Heavy weapon and balance

Post » Wed Sep 15, 2010 7:26 pm

For actual combat the attack pattern would be different that the "split log" action that we see.

That's the only bit of info I have left to add, but I still think that the timing and recoil from OB would work. Seeing better animations is always good though.
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El Khatiri
 
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Post » Wed Sep 15, 2010 10:30 pm



Edit:
I went to play oblivion again, this time I picked up some heavy blunt weapons to use. I was totally disgusted by how fake it felt in my hand (always used short swords). when I swing a warhammer it's like slow motion. in real life that's not how it works. in real life when you swing a heavy object, you can make it go at a pretty high speed (though not as fast as a dagger), but before you make the next swing, you need to take some time to re-balance yourself, put the weapon in starting position, and swing. therefore, to accurately model a heavy weapon, you need to give it a lot of cool down time rather than make the weapon move slowly.


Hammers should also have more realistic heads, instead of ones as big as your own.
They need to be like http://maskworld.scene7.com/is/image/maskworld/121015-streithammer-warhammer-polsterwaffe-larpwaffe-latexwaffe-foam-latex-weapon?$fullsize$.
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jesse villaneda
 
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Post » Thu Sep 16, 2010 6:53 am

You got me watching those documentaries, they are a lot of fun!
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courtnay
 
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Post » Wed Sep 15, 2010 9:07 pm

Hey, that actually doesn't sound like a bad idea at all.
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djimi
 
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