Weapons

April 24, 2008

Robby’s blog, Kasumi’s quitting, and Esprite fixing the ninjaken all have me thinking about weapons, and balance.

I guess we all had a chance to read Kasumi’s treatise on balance, and it was good.. so I’m not going to spend a lot of time enumerating on what it is that makes balance so important to the C:SI structure in general. For those of you who haven’t read it, I’ll just sum up.

Balance makes C:SI unique. Balance is what sets us apart from DCS, CCS, FCS, YMCS (Yo Momma’s Combat System). It makes the system unique in SL, in that balance is considered and built in to All weapons. Having a balanced weapon builds skills that leaning on unbalanced, easy weapons, does not.

That said, there are some terribly skilled people using unbalanced weapons. Not as many as there could be, but the Nagi’s long range kick, the BD’s excessive speed, if you put these in the hands of a skilled fighter who can bring them out, without exposing themselves, the result is devastation. And it’s demoralizing, but not just to beginners, but to experienced players, who find themselves suddenly struggling against their peers, because of either moral or financial objection to new weapons.

What is Balance?

Balance is Equality over Time. That is to say, if you put any two weapons in C:SI in the hands of equally skilled user, once everyone involved knows the weapons timing, quirks, and glitches, there should be a FIFTEY PERCENT life/death rate.

That is to say, if you take two people who are equally skilled, and they kill each other 50% of the time with a sword, that rate SHOULD NOT CHANGE based on the weapon they use, be it Ninjaken, BD, Nagi, or Duals.

Obviously, there’s some difficulties in these measurements. Some weapons lend themselves to styles that some people have a harder time countering. For instance, even if you cut the kick range, the Nagi’s long swing would give me night terrors. I’m just terrible at dealing with it. But that is a personal failure. The weapon imbalance comes from having a kick range the length of its swing, and a Normal kick speed.

The ninjaken will beat you, hands down, in a combo race? Why? It can complete two combos to the price of your one. you know the solution though. We all do. BLOCK, Sukka!. This is not imbalance, because the solution is to simply play well, with a style that counters the ninjaken. Now that the kick is fixed, I feel that the ninjaken is balanced.

But people have been calling the Taketori unbalanced which I find odd, because A) The entire grid is fubarred, it’s impossible to get an accurate behavioural picture when you can’t kick properly, and B) You’re just not USED to it. People have been fighting against, and with, the take for all of what, two weeks now, and that’s just not enough time to learn, fully, its strengths and weaknesses. Unless you’re Masmako, and all your opponents used the Take.

It takes time to adjust and learn a weapon. The Take is fast, yes. The take is smooth from block and back, in part, I think, PRECISELY because it does not have auto comboing, it allows you to break anywhere to slide back into block easily, without breaking up an animation chain.

But is it faster out of block than say, the Musashi? I don’t believe it is. I think people are just unused to the weapon. I think it will take a while for the whole world to adjust, and that time is needed before calling anything unbalanced. Unless you’re Masmako, and fight a billion spars a week. Let’s see, her count today is… 790. I don’t think she sleeps. She probably knows every timing quirk, every slow second kick, fast third slash, every bit of the weapons she fights against. Because she’s put in a LOT of time on the matter.

Weapons selection, and weapons skill, depend on the style of fighter, and the skill level. Beginners will find a rough time of it using a Musashi sword, simply because the timing is different, and jump slashing, which becomes terribly important at an intermediate level, is tough with the musashi. But can it be worth it for a beginner who favours a defensive style to stick with it? Sure. Definitely. The weapon should be chosen based on the comfort of the user, whatever weapon garners you the best results for your style. That said, one should avoid leaning on an unbalanced weapon, because the results you get there are unfair, and there is no honour in that. One day, I have faith that all unbalanced weapons will be fixed and balanced. And in that time, many people will be forced to relearn a weapon where they leaned heavily on a broken system.

I’ve always tried to avoid using just one weapon. For a long time, I’d used the Ashes primarily, but not First. The first time I spar someone, I’d use the dynasty, or an archatek, when I had one, because I was trying to learn the swords. If I only used Ashes, which I knew fairly well, then I’d be losing out. I’d only be learning one sword’s strengths, and it would make me a weaker, more patterned fighter. Much like leaning on the strengths of an unbalanced weapon will build in you habits of fighting that depend on that unfair advantage, the use of a single weapon builds habits around the fair advantages of the sword. If you focus too much on a single weapon, you think too narrowly, and your style suffers.

Days like today, I wish the grid weren’t broken. I’d really like to be sparring, to try to regain the skills I’ve lost, but sadly, I’m too frustrated with the broken kick. Here’s waiting for the next server update.
EA

3 Responses to “Weapons”

  1. Judo Jung said

    Nicely written EA. Got to think that the nagi is also unbalanced because the longer range gives a great advantage to jumpers. They can jump slash/kick you while staying out of range of your counter from the ground. There are a couple of people who do that very well. We know who they are. One of them said to me, when I asked him why he used the nagi exclusively, “because it’s an unbalanced weapon and I like to win”. He gets major points for being honest.

  2. eapoe said

    Oh, the answer to that is simple, switch to an ashes, and be better at arial combat than they are. If they jump slash, jump block, counter kick. I used to do this against people who did nothing but jumpslash me with the dragon. But certainly, it’s not a fair technique, since it’s much harder to perform well than just jumpslash spamming with the Nagi.

    The naginata may be unbalanced due to this fact regardless, but fixing its kick would go a long way to removing the ‘cheap’ factor from it.

    The Naginata is a tricky thing to balance, because it has two advantages (range and massive damage) and only one downside (Swinging a tree trunk would be faster). I appreciate the difficulty in making it a fair weapon, but most disturbing is that there are people like the person you mentioned, who ‘like to win’.

    To me, any game is better for the challenge of gaining skill. A tactical game is engaged to learn tactical skills. A combat game engaged to sharpen reaction skills. Puzzle games to sharpen cognitive skills.

    What point is there in playing any game, any game at all, if you are only in it to win?

    I grow angry when I lose, particularly when I feel like I’m performing badly, not because I didn’t win, but because I feel like I’ve failed to improve my skills enough.

    I’d like to think that C:SI, being the mostly balanced system it is, has encouraged more people who desire the sportsmanship, honour, and skill of the game, rather than the win or lose ratio.

    But then, I was recently slayed while AFK from some new dweeb (I don’t even remember his name) who apparently just wanted some kills on his hud.

    I’d care more if those numbers meant, you know, anything.

    EA

  3. JulieAnne Rau said

    “The ninjaken will beat you, hands down, in a combo race? Why? It can complete two combos to the price of your one. you know the solution though. We all do. BLOCK, Sukka!. This is not imbalance, because the solution is to simply play well, with a style that counters the ninjaken. Now that the kick is fixed, I feel that the ninjaken is balanced.”

    I have talked with Esprite about this and he told me that the speed of the Ninjaken is in between the two strikes. He told me the speed from block to strike is the same as any other katana as well as the strike to block. Again, the speed is only between two strikes. He believes they are a balanced attack because the damage is only half that of a regular katana.

    JAR

Leave a Reply