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	<title>Comments on: Weapons</title>
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	<link>http://eapoe.wordpress.com/2008/04/24/weapons/</link>
	<description>C:SI blog.</description>
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		<title>By: JulieAnne Rau</title>
		<link>http://eapoe.wordpress.com/2008/04/24/weapons/#comment-41</link>
		<dc:creator>JulieAnne Rau</dc:creator>
		<pubDate>Mon, 05 May 2008 22:37:29 +0000</pubDate>
		<guid isPermaLink="false">http://eapoe.wordpress.com/?p=9#comment-41</guid>
		<description>&quot;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.&quot;

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</description>
		<content:encoded><![CDATA[<p>&#8220;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.&#8221;</p>
<p>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.</p>
<p>JAR</p>
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		<title>By: eapoe</title>
		<link>http://eapoe.wordpress.com/2008/04/24/weapons/#comment-15</link>
		<dc:creator>eapoe</dc:creator>
		<pubDate>Fri, 25 Apr 2008 16:55:39 +0000</pubDate>
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		<description>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&#039;s not a fair technique, since it&#039;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 &#039;cheap&#039; 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 &#039;like to win&#039;. 

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&#039;m performing badly, not because I didn&#039;t win, but because I feel like I&#039;ve failed to improve my skills enough.

I&#039;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&#039;t even remember his name) who apparently just wanted some kills on his hud. 

I&#039;d care more if those numbers meant, you know, anything.

EA</description>
		<content:encoded><![CDATA[<p>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&#8217;s not a fair technique, since it&#8217;s much harder to perform well than just jumpslash spamming with the Nagi.</p>
<p>The naginata may be unbalanced due to this fact regardless, but fixing its kick would go a long way to removing the &#8216;cheap&#8217; factor from it.</p>
<p>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 &#8216;like to win&#8217;. </p>
<p>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.</p>
<p>What point is there in playing any game, any game at all, if you are only in it to win? </p>
<p>I grow angry when I lose, particularly when I feel like I&#8217;m performing badly, not because I didn&#8217;t win, but because I feel like I&#8217;ve failed to improve my skills enough.</p>
<p>I&#8217;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.</p>
<p>But then, I was recently slayed while AFK from some new dweeb (I don&#8217;t even remember his name) who apparently just wanted some kills on his hud. </p>
<p>I&#8217;d care more if those numbers meant, you know, anything.</p>
<p>EA</p>
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		<title>By: Judo Jung</title>
		<link>http://eapoe.wordpress.com/2008/04/24/weapons/#comment-14</link>
		<dc:creator>Judo Jung</dc:creator>
		<pubDate>Fri, 25 Apr 2008 04:52:29 +0000</pubDate>
		<guid isPermaLink="false">http://eapoe.wordpress.com/?p=9#comment-14</guid>
		<description>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, &quot;because it&#039;s an unbalanced weapon and I like to win&quot;. He gets major points for being honest.</description>
		<content:encoded><![CDATA[<p>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, &#8220;because it&#8217;s an unbalanced weapon and I like to win&#8221;. He gets major points for being honest.</p>
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