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Messages - CaptainQuantum

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31
General Discussion / Re: New ranged change
« on: January 22, 2012, 02:53:07 pm »
Not really, archery already did bonus damage for head shots before.  It was almost always a 1 shot kill in mid/short range, more likely a 2 shot kill if one of those was a head shot at a longer distance. 

Now it's still almost always a 1 shot kill in mid/short range, and maybe a better chance at being a 1 shot kill at longer range.  But any headshots from long range are essentially lucky shots; you aren't going to be able to effectively headshot at range with the crosshairs.

The bonus damage was far less, (175% multiplier), now I believe it is 300%?

This is an archery nerf, plain and simple.

You are forgetting that there is also a slight accuracy buff, which makes headshots easier. I can now 1 shot kill with a headshot from barbed arrows aswell (I have no heirlooms for my archer either), I also saw pre-patch some people surviving my bodkins arrows to the face with heavy enough armour, so now I know that aiming for the head is going to be worth it. I think it makes archery much more skillfull, it separates the good archers from the bad ones, so just getting a bow and spamming into a group is no longer effective. I am having much more fun with archery now and my scores have stayed the same as pre patch with the added bonus that my score with barbed arrows is higher than pre-patch.

32
Announcements / Re: Battlegroups mode
« on: January 21, 2012, 05:25:45 pm »
Now this is epic, it is indeed a very good idea. It keeps the heirlooms and the grind out but leaves the inventiveness of builds from cRPG. It's the perfect combination for cRPG competitiveness.

Something akin to ENL or NPL would be epic too.

33
General Discussion / Re: Really melee-ers?
« on: January 21, 2012, 03:13:20 pm »
But at least you'd be able to swing more than once every ten seconds.
This is the part why I am sceptical about adding the change to crossbows, crossbows are incredibly slow and should be heavy hitters to the body, unfortunately I don't think they can apply this change to just archery and not crossbows. For crossbows the change can only be seen as a nerf as anything above the normal crossbow probably 1 shot killed anything with a headshot anyway.

I am not sure whether they got an accuracy buff yet, but will need one from pre-patch like archery got, because they were not very accurate pre-patch. Maybe this ranged change will encourage the use of the lighter crossbows a little more. It does make the arbalest useless against a faster crossbow now though.

34
General Discussion / Re: Really melee-ers?
« on: January 21, 2012, 02:16:44 pm »
Also i am under the impression that we have reached a point where further nerfs of any class will result in worse gameplay overall.
So i kinda hope from here on out classes and their gear will rather be buffed to a point where they are equally useful than nerfed to a point where they are all useless due to boring gameplay.

Please do I am tired of how many hits it takes to kill a strength whore; and he just begins spamming me because he can afford to with his gigantic hoard of health.

Since rewarding 'skills' is the desirable outcome, I humbly suggest that the damage change also apply to melee.  Certainly having to hit the head will force melee to 'adapt' and become more skilful.  Which is good, no?

In melee it's rather hard to always aim for the head, I generally only do it when I have a guaranteed opening from a kickslash, but if they buff the damage to head I may actually kill in 1 hit. I find it rather irritating to gain a huge speed bonus from spinning into my swing and slashing in the head doesn't kill someone, but I do not think a change to melee like this is warranted since it will directly buff 1h left-right swings without buffing any actual skill in most classes. I do think your crossbow may need some kind of accuracy buff though if they haven't already done it (I haven't tested crossbows yet).

Overall I like this change to archery, I am not sure if it was required for crossbows though since I never saw an issue with them, they would normally take 1-2 bolts to kill me which was a good amount in my 51 body armour. I like the change for archery because it makes me play archery the way I did in native, but for crossbows the idea was not to go for the head but to injure the people with body shots. Maybe the change will be good for crossbows overall because it will mean that hybridisation will be pointless, which was the origin of a lot of ranged spam (people bringing crossbows to deal with the ranged spam). Perhaps it means you should dump all your WPF into crossbows now for that extra accuracy instead of a little in 2h/1h.

Edit:
The bulk of what makes this game great and skillful is NOT Archery or cav.

It's the melee combat system.

There are no 1 hit kills on armored people. With most builds it's always 2-3 hits, depending on holds.
Archery is just aiming and shooting. FAR FAR less skill based then melee. So don't even compare the two
Although I support the "no 1 hit kills " argument, everything else is vacuous crap. To top the scoreboards in melee you don't need skills, you just need to stack strength, stick in a group and overhead. It's not hard at all, however certain parts of melee combat are skillful. For example 1 vs groups are very hard, but I do it because I get the most fun out of it. I enjoy getting an adrenaline rush and manual blocking everything and destroying them. It's not easy, but I wouldn't do it if it was, so I would say high end melee takes skill (the likes of Phase and Tor), but to get a moderate score it is not. For ranged however it takes a lot of skill to top the boards, which it should do, since ranged also have support roles aswell as their killing role. It's about as hard as 1h to top the boards, which I also think is now balanced.

35
General Discussion / Re: New ranged change
« on: January 21, 2012, 01:42:51 pm »
I would actually say this is a ranged buff, if you actually know what you are doing of course. I played for a little while and still did fine with my archer (I am out of practice in archery and not in the right mind-set), adapting is a good idea with this patch. You essentially 1-hit kill everything with bows to the head now even with barbed arrows, so just learn to aim for the head, archery accuracy got buffed.

