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Messages - Malevolent_Warlord

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1
Only thing really needed is the right attitude. Teamplaying is about attitude and wanting to play together. If a player hunts kills and his own goals he is not a teamplayer. Me and Eren buddy up often and kick ass because I always protect him the best way I can and he plays smartly. To me it's far more fun to have a goal in a game than hunt kills. Keeping a skilled player alive gets me multi also. I often protect Mercs and other quality players who play smartly and don't get killed. Sadly there are only a few good players alive who also work together without the need of teamspeak.

CRPG is full of individuals. Some want to play their thing/class. Some do want teamplay at least in some level, but lack clan or a leader to follow. Only a few are truly dedicated teamplayers. 95% of the players fight alone and oblivious to their surroundings.

I remember a year or two ago or so when Pecores often played as a team and often totally owned the server. They are a shadow these days tho. They didn't fight as a tight formation. They however moved together and the attacked as an aggressive horde. Good players + heavy armor + shields + aggressive style got the victory often.


2
Sell/Trade / +3 clibinarius for sell/trade
« on: May 09, 2013, 11:12:24 am »
+3 clibinarius armor for sell/trade.

Looking for viking/rus type armors. Mail armors also interest me. Feel free to offer.

3
Sell/Trade / Re: Phase's whorehouse: UPDATED SINCE 26/04/13
« on: May 09, 2013, 12:14:05 am »
+3 kuyak for +3 clibinarius?

4
Beginner's Help and Guides / A build for heavy armor?
« on: April 03, 2013, 12:03:10 pm »
I have a spearman, 1hander, 2hander, poleguy and a horseman. I also have ranged dudes, but they aren't the issue.
Right now I have a +2 clibinarius armor. It has the looks, but it also has the weight. Right now I feel like the armor is more of a liability than help. I can take hits, but it doesnt really help If I cant get away from enemy swings.

My builds right now are mostly 21/18 or 15 for most of my characters. I'm wondering if I should go for 18/21 or 24 builds if I can't trade this one to a good medium armor?
Any thoughts?
I have a heirloom point coming up soon with one of my characters and I wonder if I should just start looming a medium armor from the start or make my clibinarius +3.

5
Grinding sucks if thats is what u focus on. Best time I have is when I team up with someone and kick ass as a team. And I have many classes:  shielder, poleguy and 2h, HA, polecav, thrower and xbow. I can do all those too and don't have to stick with one. And when one character gets lvl 31 I get a better item. I also try to stay alive and not just hunt peasants or sacrifice myself for one kill.

6
Suggestions Corner / 90% of items are not used. Please fix stats.
« on: August 24, 2012, 03:01:52 pm »
I like creating different classes and different looking characters. I like to look like a viking / rus warrior / samurai / middle eastern / western knight / armored knight and use weapons that suit those styles.

The problem is stats. If I want to look like a 14th century western knight I can find transitional armor and helmet that looks nice and a nice shield. OK... but the best weapon that I can suite for this is warhammer. I would like to use flanged mace, but with its 25 blunt it simply sucks.

For an 13-14th century middle-eastern knight I can find armors ok, but iron mace or arabian sword again suck with stats. Yet again a few items that aren't used because of their stats?
Who uses military pick when u can get steel pick? Why use iron battle axe when u have iron war axe? Many low level 2h axes that look nice are not used because they suck in stats.

Most of the lighter and cheaper equipment look nice, but often are totally unused, because of their stats. I got money to do all kinds of characters, but what pisses me off that some equipment that look nice sucks badly in stats.

This problem is the same with many other games. Once u have the money u don't use items with poor stats and those nice looking items get unused. 90% of the items are just waste, when they could bring more life into this game. I want to use all items, but I don't want to suffer from significantly poor stats. Same with armors. I also would like to use armored horses with poorer stats and look awesome. I would like to look like an armored archer instead of a peasant in rags, not breaking the gamebalance of course.

Looks is everything.

7
Beginner's Help and Guides / Re: Can I be effective?
« on: August 19, 2012, 02:27:56 am »
If u fight on foot go for 21/18. 7PS is very good for both spear and 1h.

8
Beginner's Help and Guides / Re: 1h tips!
« on: August 08, 2012, 10:19:01 pm »
Most important rule I have is "Stay alive!". I suck at duels and 1v1, but when it comes to getting kills I'm ok with that. Most people die, because they hunt kills and get into bad positions. I try not to. Everytime I die is mainly, because I played without brains and got myself into bad situation. Shield helps out a lot in staying alive. Its better to turtle and swing for a long time than get one kill and die.

I'm doing 24/15 build. So far its 21/15 and its very effective.
I also have 15/18 atm and its ok with masterwork nordic. I do suggest getting atleast PS 7.

9
Stun. 2h weapons/poles weight more and can stun u easily.

10
Beginner's Help and Guides / Re: Unsure of where to start
« on: May 06, 2012, 11:18:21 pm »
A few hints:
- If u suck at melee go to native and train against bots on the training grounds. Those bots will help u with the basic of blocking and attacking. Or go to dueling server and get ur ass kicked, but still learn.
- If u want learn vs human players I suggest siege servers. There u get to play more and don't have to wait too for rounds to end.

Most noobs in CRPG community suck at the basics of combat while good players own.
- Noobs dont know how and when to fight nor do they know how to defend themselves. They often end up in a bad position and die.
- Pro players look around. They are hard to kill, because they block/shield and don't get in to a cluster fucks and die.
- Noobs don't pay attention and chase kills which they won't get and die.
- Keep ur defence up and don't fight when u can't win, run instead. Dead people don't swing and are useless to the team.

