Bullethead
Member
[URL='http://www.baremettle.com/forums/index.php?threads/physique-code-saving.2617/']Iskander's thread about saving physiques got me playing with different physiques to see if I could really notice any gameplay differences. My main goal was to isolate the effects of moving the crosshairs in different directions, and also trying to see how height played into that. So I ran a lot of experiments in the novice arena (which I haven't beaten yet but I'm getting closer) with characters where the crosshairs were against the edge graph in different places.
I'm still quite new at this so am very curious to see if my observations match those of more experienced players.
SET-UP
As a control, I started with a guy of medium height and the crosshair dead center in the graph. Then I tried the top left corner (strong and skinny), top right corner (strong and fat), bottom right (weak and fat), and bottle left (weak and skinny), all medium height. Then repeated with the shortest height, then the tallest height. Then I tried using the centers of the edges where the center cross lines terminate, so left (skinny, average strength), top (strong, average frame), right (fat, average strength), and bottom (weak, average frame), with all 3 heights.
I fought all the foes using the same armor upgrades from the vanquished and always used the same weapons on the same foes, as follows:
Because you get to keep your armor even if you die as long as you keep playing, after my control guy started from scratch, the other runs were all made with trophy armor (mostly from #4 and #5). This helped make sure I could get everybody to the same point (dying quite handily to #6). I do suck at this so sometimes died before then, in which case I repeated that run a time or 2, until I convinced myself it just wasn't going to work with that physique.
RESULTS
Effects of Strength (top half of graph)
Strong characters can cause bloody hits with weak, imperfect swings that would just be thumps or even harmless from a weaker character. Strong characters can push the foe around with easy, whether by grappling or with a weapon. Blocks seem less porous and the character doesn't lose balance as badly when he misses a swing so is less vulnerable to a counterattack. Strong characters are slower in everything (moving, swinging, blocking) but don't seem slowed by heavier armor as much as weaker characters.
Effects of Weakness (bottom half of graph0
This really isn't as bad as it sounds. The character is fast to swing, fast to block, and fast to step. The speed of swings allows for lots of bloody hits, at least with light weapons. However, heavy armor takes a lot of this speed away and the character can be pushed around reasonably easily, especially if the foe has leverage from doing the pushing with a weapon. The character also loses balance badly when missing with a heavy weapon.
Effects of Fat (right half of graph)
This is really a bad idea, at least when carried to extremes like I was doing. The character is slow, not just in the motions of attack, block, and step, but also in rotation to face the cursor. The rate of fire of attacks is also reduced significantly. However, the character can bullrush the foes and push them wherever, but if he misses, the foe will be behind him and he won't be able to turn around quickly. This leads to some funny scenes where the character is making attacks behind his back due to the cursor pointing at the enemy. The character also seems to be able to take a few more hits.
Effects of Skinniness (left half of graph)
The character is very fast and doesn't seem to lose much of this from armor, and rotates instantly. However, he can get tossed around like a ragdoll, is easy for the enemy to knock over, and loses more balance when missing. Also, skinny characters don't seem able to take quite as much damage as heavier characters.
Effects of Height
Interestingly, I had better results with shorter statures. Tall characters, regardless of their body frame, are slow, gangly, and difficult to control. They flop badly in all directions, like they get harmonic shakes, which slows down everything they try to do. They don't move, attack, block, or rotate with any speed. This more than negates any advantage of longer reach. Medium height doesn't have these problems but no real advantages, either. But short guys seem quick. Further, they often swing under the foes' defenses and strike the lightly protected legs. In addition, they don't seem to have any disadvantage from shorter reach and in fact, in certain situations, this gives them an advantage. They can get good hits with a 2H sword from inside the swing of the foe.
CONCLUSION
Dwarves rule . Go with short, then some combination of strong and/or skinny.
Is that what you all are seeing?[/URL]
I'm still quite new at this so am very curious to see if my observations match those of more experienced players.
SET-UP
As a control, I started with a guy of medium height and the crosshair dead center in the graph. Then I tried the top left corner (strong and skinny), top right corner (strong and fat), bottom right (weak and fat), and bottle left (weak and skinny), all medium height. Then repeated with the shortest height, then the tallest height. Then I tried using the centers of the edges where the center cross lines terminate, so left (skinny, average strength), top (strong, average frame), right (fat, average strength), and bottom (weak, average frame), with all 3 heights.
I fought all the foes using the same armor upgrades from the vanquished and always used the same weapons on the same foes, as follows:
- #1: 1H sword and buckler vs. spiked club
- #2: 1H sword and buckler vs. sickle pole arm
- #3: 2H sword vs. spiked mace and buckler
- #4: spiked mace and buckler vs. maul
- #5: 2H sword vs. battle axe and square shield
- #6: 2H sword vs. 2H sword
Because you get to keep your armor even if you die as long as you keep playing, after my control guy started from scratch, the other runs were all made with trophy armor (mostly from #4 and #5). This helped make sure I could get everybody to the same point (dying quite handily to #6). I do suck at this so sometimes died before then, in which case I repeated that run a time or 2, until I convinced myself it just wasn't going to work with that physique.
RESULTS
Effects of Strength (top half of graph)
Strong characters can cause bloody hits with weak, imperfect swings that would just be thumps or even harmless from a weaker character. Strong characters can push the foe around with easy, whether by grappling or with a weapon. Blocks seem less porous and the character doesn't lose balance as badly when he misses a swing so is less vulnerable to a counterattack. Strong characters are slower in everything (moving, swinging, blocking) but don't seem slowed by heavier armor as much as weaker characters.
Effects of Weakness (bottom half of graph0
This really isn't as bad as it sounds. The character is fast to swing, fast to block, and fast to step. The speed of swings allows for lots of bloody hits, at least with light weapons. However, heavy armor takes a lot of this speed away and the character can be pushed around reasonably easily, especially if the foe has leverage from doing the pushing with a weapon. The character also loses balance badly when missing with a heavy weapon.
Effects of Fat (right half of graph)
This is really a bad idea, at least when carried to extremes like I was doing. The character is slow, not just in the motions of attack, block, and step, but also in rotation to face the cursor. The rate of fire of attacks is also reduced significantly. However, the character can bullrush the foes and push them wherever, but if he misses, the foe will be behind him and he won't be able to turn around quickly. This leads to some funny scenes where the character is making attacks behind his back due to the cursor pointing at the enemy. The character also seems to be able to take a few more hits.
Effects of Skinniness (left half of graph)
The character is very fast and doesn't seem to lose much of this from armor, and rotates instantly. However, he can get tossed around like a ragdoll, is easy for the enemy to knock over, and loses more balance when missing. Also, skinny characters don't seem able to take quite as much damage as heavier characters.
Effects of Height
Interestingly, I had better results with shorter statures. Tall characters, regardless of their body frame, are slow, gangly, and difficult to control. They flop badly in all directions, like they get harmonic shakes, which slows down everything they try to do. They don't move, attack, block, or rotate with any speed. This more than negates any advantage of longer reach. Medium height doesn't have these problems but no real advantages, either. But short guys seem quick. Further, they often swing under the foes' defenses and strike the lightly protected legs. In addition, they don't seem to have any disadvantage from shorter reach and in fact, in certain situations, this gives them an advantage. They can get good hits with a 2H sword from inside the swing of the foe.
CONCLUSION
Dwarves rule . Go with short, then some combination of strong and/or skinny.
Is that what you all are seeing?[/URL]