things as I have no one to test it with
Casually dropping spoilers on coming changes 😉
You can bother pizza for details on that, I worked mostly on tags and recipes this update
I know followed the chats with the shematics tag n such ^^
Was mostly meant as a jest
well color me an idiot, because I have used that mod and CO together ever since I started modding this game. It doesn't break anything as far as I could tell, I'm assuming the overhauled iframes that CO implements overwrite that mod. going to promptly uninstall it now.
have you tried pvp?
have not done any PvP, just PvE with friends on a server. love the Tod Workshop gif though, lol
"breaking things" was in regards of pvp
the jezail slug:
Is there a guide on how to integrate weapons into this mod?
Sry, is this CO problem with texture...?
This was not the case before installing the mod :с
It's randomly fixing sometimes, but how, idk..
I highly doubt it has anything to do with CO
Also it is not texture problem, it is problem with your near culling plane being to far away
How do I add CO compatibility to my weapon? I used the Temporal Weapon mod as an example, but nothing happens.
look into CO weapons
Nothing
CO weapons work and there is no magic involved, so just do the same.
May be someone else here will be willing to explain it in more detail
go into the co files and see how the weapons work
you do the same
Is this indeed due to bad communication from CO part, or CO is complicated, if the latter, what exactly is complicated about it?
they see the armor layers, probably the directional weapons and run away screaming
didn't give me a great first reaction either
press c, 27 slot jumpscare
it gives off the immediate impression of complexity because of that
highly doubt the people shitting on co have played it for more than 10 minutes
Maybe if there were like detailed info in-game, it's not complicated at all but it's lack of info, at least when you start playing with it, however it is better than vanilla system by far (in my opinion)
i dont think its very confusing
just dont expect to understand the entire mod in the first 10 minutes
If I hadn't watched the "CO in 7 minutes" video I'd probably had dropped the mod
I have a friend who’s never touched any medieval slasher, we play on my server and he couldn’t understand why he wasn’t hitting enemies with a pike, when he showed me on stream I realized it didn’t click for him that the visual of the weapon in your hand is what should guide how you hit your enemies not the crosshair
I feel like if your mod desc had gifs of what it looks like to hit, miss and hit the ground and cancel your attack looks like people who have never touched games with mechanics like that could understand it easier
anyone know the damage tier values for the 2nd boss?
Oh, sorry then!
Do you know how to fix it...? :(
The Problem is: CO requires reading, thinking and actually engaging with the mod.
Skills that are sorely lacking in many players, if they can not grasp the entierty withing 5 minutes of looking at it its to much for them and they start whining.
Yes the Armour System can be overwhelming but if you give it a minute you will realize that 80% of the Slots are kinda redundant as the big armor pieces cover multiple slots. (Maybe offer a config turning off those individual pieces/slots and call it CO light? ^^)
And directional combat imho feels a tad 'meh' when you are unable to consistently set the attack angles you want. I had to switch to the movement based system, which made it a lot besser for me, as otherwise I was just not able to consistently execute an Oberhau or Stich. And only using Twerhau felt ab bit dumb. Then again as you might glean from the jargon I know how to actually handle such weaponry IRL so the mod for me never felt complicated combat wise xD
And yes I am jaded a lot about stuff like that ^^
A lot of the fundamental info about CO is not explained. Only the fan-made video explains it, and tbh it's a bit buried in the extensive mod page. There is no in-game explanation about how things work
ehh
i never watched the video explanation
i just intuited it and read the handbook
works fine
I mean its still "point at enemy and click to attack" then you just have to realize that now swinging through a tree will stop the attack as you hit said tree
Sure you could give more explanation like a handbook guide. But erm did you look at the usual Vintage Story players?
Which handbook pages exactly?
So why did you say you read the handbook
and see "oh its outer layer"
"oh its skin layer"
you have DE pfp? you should be able to read, interpret, and intuit
Ok, please tell me how a player can learn the shield tier mechanics
tier mechanics? it seems simple enough to me
higher tier means the damage goes through
lower tier attack means its absorbed partially or fully
What for?
