Madoc
Project Lead
With the view and the control system you have no control over the vertical component of the arc so it varies automatically. This results in blows to different parts of the body and often arcs that have a better chance of getting past a parry or shield. The horizontal part of the arc is always similar and also controlled by your own movement. To land said hard blow with the maul you have to basically draw an arc with the cursor in good synchrony with the animation, a well timed step or dash can add further force. You can really see and almost feel the weapon gaining momentum as you do so, it's not just a matter of 1+1 = 2. This becomes harder to do and less important as weapons get faster and lighter but is always a factor, a badly timed step or turn will often result in removing much needed force from the attack. You end up developing a repertoir of moves such as dash left swinging and then turn right with the follow up swing, there are a surpring amount of these and different ones fair better against different opponents and in different circumstances.Would it be possible to have the arcs determined by the physics instead of being randomized so you could have some control over them?
What's the purpose of having different arcs if they aren't determined by physics? Why is one arc not enough? Because of eye candy?
A new dev video is in the works and this is part of what is covered in it, the new animations and weapon types are shown and the gameplay implications demonsrtated.