Introducing the new 'Smash' ...
You have all done very well; and have found numerous interesting and sometimes unexplainable things ..
But TWO have never baffled me more:
- lantern combo point
- swinging mace extra combo point
Today I'd like to explain both of these phenomenon. And I will do you one better; I will now introduce another combo element that was previously unknown which I will now call:
Smash Comboing
Smash comboing is the introduction of a combo point that is intercepted by geometry. In the case of the swinging mace and in the lantern the geometry acts as a kind of central pivit point. The lantern is much harder to understand so we will go with the swinging mace instead.
- Mace swing initiates an x1 combo point. However orc is very close to the wall.
- The mace slams the orc into the wall at very close range causing a smash combo point to occur. This means that even though the swinging mace hit and applied its damage; the combo point is written as wall damage instead of the swinging mace.
- The swinging mace then continues upwards picking up the ragdoll orc and adding its own true combo point giving the swinging mace the ability to give an x2 combo instead of an x1.
Now remember the rule that traps that kill orcs can not apply their combo point for affliction.
Smash Comboing breaks this rule and is the exact reason why we can get an x3 combo out of a swinging mace by itself. Because an orc that is smash combo'd bounces off the wall and acquires the stun, this means that it is registering the orc as stunned and smashed for x2 combo before the swinging mace continues on its trajectory giving it the 3rd and final combo point killing it for x3.
Smash combos can be applied in all manour of ways, any physics trap including stage physics traps that force orcs into ragdoll mode can force a smash combo to happen. Smash combos also seem to have the unique ability to never be released from the orc and last until the orc gets up (keep it in rag doll mode). Explaining why mine carts can sometimes hit an orc and give their x1 combo for long periods of time.
The lantern is explainable also however I would prefer to do so on a one to one basis and answer any questions so just message me with questions.
Following is how you can smash combo with the wind belt:
http://youtu.be/uC06yJ8Q2VY
Windbelt Smash Combo
The windbelt has the unique ability to grab orcs. However grabbing and throwing orcs does not combo; as we all know. However it is very easy to do a smash combo with the wind belt.
- grab orc
- use geometry to force the orc to release from your grip (do not let him go with mouse 2)
- blow orc into trap sequence
Because your grip was released by geometry you will get a smash combo point from the secondary of the wind belt. Giving you an x2 combo for blowing it into a trap sequence instead of an x1 as demonstrated in the video.
~ The Trap Whisperer
While I don't play this game for the high scores I love that there people figuring this sort of stuff out. It's always an interesting read.
Awesome find ! : D
Sometimes I managed this combo point, but was never really sure how.
Now all we need is a unique where you can grab more than one orc : 3
This is actually explaining the 14x combos in precipice I believe. After looking at some of the clips I have taken from there it appears that the combo is indeed coming from the wall the orcs are launched into. The whole time I was thinking there was just some strange range on the mine cart up above. And here I thought i just had remarkable timing :0
As always thanks for the research and awesome information!
This is actually explaining the 14x combos in precipice I believe. After looking at some of the clips I have taken from there it appears that the combo is indeed coming from the wall the orcs are launched into. The whole time I was thinking there was just some strange range on the mine cart up above. And here I thought i just had remarkable timing :0
As always thanks for the research and awesome information!
You must be careful not to miss understand how it works. The wall itself does not add a combo; it simply changes the combo type allowing the same trap to apply a second combo point to that target.
The wall itself does not add its own combo point.
You must be careful not to miss understand how it works. The wall itself does not add a combo; it simply changes the combo type allowing the same trap to apply a second combo point to that target.
The wall itself does not add its own combo point.
[/quote]
I think i have it right. The way i was setting up the orcs were hitting the wall from a spring trap then dropping in to the grinder. After looking back at some of my clips, it seems the cart was no where near. So of course its never good to assume. But I am assuming lol that this may be a "smash" combo. Hopefully I didn't delete the clip but if so I will try to recreate it so you can check it out.
Is that the stage where the mine cart is VERY close to the wall? As far as I can tell if a mine cart slams an orc into a wall it's combo point can last an EXTREMELY long time. And that is possibly where you are getting your random extra point from. I'd have to look at the video.
For the 'smash' combo from the traps you would have to spring trap them into a wall, then they would land on the spring trap again and get launched a second time getting x2 from the same spring trap (which I don't even know is possible).
The lantern works because they slam into the underside of the lantern and then bounce down back into the steam upstream for the 2nd combo point.
Ahh so it probably is the mine cart after all. However, light bulbs started going off in my bald head while reading that latest post. I have some thoughts that I am going to try to work out. Im off work sunday and monday so hopefully I have some exciting stuff to post in the coming days.








Orcs beware : extended ragdoll times ahead !
Should be a smash hit in Warmage circles.
*evil grin*
Nice finds. :)
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