let's post some good ass dark souls 2 webm's
Let's post some good ass dark souls 2 webm's
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hmmm
Watch it frame by frame. The fat idiot DSP was holding the left stick back and quickly pivoted to face his back to the enemy.
no he wasn't
fuck thats awesome lol
IT'S THE SHOCKWAVES OK
Yes he was, faggot. COME ON YOU MAGGOTS! I know someone has some webm's of the mimics from ds2.
you can literally see it in the webm
People try to shitpost DaS1 fucking up but none of them even get close to how bad DaS2 gets
You can see the exact moment he turns.
Yea weapons in Counter-Strike have a spray pattern, big fucking woop?
This one's more fun, but also showcases how npc's recover from shit faster for some reason.
you can't see his hands how do you know he held the stick back?
Kek love this one
Are you blind? Quickly pause and unpause the video until you see his character turn the fuck around. Backstabs are instant in ds1. Of course the enemy is gonna stab him in the back if he pivots after attacking.
and yet it still had the best pvp
This is literally the moment when backstab animation started to turn him.
Facestab (do not to be confused with multiplayer lag facestab) is one of the oldest fucking glitches in DS1 and it's still present in remaster. It's ultra rare, but you must be complete newfags if you never heard about it.
You can see it in this webm.
You can't pivot that quickly, the "pivot" is clearly his model being flipped around by the backstab animation.
It's obviously just bad programming, the game updates the direction that will register and initiate a backstab the instant the stick is pressed, before the character model has even rotated 1 degree.
I don't know why people always try to defend that webm. Yes he pressed the stick back to turn around, but he hadn't turned around yet. Dark Souls isn't DMC, the devs most definitely did not intend situations like that to happen.
Suck a dick faggot, he clearly did a 180 to run away but didn't lock on, causing his character to turn around instead of back pedal
In Dark Souls II, for whatever reason, they decided to make it so large enemies doing slamming or stomping attacks produce a bullet that deals the damage instead of having it be a hitbox produced by the enemy's model. And, because of some flaw in the game engine, it's possible for the bullet's point of origin to get disjointed from the enemy, or be spawned without the enemy completing the animation that should spawn it. If anyone has the webm of the guy dying to the Ancient Dragon for seemingly no reason, that's a good example of it.
Because that's what turning during the end lag of an attack looks like. The game can't initiate a backstab without certain criteria being met, and for it to pass, he'd have to be facing the other direction, which would require him to have manually moved.
You mean when the game glitches out and turns the character around.
Watch it again dumbass. DSPhaggot wasn't locking on so he hit back to retreat but it turned his character around. But as usual it wasn't his fault it was the game. Games bugged d00d
>Getting this upset over Phil
Change your life.
people defend it because that is literally the stupidest fucking shit to ever happen and it has only happened to DSP who either does it on purpose or is just plain retarded.
>Bloodbourne is a masterpiec-
It also only happened to him 1 time ever. It's not on purpose or retardation, it's just a rare fuck up, like every game has.
he didnt level ADP so good....
Similar moment
youtube.com
But it's OK when Miyazaki does it
>Assuming I'm upset based on nothing
>Salty fan detected
I'm sorry I insulted your favourite YouTuber. Poor didums.
Oops, fucked up timestamp. Should be 6:23
youtu.be
who teleports behind the teleports behind you?
>before the character model has even rotated 1 degree.
You can see the character model rotate.
I had one of the squidhead fuckers grab me off of a ladder from the ground when I was halfway up it. I couldn't even be mad
0 adp fags be like
Watch it at 0.25 speed. You can see multiple frames of him turning there.
>N-no u
Pathetic. Seriously, get a grip, he's just one guy who plays games for money.
polycount aside, that's very very accurate
link please i need the audio
Clearly you're a newfag to his channel and are unaware.
By all means feel free to pay the pig.
Post kino
Your screenshot shows the moment he was already turned by backstab animation.
1) player moves the stick to run away
2) character only start to turn around, the model smoothly turned like 90%
3) game doesn't give a fuck and just instantly in one frame turns him into perfect 180% backstab direction and this is where you took your screenshot
It's exactly as described. A shitty coding which checks player's movement direction and not where the model is actually facing.
you are literally retarded
Known about him for decade. I remember when we just used to laugh at him, not need "awareness" and hours of detractor cope.
>large enemies doing slamming or stomping attacks produce a bullet that deals the damage
If I had to guess, I'd say the game has a separate set of coordinates for "where the 'player' is" and "where the player character model is". Imagine a little circle on the floor with an arrow facing forwards and the player character model is standing on top of it. You actually control the little circle and the player character model's job is to follow that circle as best as it can. When you turn around, what actually happens is that little circle turns around first and then the character model turns to face the same direction as it. The circle has to follow certain rules that establish when it can be moved and turned, animations that lock it in place like attack recovery frames, but DSP had enough frames to turn the circle and initiate the player character model's turning animation. Because the circle's movement is instantaneous and the player character model has to move through its animations though, there's a tiny window of error. So the circle is facing fully away from the Balder Knight when it goes to check "what direction is the player facing" for its backstab. It's an oversight of choosing to code the backstab detection for what direction the "player" is facing instead of what direction the player character's model is facing.
The angle for backstabs is super fucking wide in DeS and DaS. I swear sometimes being diagonally in front of an enemy can trigger it.
Based on information from the game's debug, it's a 60 degrees angle.
It must glitch often because I've landed some crazy stabs at 190 degrees.
today i will remind them
If I remember right, those sort of attacks produce multiple bullets to represent varying degrees of the attack hitting. So you could have the smallest one that deals full damage and flattens the player, a larger one that deals partial damage and stuns the player, and the largest one that deals no damage and just staggers the damage. I guess they thought it would be a good way to communicate the scale of the enemy and its attack, but some issues with how the bullets are generated meant that it was a lot more trouble than it was worth.
this is probably the same sort of problem that causes facestabs in tf2