If u can't get a positive kill / death ratio u have things to learn. In siege server for example many noobs just run only to hit someones shield/block once and die when they are attacked or overwhelmed.
Staying alive in melee is ur first priority. Not getting one kill or one hit. Dead people don't swing. Dead people don't learn or play.

As a polearmer if u are running low on money I suggest u get long spear + light/medium armor and act as a supporting player for others and stab from a distance. Easy money. Battle servers give u more money and xp  than siege.

11
General Discussion / Re: The state of cRPG
« on: January 10, 2012, 02:32:24 am »
Archery doesn't bother me really. Roofcamping cunts do on the other hand piss me off. They just spoil the game.
Give them medium armor and and lower the archery wpf so they don't have to run away all day in their peasant gear.
So more hand to hand combat abilites and reduced bow damage.

Cavalry is fine IMO.

But the thing that sucks about this mod is the lack of gear. We are missing all the beautiful armors, shields, helmets and armored horses. One of this mods fun part is creating a historical character with cool clothes. Most players look like frikkin idiots and peasants archers everywhere.

We need nice looking items and no roofcunts pls.

12
General Discussion / Re: Teamplay, how can we resurrect it?
« on: January 08, 2012, 03:25:50 am »
I think at the beginning you should indeed stick to simple commands, anything that goes further than "wait over there and attack at 4:30" probably won't work as intended, but the better the average level of teamplay in the community is, the better you can perform commands that are more complicated or require greater self-discipline of the players, for example "fall back while fighting to lure them through a bottleneck"... it requires you to fall back although there is this single pikeman a few more meters away who would be an easy target.

I think there is no problem in creating a command system that provides the commander with a vast variety of options, as he can always decide how percise his orders will be, according to the team he is leading.

The problem again with the lack of teamplay is this, as stated before by me:
1) Player needs to understand teamplay and its benefits
2) Player is willing to serve others
If these two rules don't apply means no teamwork.

The problem that we are discussing is that we have no teamplay, period.
- We have no respectable and known leaders who want to lead round after round.
- We have no teamplayers and even those who want teamplay fall into soloplay often.
- We don't have many players who understand teamplay.
- We definently don't have a lot of people people willing to help others and keep eachother alive.
- We have a lot of people who want to do what they want to do.
- We have a endless stream of "stick together" and it's effect is diminshed to say the least.

If we want teamplay we need players who want teamplay. Not gonna happen in puplic server.
Or we need the game to support teamplay heavily above individualism.

Complex or even basic command system won't work without clear incentive. Shouting commands to non-motivated players won't work. And who does the commanding and yelling round after round?

Battlefield 3 (OMG!!! Did he just say BF3 in CRPG forum? BAN!!)
Yes, I said BF3.
BF3 gives advantages to other teammates in our squad eg. ammo, health, explosives, combat capabilities. BF3 also allows squad respawns.
Teamplay in BF3 doesn't exist among puplic players, but the wisest ones do join squads just to get those perks other members give them.
U get some sort of teammate interaction there with all the benefits. Still quite non-existant.

M&B is a different sort of game and staying with the group is more easily understod. U easily lose when facing 3-5 enemies.
So I suggest a squad system (flags and battallions) that clearly benefits players. One person carries the flag and those near him benefit from that flagcarrier.
I think money and XP acts poorly as incentive. Once u don't need money or XP it loses its attractivness.

Lets say for Infantry 15-20 meteres around the flagcarrier receive:
- Extra health and health regeneration (+ 10 hp, +12 hp per minute regeneration?)
- Extra athletics
- Extra shield defence
- Possibly extra power draw, PT, PS?

For Cavalry 50 meters around the cavalry flagcarrier receive:
- Extra riding (+1?)
- Extra health for horse (+30 hp?)
- Extra charge (+10?)

Other capabilites:
- Extra arrows
- Extra WPF, Strenght, Agility
- Join a battallion and u get -20% to upkeep costs
- Join a battallion and u get 1,5x multiplyer

Teamplay needs to be built in the game and the benefits of it should be something the player doesn't want to be without.
Fullfilling some noobs FUBAR tactics doesn't appeal to everyone.

13
General Discussion / Re: Teamplay, how can we resurrect it?
« on: January 07, 2012, 11:11:12 pm »
Whatever system u think of just make it very simple. Puplic games are extremely difficult to command so complicated command systems are pretty much out of the picture. Only clans can work things like that.
I liked Lorenzo of Iberias idea.

Simple system:
- Player grabs a flag. ( Just make it so that it doesnt bother the player.)
- Those teammates (in same battallion perhaps?) who are within 20 meters from the carrier receive: +5 IF, +1 athletics, and slow health regeneration 2HP/10 sec.

Not OP me thinks, but gives a clear benefit. It doesnt increase killpower that much, but gives good defensive capabilities to teammates.

A system like this really gives benefits to teamplayers over han-solos. It would be easy for players to understand. 

14
General Discussion / Re: New Autobalance
« on: January 03, 2012, 02:59:53 pm »
New autobalancer really kills teamplay.
Getting bounced around every round to different spawns and teams promote individualism greatly.
I like following good players and helping them out, thats teamplay for me. Constant teamswitching kills that so badly.

I preferred the older autobalancer more. Stability was better even when losing.

15
General Discussion / Re: Korgoth's Retextures
« on: January 03, 2012, 02:15:55 pm »
Great work. I think one of CRPG's weakness its lack of nice looking armors and helmets.

Downloaded. I liked. Keep it up.

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