Sword canceling is a thing now

  • I know I made a post Here about this, but I think it will garner more attention if I just show you.

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  • Yeah hate to say it... This is rookie pvp game creation right here. They need to just own up to the ball drop and revert back to original cutlass.

  • What exactly is new there? The sword swings have been connecting to the environment to do the combo and not get the delay of not hitting your swing since launch.

  • @captdreadsea3rd Notice on how fast I get to start my second 3 hit swing. Its not sword delay, this new thing is a direct result of:


    Sword Switching – Players are now able to switch weapons/items at any point during a light sword attack. Players are still prevented from switching during a heavy sword attack.


    This means you can cancel any recovery period, and start your 3 (or how many you need) combo swing over again almost without delay. But with perfect timing it is with no delay.

    Against an opponent who blocks, you can perpetually keep them locked to blocking, and your strike can come before his retaliation strike if he chooses to attack you after the third block consistently.

    I just and to add that, with perfect timing it can look like 6 consecutive strikes.

  • @crafek
    Ah I see what you mean. How do you achieve that then? switch to 2nd weapon swiftly in the final seconds of your 3rd swordstrike, switch swiftly back to sword and start striking again?

  • @captdreadsea3rd If you know how to do the Shovel trick, you know how to do this one.

    (Holstering - unholstering)

  • @crafek
    I just logged on and tried it. Could copy it instantly! Had experience with the shovel trick.
    Wow...
    I don't know what to think about this.
    I'll try to use it in a fight next time. But it's not a good thing that much is certain.

  • @captdreadsea3rd Exactly, and I have to admit. I am a bit mad. This is the first thing I wanted to try as soon as I read the patch notes.

    These work arounds that they implement dont have to exist, they just seem to cause more issues.

  • @crafek said in [Sword canceling is a thing]

    These work arounds that they implement dont have to exist, they just seem to cause more issues.

    Yep, pretty much.

  • @crafek
    I wouldn't go that far. I like their balancing. Especially since it was all introduced to get rid of the initial double gunning exploit and needed some tweeks after that.
    This is the first issue introduced by that process as far as I am concerned. They just didn't think of it while tweeking it. That's what testing is for. Stuff like that happens in the process. It's not a big deal and can be fixed.

  • @captdreadsea3rd Sure, as long as it has attention. But you have to admit, they nerfed guns in general to prevent double gunning, but equally buffed sword, tipping the scales in the swords favor by too much instead of waiting on how only a Gun nerf could impact the sword.

    They introduced the sword delay to, give some kind of drawback to the sword. But was neglected by hitting any piece of geometry. But was still annoying enough when it did happen to the point where they now implemented sword switching (sword canceling). Which makes me question why there was a sword-missed-swing-delay in the first place.

    etc etc. Its just a running theme im worried about.

  • @crafek
    The sword delay on a missed hit was in the game since release. They patched it out with the double gun delayed wield animation. That was to fluid and people could just hack across the ship to their hearts content so it's back in now.

    The possibility to prevent a missed swing by hitting the ground or an object is also in the game since release and nothing new. So no critic for that from me. And not for the ground so much but for hitting objects introducing the combo it kind of makes a bit sense in the video game logic for me. It's at least a good thing to have while fighting skellies.

    The implemented sword switching really just came to get to a banana or a firearm quick. I think it's generally a good idea because it still is hard to eat a banana between 2 shots of an opponent. Especially if you tried to hit him with a sword but missed or just hit an object but the opponent walked backwards.
    That this cancelling and getting back out exploits the after combo delay... is really just a missed thought by the devs. I'm sure they'll have a solution soon.

  • More video

  • @crafek said in Sword canceling is a thing now:

    @captdreadsea3rd Exactly, and I have to admit. I am a bit mad. This is the first thing I wanted to try as soon as I read the patch notes.

    These work arounds that they implement dont have to exist, they just seem to cause more issues.

    Agreed. They should revert and only leave 2 things in which is blunderbust being the only knockback gun and sniper being inaccurate when no scoping

  • Alright, alright
    So hear me out... let's go deeper down the rabbit hole and keep sword canceling but add a sword push/parry where you can push the opponent back by attacking while blocking. It does no damage and will only repel the opponent if they are swinging their sword at you.

    This stops gaurd loops and allows for more dynamic duels. (As far as combat exploits this is not the worst we have seen and is counterable in that it still takes 6 hits to kill)

  • @crafek a dit dans Sword canceling is a thing now :

    More video

    Wow thanks for sharing, that's really broken lol

  • The new cutlass mechanics sadly seem prone to exploits like this. I hope that Rare is considering reverting back to the original cutlass rules.

  • They just need to add in a timer before the second set of attacks can start. The canceling itself makes the combat more fluid.

  • Sssh... Your giving away my secret technique to "owning" every fight.

  • Same mechanic as before but now you can press x instead of hitting ground, nothing special for good player + you can block this easily and do the same.
    On videos you fighting newbies crews who not defending themselves properly so i do not see this as a bug or glitch.
    Pres block + 1 step back = done you run away from enemy swings
    P.S. This is great for arena patch - my opinion )

  • @crafek Wow that is.....umhh, well...yeah. No words for it.

  • @captdreadsea3rd said in Sword canceling is a thing now:

    @crafek
    The implemented sword switching really just came to get to a banana or a firearm quick.

    The problem with this is that it only works while attacking, which means it rewards offense. IMO, it should work on defense, and reward having a good defense. Being able to quickly draw your firearm or take a moment to eat a banana as your opponent bounces off of your block would help significantly, because it gives you a chance to fight back while simultaneously making them think twice about mindlessly spamming, or to recuperate if needed.

  • They need to hotfix this asap.

    This is broken

  • @nefrit-od I know what you mean, in a more real fight this is not as problematic, MAYBE. The real evidence is how I managed to seamlessly string together 5 or more hits.

    Now try to combine this sword canceling with jumping around. There wont be a breather for the opponent to adjust to what is happening. In 1:20 of sword canceling Deux, you can see me canceling 2 swings into 2 swings. And only hesitated because I got the hit in him when he tried to attack back (Which he got hit for).

    This potential is highly dangerous with actual good practice.

    And in 2:14, I managed to string 5 hits perfectly, killing a full health pirate without a break (She spawned in the tavern).

    As cool as it is too pull off, these are kinda unfair to less skilled pirates. You would think that the sword only does 3 hits so that you can get some kind of momentum BACK, but with Sword Canceling, this momentum can be perpetual against you.

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