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  1. Stassin

    Saber changes 2018 edition

    It wouldn't take more skill, it would just force players to have less mobile fights, with much more walking and more facehugging; that's indeed harder to do than hit and run, but already exists and happens alot, it would just happen alot more if not almost all the time. Which wouldn't be great...
  2. Stassin

    Saber changes 2018 edition

    On top of the slowdown you get when swinging (except with blue/cyan straight swings), a slowdown after having hit ? Blergh. So basically you get punished for getting the better timing and landing a hit. I might be biased on this because for years i've specialised in always rushing and trying to...
  3. Stassin

    Saber changes 2018 edition

    Don't disagree with this realistic justification of hampering movement, but the issue is that it has the following negatives: the big one is how bad it will feel for the one getting slowed down, much like PB preventing chains from continuing; the other ones are that there are already other...
  4. Stassin

    Saber changes 2018 edition

    I'm not sure what that video shows. The player who's recording didn't hit his opponent, so even with such a feature he wouldn't have been slowed down, you'd have needed a slowdown on getting PBed for that. Which is even worse than slowdown on getting hit. The opponent is indeed doing hit and...
  5. Stassin

    Saber changes 2018 edition

    Yes semi-PB needs to cover that (and not only that...). Those are more details so i'm kinda whatever on them, but here's my opinion anyways. Dunno about PB zones, as long as it remains similar to the current ones it's fine. PB regen, sure why not, although to me it's an overcomplexification...
  6. Stassin

    The next steps forward

    Jedi would get knocked back enough to miss a swing only if the gunner hit a headshot, so swingblocking would be a poor choice in basically almost all situations except when attacking someone knocked down or dueling another saberist, where it is actually very useful and good to have (pre-v1.1...
  7. Stassin

    The next steps forward

    Having swingblocks would only be an issue with the current public ultra low drains. With higher drains coming, as soon as you swingblock once you'd get low enough FP to be forced to retreat immediately without taking any other chances (with saber def 3; with saber def 2 you'd get your FP...
  8. Stassin

    Saber changes 2018 edition

    What you are missing, is that swingblocking well enough to negate slaps, especially when doing swing chains, is much, much harder than just crouching and doing them freely. In fact, at any level people are still able to get knockdowns with slaps by timing them well. Crouching would negate that...
  9. Stassin

    The next steps forward

    Pre-v1.1, saberists weren't OP yet there was no flinch, as sev said in the first part of his post here. In 1.3 they were retardedly OP, because of some monstrously strong perks, that's all. There should be no perks anymore.
  10. Stassin

    Saber changes 2018 edition

    On this point then i think we agree, as i pointed out that it shouldn't be a flat 4BP drain as soon as you attack, with a cooldown of 1s, but a 1BP drain per 250ms (thus by tapping efficiently you can have only 1BP drain for every swing). No what i mean applies only to attacking with swings...
  11. Stassin

    Saber changes 2018 edition

    I believe the upcoming Saber vs Gun changes are being done very well by Tempest & the mb2 team and that's great. We can expect a refreshing patch in that regard. Which leaves us with slightly more complicated, and controversial, Saber vs Saber gameplay tweaks. I'm not sure what is the state on...
  12. Stassin

    The next steps forward

    Yeah the current speeds are okay and feel right lore-wise, but it will be fine if the increase is small. I see people are wondering about knockback with flinch gone: i don't test beta anymore but i can say given the values tempest is trying out, knockback won't fill the same role as flinch, it...
  13. Stassin

    [Guide] The Dueling Compendium

    Don't have time to be bothered about details anymore, but i really hope these core directions are taken I haven't played MBII consistently for 3 years, here's why.
  14. Stassin

    [Guide] The Dueling Compendium

    In recent builds i would say the most crucial point in order to have successful attacks (and not get every swing PBed or mblocked, or constantly miss and get interrupted), is to make sure that your attacks are started up close to your opponent. You may still get PBed especially if your swinging...
  15. Stassin

    [Guide] The Dueling Compendium

    In the current system there's a set limit to how much faster you can make your swings hit. A saber swing is comprised of several animations played sequentially: for one initial swing, there is a start animation, a middle animation and a return animation; for one halfswing a transition animation...
  16. Stassin

    Poll: Flinch

    This is a pretty neat idea, it's in fact somewhat already like that because deflecting makes you stuck in a blocking animation; except it only lasts about 150ms. That's enough for my taste, jedi with restricted force power usage won't feel very good. But the direction of the idea is correct.
  17. Stassin

    Poll: Flinch

    Goliath does this mean you are opposed to the removal of flinch without a similar alternative ?
  18. Stassin

    Force powers & jetpack mandos

    Anyways i'm taking back what i said. It's not that unrealistic for jedi to be able to 180 rockets, because they just modify their direction without removing the propelling force, once the direction is changed the rocket continues on its own.
  19. Stassin

    Force powers & jetpack mandos

    It would probably be better if push was a charged ability and only a fully charged push had enough power to 180 a rocket (with much smaller charge or no charge required to push grenades), that would help ARC rocketers quite a bit too (jedi would still have the option to jump to save themselves...
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