There is also no way an aspect warrior could ever hope to muster the strength to directly parry a Warboss' or space marine's attack. It'll still be possible in the game. We have to live with these small deviations from canon in the name of gameplay.
In lore this happens so this shouldn't be an issue.It also makes more sense for eldar Having a small time window for countering after a parry or block is pretty common.
Shouldn't there be dodging in addition to parrying? You'd think there'd be a system of blocking as your basic defense, dodging for an intermediate defense, and parrying as an advanced defense. That is like the very basics of an action game's defense options.
Guys parry means a lot of things. It's not limited to a pure block using strength. Be precise when using it. View: http://www.youtube.com/watch?v=9pARYeIAOlI
Yeah, parrying has, over time, managed to become synonymous with blocking which is obviously false. That's why the 3 basic defenses should be blocking (simplest to learn), dodging (intermediate skill), and parrying (advanced skill). And by skill, I mean skill required to perform the action, not like... a skill you have to level up and earn. Everyone should be able to block, dodge, and parry.
ya we could do it this way block = hold block button, block will break after enough hits or block breaker move dodge= use combat roll or quickstep to a side, if done right you will have a better position for counter attack, also it prevents the blockbreak parry= tap the block button at the right moment, it will make your enemy staggering ,perfect situation for countersattack
There should be some kind of basic weapon weight characteristic as well. Thunder hammers, for example, should always count as using heavy duty attacks that smash through your guard quickly, if not in a single hit. On the other hand, the wind up frames are pretty lengthy which means you have to time to get out of the way and counter attack. If you wanted to get even more detailed, you could give thunder hammers a momentum. Their first attack is the slowest, but starts to get faster over time as the space marine uses the weapon's weight to carry his blows. The disadvantage would be stopping. Once you get the hammer swinging, it takes a lot more animation frames to stop because you have this gigantic metal hammer with a lot of inertia in motion. I'd also want it to work on the defense as well. Blocking with a thunder hammer should be easier than blocking with a chainsword since you have the whole weight and handle of the weapon to balance yourself. That would work towards preventing faster weapons from simply being able to button mash their way to victory against heavier weapons. Some weapons should be poor for blocking, like lightning claws. Instead, they can have better dodging frames (they recover quicker), and perhaps more generous parrying frames. They'd be the opposite of the play style of a thunder hammer. Some might argue that this is starting to get too detailed for the fighting, but I think if melee is going to be competitive with ranged, then it needs to be detailed. Ranged combat is going to have a lot of intricacies like accuracy, spread, recoil, mag/capacities, even special rules like "Gets Hot" perhaps. That sort of detail should be in the melee combat, too.
you do realize that blocking with the handle (for axes/hammers) isnt possible right? those 2 are aggresive weapons which are used in a very aggresive way (the best defence is offence) blocking with a "hells teeth"pattern CS would be better...