Swinging on the run.
Forum rules
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
-
- Posts: 64
- Joined: Thu Jun 03, 2010 4:25 pm
Swinging on the run.
I was really excited about the combat changes, finally those runners will be punished!!
But then I realized that you still can't swing on the run. Was there really a 1 second delay where you had to stop completely to swing your weapon? It sure would be more fun if your swing went off right when you came into range. At this point, people can still just run away from you and you wont swing at them.
But then I realized that you still can't swing on the run. Was there really a 1 second delay where you had to stop completely to swing your weapon? It sure would be more fun if your swing went off right when you came into range. At this point, people can still just run away from you and you wont swing at them.
-
- UOSA Subscriber!
- Posts: 3367
- Joined: Sat Jan 30, 2010 12:01 am
- Location: In your tree house with binoculars
- Contact:
Re: Swinging on the run.
Its a one tick delay.. 1/4 of a second if I'm understood correctly.... your swing still charges on the run, you just have to take a tiny pause before the execution of said swing.
Turn that frown upside down
Turn that frown upside down
- nightshark
- UOSA Subscriber!
- Posts: 4550
- Joined: Mon Apr 20, 2009 10:47 pm
Re: Swinging on the run.
You can swing on the run, you just have to stop for 1 tick (0.25s) to move to the next swing state.
How it works now:
-Disarm while chasing target
-Continue chasing, wrestle timer counts down
-Wrestle timer gets to 0.0, you must now stop your character briefly to move into the next swing state (note: you must pause BEFORE equipping your hally)
-Now you can equip and chase your opponent down, and swing on the run
You also get the bonus that if you reach your opponent with good timing, you will instantly have another swing ready - double hit
edit: rose beat me to it. yeah, if you're a dexer you'll also have to pause briefly every time your character's counter is at 0
How it works now:
-Disarm while chasing target
-Continue chasing, wrestle timer counts down
-Wrestle timer gets to 0.0, you must now stop your character briefly to move into the next swing state (note: you must pause BEFORE equipping your hally)
-Now you can equip and chase your opponent down, and swing on the run
You also get the bonus that if you reach your opponent with good timing, you will instantly have another swing ready - double hit
edit: rose beat me to it. yeah, if you're a dexer you'll also have to pause briefly every time your character's counter is at 0
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE
-
- UOSA Subscriber!
- Posts: 3367
- Joined: Sat Jan 30, 2010 12:01 am
- Location: In your tree house with binoculars
- Contact:
Re: Swinging on the run.
Nightshark, I think iced earth is talking more about holding a weapon and chasing as a dexer. But Aye, what u say is correct.
Re: Swinging on the run.
aye, it woulda been nice to see this patch actually give dexers some much needed love, instead we have the same problem as always, need to stop (better than the old system, but still bad). In the meantime, Hally mages can still wrestle timer exploit, and can also do double hally whacks, sigh. bullshit imo, please change, this isn't UO, this is hally mage online. Melee needs to be able to swing while on the move, its a primary part of what makes dexers competitive, staying on target and consistently inflicting damage.
-
- UOSA Subscriber!
- Posts: 3367
- Joined: Sat Jan 30, 2010 12:01 am
- Location: In your tree house with binoculars
- Contact:
Re: Swinging on the run.
Grom............. c'mon dude, equip a hally on a char with 100 dex and tell me your not a god.
Weapons saw a huge increase in damage.. did you not notice?
Weapons saw a huge increase in damage.. did you not notice?
- MatronDeWinter
- UOSA Donor!!
- Posts: 7249
- Joined: Wed Mar 04, 2009 3:35 am
- Location: 你的錢包
Re: Swinging on the run.
nightshark wrote:You can swing on the run, you just have to stop...
Re: Swinging on the run.
I refuse!RoseRIP wrote: c'mon dude, equip a hally
-
- Posts: 120
- Joined: Fri Feb 13, 2009 4:35 am
Re: Swinging on the run.
Grom wrote:aye, it woulda been nice to see this patch actually give dexers some much needed love, instead we have the same problem as always, need to stop (better than the old system, but still bad). In the meantime, Hally mages can still wrestle timer exploit, and can also do double hally whacks, sigh. bullshit imo, please change, this isn't UO, this is hally mage online. Melee needs to be able to swing while on the move, its a primary part of what makes dexers competitive, staying on target and consistently inflicting damage.