Shield Tier higher then attack tier? Good will protect otherwise ouch
Same with armor didn't really change much from vanilla
its not hard to intuit these things with basic reasoning
What happens if tiers are matched?
Not really important though?
when you put armor on you can use a slider to predict how much damage you will take
at given damage tiers
its right there and a useful visualization
idk man its vintage story
you should be used to experimentation
or just ask people or watch a video
if you really want to use the mod but dont easily understand it
the video is genuinely only 7 minutes and this is a game people spend hundreds of hours on
As I initially wrote needs you to "engage with the mod" and thats were apparently most ppl fail as its not all presented in a foolproof bitesized manner
you have a de pfp (a game thats basically a book) and you're in the server for the rimworld mod Combat Extended (notoriously in-depth and complex)
🧐
come on m8
That an overhaul to the combat system might need more interaction or thinking about compared to "you now can pick up farmland again without just destroying it" should be clear to anyone with more than 2 braincells to be frank
It's very important, it's how you learn that the thatch heavy shield can fully block brown bear attacks
i will say though
a proper written guide would be nice
instead of a video guide
some prefer to read
My point is that the basic info should be accessible in the handbook
A video is harder to maintain than text
the fundamentals of co havent changed in months if not years
And a few key explanations in-game would help onboarding, which currently is not good
yeah fair enough
Sice apparently I asked what happens if tiers are matched and the best answer was "I think" and "not really important"
Is it possible to somehow increase the attack radius and area without increasing the length of the weapon? It still works a bit crookedly, it hits every other time
So I couldn't make it compatible with the patch.
you can tell the average vs player by seeing the popular mods
that said, co is in top 10 so i have no idea how it's so divisive
make the collider bigger?
my guess it's all due to the slander/gaslighting campaign in the general chat
only way it makes sense
most co users probably aren't even here
Yeah theres a few idiots hating on CO just because of who made it...
What specific values need to be changed?
and for entirely made up reasons mind you
when i saw the ai "proof" screenshots i instead observed his behavior
and he proved to me with actions he's a good programmer
Does anyone know how the MaxReach parameter works? I changed it but nothing.
gotta be the collider array
though not sure how one would eyeball these variables
You sort of have nothing in the way of "engaging" with it, you can just play normally without thinking about it, it's still just pointing at enemy holding rmb and seeing stuff die
Stuff just happens
I mean you can look at the armor screen and realize theres layers now, or that different weapons have different reaches and attackanimations
But yeah its not complex xD
something hard to explain to most people is that it improves combat no matter the skill level
because you no longer need to have your cursor over the enemy at one arbitrary frame (which doesn't even match the animation well)
I don't mean that it's not complex, just that it affects ppl mentally and not game mechanics
But that would be considered engaging with the mod?
the thing that annoys me more is the hypocrites
"yeah vanilla combat is trash"
"NOOO CO IS BAD"
but this discussion has been had in this chat more than once, it's pretty pointless at this point
As long as the enemies are just walking up to you and taking a swing both are equally boring ^^
CO just has cooler animations while I click them to death...
Is it possible to somehow increase or decrease the base attack speed of a weapon?
co's biggest functional improvement currently is multihits
fighting hordes in vanilla makes me wanna die
here you can cleave them
apocalyptic night in vanilla is just holding m1 with a falx for 3 minutes straight
#1260976245374582886 message
Is it possible to change the attack speed of one item in JSON configs?
Far as I understood, these fields are all supposed to be collected from the json, so I'm gonna say yes.
So you can't change your attack speed with items yet? Or have you already learned how?
If you mean "item" as "not a weapon", then no, because this mod doesn't touch general items or tools.
It only affects the use of weapons, either ones in vanilla, or from mods that make their weapons compatible with it.
