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Messages - Ronin

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1
General Discussion / Re: [NEW] Commander Mode
« on: Today at 12:00:40 am »
They fixed upkeep.

And believe me, being able to fight would ruin to point of the gamemode. It will basically be a rat race.

2
General Discussion / Re: [NEW] Commander Mode
« on: May 18, 2013, 11:47:41 pm »
No I disagree. They are just worse than the other units, that means bring less cavalry if you're nord or rhodok. But it's not like you can not find a good use for them. I personally had great success using them as a distraction. Just make them charge to break enemy formations and watch your archers peppering down the enemy with arrows. Because once the enemy is engaged in melee combat, they can't use their shields properly. After all, they were designed to support your other troops. Don't use them as you use sarranid cavalry and you won't be disappointed.

Also one thing to not forget, they have the speed and manuever of a horse so they can be more swift compared to your foot units.

3
Announcements / Re: 0.3.0.0
« on: May 18, 2013, 11:32:38 pm »
What do you mean by this?
that means your personal k/d ratio will be based on you and your men.

0.3.0.1 Quickfixes:

Urist: added nudge trigger to siege beta
Urist: hopefully fixed 3rd party nudging in duel mode
Urist: fix for duel nudge
chadz:
= Commander mode =
fix (?) bug where multiple ticks occur
disable repair
disable valor
make commander die when all troops dead
add commanders kill/death on bot success
new troops for commander mode (c) Tydeus
spawn motf between all agents
make hills flatter
made vaegirs and swadia available

can't wait for khergits!

4
General Discussion / Re: [NEW] Commander Mode
« on: May 18, 2013, 11:30:14 pm »
Well I'd be really appreciated if zlisch would explained what he didn't like. Thinking/playing on something all day only to see some douchebag minused your work is a bit disappointing.

About the rhodoks part, their symbol is a crossbow not a spear. They were famed for their massive crossbow fire, which was supported by spears and pikes against cavalry charges. Since the ai can't handle spears well, they were armed with one handed weapons mostly. To be honest, their infantry were pretty much the same as nord veterans. But you can't have the best of both worlds. Having the best infantry and the best archers was simply too much, not to mention those archers were also making very formidable infantry. So I changed their infantry to be units designed to support their crossbowmen, just like that nord archers were designed to be supporting nord infantry. It's not like they are very weak. They still have their gigantic shields and superior stats (7 ironflesh).

The rhodok cavalry was sharing the same stats as nord cavalry, so when I changed nord cav a tiny bit; I also changed rodok cavalry to not play with the balance further.

Edit: it says that in the new patch, they added swadia and vaegir. I will look into those too.

5
Guides / Re: The Sword and Spear Way - Hoplites Guide
« on: May 18, 2013, 10:47:57 pm »
Deserters and byzantium are very hoplite disciplined at the moment :)

I'm also trying to make companions more hoplite based too.

6
General Discussion / Re: fun builds
« on: May 18, 2013, 10:37:13 pm »
3/39 would be the best build for it.

7
Announcements / Re: 0.3.0.0
« on: May 18, 2013, 08:53:04 pm »
Which servers allow the nudge ability?

8
General Discussion / Re: fun builds
« on: May 18, 2013, 08:32:29 pm »
Also a possible troll build:

Get minimum pd/bow to stagger people

Invest all else into agility for weapon master ---> archery

Athletics is optional.


so something like this:

12/30
Nomad bow + bodkins (mw might be needed)

Stagger them to death. I can't even imagine 5 people doing this to someone

9
General Discussion / Re: [NEW] Commander Mode
« on: May 18, 2013, 07:27:54 pm »
Here's my try:

-Reduced Rhodok Sharphooter's stats.  It is still decent in melee, but lowered it's power strike and athletics. Also no ironflesh, since they have their gigantic shields as armor. They still use sniper crossbow though.
-Changed armor of Rhodok Sergeants to padded cloth, they are not sergeants anymore but veteran spearmen instead.

-Increased nord scouts' athletics and throwing capabilities. They are better on foot now and a bit more reliable skirmishers (if you can even get to use their throwing). Same applies for Rhodok Scouts, (other than throwing) since they mimic the stats of nord scouts.

-Riding of Sarranid horsemen increased to 5, which was 4 before. I think it wasn't making any sense even crappy nord and rhodok cavalry had 5 riding while sarranid cavalry had 4 riding.

-Lowered the archery of khergit horse archers, they had 150 wpf. Which means they would have a faster fire rate compared to ground archers; wasn't making much sense.

(click to show/hide)


Vaegirs, khergits and swadians are unchanged; because I never played with them. The servers never seem to open any of those. Nord, rodok, sarranid all day.

