Does half-swording sword gameplay will be introduce in the game? Because against an ennemy in full plate armor it would be the most effective technic since you should aim at the gap of the armor. At the same time I would understand if it’s not implant in the game since it would be a complete new gameplay to develop and they already doing a great job with the actuel combat system.
The answer is here.
So, since they don’t talk about it in the video, half-swordind will be absent of the game? Thanks for your answer.
Look closely at the video, around 5:30…
The video actually shows that half swording has been already implemented.
Ok I just saw it. When I was talking about half-swording tho, I was talking about a dedicated gameplay for it. I dont do HEMA, but I’m pretty sure that the technic in half-swording are different of those we see in the actual combat system. I would see it really like a combat system where you have to aim at the gaps.
I mean, yeah it’s half-swording that we see in the video, but it is a combat animation not a dedicated gameplay. But again, I would not complain if they dont put it in the game since they have time limit to respect and a half-swording gameplay would not be necesserelly fun or over complacated to implant in the game.
But just thank you guys for your fast answer.
wow thanks a lot it answered my question completely
It would be nice if the combat attacks/animations would change in very close distance diffrent attack, halfswording , strike with pommel, strike with fist, headbutt etc, without sword clinch. So you can decide what attack you do.
That would be much better than the unrealistic and curious sword holding when the enemy comes too close. A parried and dodging halfswording combo would make the combat system more realistic and faster without changing any mechanic. I know this sword holding is a featue too bring distance between the opponents but it is very unrealistic and dont make fun. Replace it and make cosmetic combos which bring the same effect and being more realistic.
To my knowledge it is there also to solve problems when two fighter come too close.
To prevent difficulties such as opponents being stuck into each other, attacks going through opponent and various model colisions.
Diffrent halfswording combos or something can solve the problem in the same way. The enemy can not come to close and stuck or something because they hold an minium distance. And after time they can be push away and the fight goes on. It is the same thing just replace the holding animation and make some more action qnimation to the holding situation.
I think we are mixing cows with goats.
Because we are talking about two separate things like they are one.
- Halfswording
- Clash and hold situation
I was adressing the second thing.
And I also got lost in you meaning
No, I suggest that devs could replace the clash/hold animation by a scripted halfswording combo animation (strike/block counterattack/block)which do the same job as the actual clash/hold animation. It looks better, faster and more realistic without changing combat mechanics.
I agree the actual combat looks too slow and have less action. The holding animations looks very unrealistic. Maybe there is a chance that this part will be improved.