Hally mage online essentially is what the T2A era was. Dexxers are not competitive and will get no love. They will always suck. Hally mages will always own everything pvp.
-
- Posts: 175
- Joined: Sat May 22, 2010 9:16 pm
Re: Swinging on the run.
For pretty equally skilled and well equipped players, the solo mage ran from the solo dexer during our era. Why? The mage had to stop to cast and rarely had much for armor.Eaglestaff wrote:Hally mage online essentially is what the T2A era was. Dexxers are not competitive and will get no love. They will always suck. Hally mages will always own everything pvp.
But dexers complaining that they couldn't easily kill mages is era accurate, and UO:R brought in special hits, hitting on the run, and death stare from 5 screens away for dexers.
Hally mage was fun to play, but not dominate in the field like the true tank mages and archer mages of pre-t2a. There were plenty of fencers and macers running around, and doing fine, and parry dexers were a pain to kill with another dexer.
UO was a wizard game and magery was the most useful skill. That, and mage pvp is more fun. But this whole "hally mage online" stuff is board pvp and not reflective of field pvp during the era.
-
- Posts: 64
- Joined: Thu Jun 03, 2010 4:25 pm
Re: Swinging on the run.
If you are still playing the "It takes more skill to play a mage than a 'dexer'" card than I am sorry but you are a total retard.
-
- Posts: 120
- Joined: Fri Feb 13, 2009 4:35 am
Re: Swinging on the run.
Dexxers cannot kill anything that has wrestling and can cast 4th circle. A dexxer can get a string of hits and force the mage to heal or recall but will never have much of a chance to finish him off. Dexers cannot do large enough amounts of damage in the short time it takes the mage to run and chug, cast heal, or recall. Level one heal is not disruptable and is the fastest way to regen hp in the game. At best the dexxer can keep the mage from dumping a few times but eventually the mage gets the dump off and has a chance for the kill. Dexxers cannot do dumps and therefore cannot make kills against any decent player with wrestling and 4th circle magery. As long as the mage doesnt let his health get too low a lone dexxer will not kill him. The dexxer can only heal with pots and aids that have delays. The dexxer is at the disadvantage in both that he cannot heal as fast as the mage and he can also not do damage as fast as the mage. I used to EASILY hold off 4 dexxers at a time with wrestling and healing spells, not to mention leaving them in the dust with teleport but that was on osi where no one was mounted.
Re: Swinging on the run.
Dexers can still kill a mage, especially using explosion potions.
Don't expect to be able to kill a veteran 7xgm mage with a GM weapon though, usually.
Explosions+GM weapon are decent now though. GM weapons seem to do more damage since the patch witch is good! I am glad that was fixed.
Don't expect to be able to kill a veteran 7xgm mage with a GM weapon though, usually.
Explosions+GM weapon are decent now though. GM weapons seem to do more damage since the patch witch is good! I am glad that was fixed.
-
- Posts: 175
- Joined: Sat May 22, 2010 9:16 pm
Re: Swinging on the run.
My dexer build also had archery and magery so I had a skill to drop runners and another way to heal/cure. He also had high resist, although it probably wasn't GM until UO:R. He was always mounted.Eaglestaff wrote:Dexxers cannot kill anything that has wrestling and can cast 4th circle. A dexxer can get a string of hits and force the mage to heal or recall but will never have much of a chance to finish him off. Dexers cannot do large enough amounts of damage in the short time it takes the mage to run and chug, cast heal, or recall. Level one heal is not disruptable and is the fastest way to regen hp in the game. At best the dexxer can keep the mage from dumping a few times but eventually the mage gets the dump off and has a chance for the kill. Dexxers cannot do dumps and therefore cannot make kills against any decent player with wrestling and 4th circle magery. As long as the mage doesnt let his health get too low a lone dexxer will not kill him. The dexxer can only heal with pots and aids that have delays. The dexxer is at the disadvantage in both that he cannot heal as fast as the mage and he can also not do damage as fast as the mage. I used to EASILY hold off 4 dexxers at a time with wrestling and healing spells, not to mention leaving them in the dust with teleport but that was on osi where no one was mounted.
I don't know what shard you were on, but my memories of Atlantic, Cats and Pac is that most pvpers were mounted in the field.