By the way, I agree some more variety could bring a lot. The types coming to my mind are: Heavy cavalry, light cavalry, skirmishers (throwers), horse archers, light infantry, heavy infantry, archers, archer/inf, infantry/throwing, crossbowmen...

10
General Discussion / Re: [NEW] Commander Mode
« on: May 18, 2013, 06:16:06 pm »
Please keep the commanders like this, a real commander does not fight like a regular soldier. The best way I've seen this implemented so far.

panos, wp melee effects only melee wpfs. Isn't it obvious :P


One question though,

When customizing troops do we take into account of PD/wpf penalties, HA/wpf penalties, armor penalties and such? Also the arrows being used weight 10 kilos and have the same ammo?

11
Sell/Trade / Re: "Offensive Named" Shop / 19 valuable +3 items
« on: May 18, 2013, 04:15:39 pm »
you know, my real name means Great Khan in Turkish :wink:
No it means naval captain in Turkish. I really would like to know where did you learn Turkish.

http://en.wikipedia.org/wiki/Reis

Unless you mean "reyiz" of course.

12
General Discussion / Re: [NEW] Commander Mode
« on: May 18, 2013, 04:11:11 pm »
There is one interesting thing I have found:

Every faction uses their face code, but sarranids use swadian face codes. (swadian_face_young_1, etc.)


Edit: Did anyone play with swadians, khergits or vaegirs so far? I have seen some interesting item usage: vaegir and swadian infantry have pikes in their item pools, and nomad bows for vaegir horseman. Seems interesting.

13
With this 10 kg arrows, I'd never spent into athletics as an archer anymore. The mobility and kiting ability coming from 7 athletics hardly makes a difference (because of weight). If someone catches me, I usually fight with 3 ps and I must say my blocking skills are good enough for me to earn some survival time. Someone comes to help me after a while :P

I was using broad short sword, short arming seems quite nice and maybe it is even better. Gotta try out :)

14
General Discussion / Re: [NEW] Commander Mode
« on: May 18, 2013, 03:47:07 pm »
After going through the stats of nords, rhodoks and sarranids; some things I have noticed:

In general, ranged units has the best athletics values. Infantry has the second best, and of course cavalry has the third best athletics values.

Sarranids
-Have very good armors and weapons, but have very low power strike values. Their archers have 0 and their inf/cav has 3. What they lack in stats, they make up with their equipments though.
-Their units have lower athletics compared to nord and rhodoks.
-Their infantry and cavalry uses spears and one handed swords.
-Their archers' rate of fire is quite good too, and have good armor to keep them alive. Also they use barbed arrows, horn bows or nomad bows. Can spawn with a knockdown weapon.
-One thing to mention, their infantry can use jarids.

-What makes this faction good is their equipment mostly. They have very good armors, good weapons, their cavalry rides destriers and overall their unit setup can support each other nice.


Rhodoks
-Their crossbowmen are simply perfect. They use sniper crossbows, military picks, military hammers, medium armor and high tier pavise shields. They have 4 power strike, which is better than sarranid infantry. Looks a bit OP probably, but their weakness is their rate of fire and the required stationaryness of crossbows. Can be susceptible to cavalry charges (they eat nord scouts alive though).
-They have very strong infantry as well.
-Their cavalry has the same stats as nord scouts, but they use light lances instead of war spears  and they don't have javelins (hardly matters anyway).

-Seem like the best on paper, but they rely on stat strength  in my opinion. Their weakness is they have weak cavalry and vulnerable crossbowmen (while reloading, due to AI behaviour). Might be better than nords, but I believe they are evenly matched towards sarranids.

Nords
-They have very strong infantry, which can also use throwing weapons. They can spawn with a knockdown weapon.
-Their archers use longbows, but they don't have enough archery skill to handle those bows. They suffer highly from rate of fire and accuracy. They use long bows and bodkin arrows.
-Their archers can use two handed axes and have very good melee stats. What they lack in archery, they can make up in close quarters.
-Very weak cavalry.

-Less useful archers combined with very weak cavalry makes this faction only competent at infantry charges, which; in my opinion, is a very straightforward strategy. They have the potential of becoming a strong infantry faction, but pure infantry tactics are bound to lose without proper ranged or cavalry support in my opinion. I think the problem with them is, their units do not supplement each other.


Edit: Didn't play with vaegirs yet, but I can imagine the rage in khergit games. The thing is; khergit horse archers have 150 archery, vaegirs have 140 archery, sarranids have 130 archery and nords have 120 archery. (xbow wpf works a bit differently to compare)

15
Announcements / Re: 0.3.0.0
« on: May 18, 2013, 02:43:00 pm »
And AGAIN: swashbuckling means banging your weapon ON YOUR SHIELD.
No swahbuckling is
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