If you mean "change attack speed of weapon A, but not weapon B", then I've shown you it's supposedly doable.
I asked it for myself, because I've downloaded a mod that added a rapier, and it felt too sluggish.
However, after I learned that piercing damage is bad, so I'd abandoned that idea, so never even tried it.
By the way, I added manipulation speed to potions and gems and it worked.
That's a vanilla thing, yes.
I don't know if it affects the attack speed of the item or not.
Manipulation speed affects the attack speed of all weapons and the reload speed of bows and crossbows. I just tried adding my own potions to the alchemy mod and changing the stats in the can jewelry mod.
Only this will work with combat overhaul and player model lib and possibly some other mods
There are no mobs yet that are vulnerable to piercing damage but resistant to other types of damage, but if they appear
As far as I understand, there is a limit to increasing manipulation speed by +100%. Is it possible to somehow increase it, and what is the lowest possible value?
In this 'safe space' of CO seclusion, I'll say that the worst part of the vanilla game to me is the combat by far. It's Minecraft combat with slower attack speeds. CO does literally everything possible other than making an entirely new game to make the game's combat tolerable.
Hearing the devs here say they prefer their combat over Hytale's, mildly concerns me. I hope Maltiez being on the dev team can change the direction there.
he said he's not interested in basically redoing co under creative constraints
well that's too bad I guess. at least there's the mod
as much as i would love vanilla combat to be tolerable or even good i understand
plus the format of a mod fits his workflow way more
cause he can push an update any day any time
yeah that makes sense. I don't think vanilla combat even needs to be 50% of CO combat, but literally almost anything would improve it. but anyways, rant over
Guess its a matter of perspective between hytale and vs combat?
I mean i think both suck 😆
yeah I don't think hytale's combat is something to strive for either, but I feel like at least it's consistent and probably 'feels' better for players
Just cuz its flashy imho...
There no real mechanics behind hit
Even the other blockgames is better in comparison with timing strikes and theoretical crithits and jumpattacks
And thats gotta mean something to say other blockgame combat is "good" 😆
even minecraft has better bows than vanilla vs
vanilla bows are toys
if bullseye style bows come to vanilla i'm playing on tops
i can tolerate horrendous melee if the ranged is actually good
other way round for me, lol
too much time spent in mordhau and KC:D
obviously i really want both, but ranged is absolutely the bigger disappointment for me
especially after the complete whiplash malt's ranged mods give
toy vs the real thing
understandable. I think I played maybe a handful of hours with vanilla ranged so I barely remember it, but it definitely is not good. funny when you get so used to a mod you don't even know what vanilla players deal with
Just throw the arrow...
This random directio. Thing is stupid af
Maltiez aim wobble solution is 100x better
guns and crossbows also have inaccuracy
except it's not comedic like vanilla, it's very subtle
But managable...
And not "ima shoot behind meself"
Plate and use a bow its hilarious where the arrow are flying
the laughable spread + pathetic velocity (and thus range) is what makes them feel like a toy
vanilla ranged options:
- spear
- spear but worse
I don't think this is necessarily true given the huge popularity of mods like a culinary artillery+expanded foods
So? Did you realize how many ppl are having problems with those because of not reading the instructions?
I mean you can call it "fan-made" though my name is on the author list
I wasn't sure of the exact relationship
Although I only see Maltiez as author on the moddb page
I think it only shows the mod uploader on the DB, no? I'm pretty sure it still shows up on mods screen in game. Either way, I didn't have a whole lot to do with it other than a lot of bouncing ideas, and some of the very early model and texture work to make things fit together, but I'm pretty sure it didn't end up working how Maltiez needed it to so he just redid it himself
Dunno how it works, but there are mods like expanded foods where there are multiple authors
In the moddb page author list
Ok, it seems I have quite a lot to read here...
If someone wants to make a guide I can put onto modpage, be my guest... Or at least to teach me how to make and upload gifs from videos