On the 2h swing revert, as Vibe said it was put in place to stop the hiltslash, but it broke all aspects of the 2h right swing. Just to list some things it broke:
  • Kick slash with right swing became almost impossible
  • Right Swing was easily spammed
  • Animation of chamber for right swing "flicked" and looked silly
  • Chamber blocking timings became incredibly different (this was a slight buff since it spent longer in the chamber position)
Also those criticising the revert did not notice the note afterwards which said "increased block stun for right swing" which kept the hiltslash nerfed. So the revert was to change so that they nerfed only the hiltslash and not everything else.

36
cRPG Technical problems / Re: bug arrows !!!
« on: January 17, 2012, 10:21:18 pm »
listen to this guy he got COLORED arrow!!

(click to show/hide)

I tested his modifications, the ranged game seriously looks like a child's clown party. I advise you take this tweak and use it yourself, it's a lot of fun for the first few hours.

On topic: I have noticed arrows going through people, in some cases it's been their limbs, but most of the time I have seen it in the torso. I usually notice it at extremely close range where sometimes the arrow can have no possible way of missing and yet it still does. This is likely just a latency issue relating to the slow missile speeds though.

37
General Discussion / Re: The state of cRPG
« on: January 12, 2012, 03:26:48 pm »
First of is statistics. These can't stand alone, but they do hint at some interestesting facts, Fasader cared to share them earlier on:
a) Less than 30% of the kills of EU1 is made from ranged.
b) This means either that it is a support class or that it is underpowered compared to 2h and polearm who has far more kills.

That 30% will probably not take into account hybrids, there are an awful lot of 2h and polearms with crossbows/throwing for sidearms now to deal with ranged themselves. The second point is invalid, I started cRPG as an archer because I wanted to learn how the game worked from a distance. After 3 generations I wanted to try something different, so I went 2h. I have an archer alt now (aswell as many others) and I still enjoy my 2h more, so point b is not solely influenced by balance but what people enjoy playing most.

38
Beginner's Help and Guides / Re: Game mechanic megathread!
« on: January 09, 2012, 07:31:14 pm »
This would seem to be wrong.

Code: [Select]
   if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
      raw_damage *= 0.85
     
      if weapon_type == 'polearm':
         raw_damage *= 0.85
     
      if weapon_flags & itp_two_handed:
         raw_damage *= 0.9

Over at http://forums.taleworlds.com/index.php/topic,168722.msg4090900.html#msg4090900 would make it seem that the penalties are 27.75% for poles and 23.5% for twohanders.

I haven't touched Python in years and even back then it was very little. Am I wrong on the syntax? Not having {} to go with confuses me, but from the whole snippet it'd seem that's the only way it makes sense.

Yes sorry, I didn't check that properly, this is also the same as C code, *= means take what it was before and multiply it by this. So for 2h its 0.85*0.9 and for polearm it's 0.85*0.85.

39
Beginner's Help and Guides / Re: Game mechanic megathread!
« on: January 07, 2012, 02:16:32 pm »
Doesn't rain slow movement speed of both players and horses with 20% or something? No idea what the exact number is

It slows people down yes, but I do not know the numbers, I only deal with the damage mechanics since that is all I have needed. However the approximate number is in the main post.

40
Beginner's Help and Guides / Re: Game mechanic megathread!
« on: January 07, 2012, 01:59:29 pm »
The right damage calculation for the archery is;

raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0

Ah yes of course, sorry did not elabourate on this enough. I will correct this. I was also not sure whether the strength/5.0 was for all or just melee, so I will add that in aswel.

41
Beginner's Help and Guides / Re: Pierce vs Blunt vs Cut Damage
« on: January 07, 2012, 01:51:09 pm »
lern2euler

math.exp(x) = e^x

TW prolly only did this to avoid DIV0.  :| -> 8-)

/Facepalm, thanks for noticing that I omitted it, I don't know why my brain skipped over it. That is probably the reason they did it, computers don't like it when you give it a division by zero. I will edit my main post now :) Choice of e is rather fitting as I can tell though, because it is e^-x, which shows a decay, and all decays in Physics can be approximated to this relation.

42
Beginner's Help and Guides / Re: Game mechanic megathread!
« on: January 07, 2012, 01:23:03 pm »
I will cut in and share my knowledge of the damage mechanics since I have wanted to do so for a very long time. Warning: this is not going to be short.

Firstly raw damage:
(click to show/hide)

There may be a few mistakes and please tell me if you see something obvious. I also posted in another thread about how armour is handled but I seem to have made a mistake for it and I cannot see where so I will post that when I find my error. I hope you find this wall of text and Mathematics useful.

Thanks to Sebastian who pointed out a few errors.

43
Beginner's Help and Guides / Re: Pierce vs Blunt vs Cut Damage
« on: January 07, 2012, 12:55:35 pm »
={(ran.*0.1 + 0.9)*RD} - round[ {(1.0 - 1.0 / ((ran.*0.55 + 0.45)*RF*0.014))*((ran.*0.1 + 0.9)*RD - (ran.* 0.55 + 0.45)*SF)} + {(ran.*0.55 + 0.45)*SF}]

I believe that is what was missing.

It's such a cluster fuck.

If it makes it any easier to read for the layman, you could alternatively look at this:
(click to show/hide)

cmp posted these a while ago, probably not for the layman:
http://forums.taleworlds.com/index.php/topic,168722.msg4090900.html#msg4090900
http://forums.taleworlds.com/index.php/topic,168722.msg4090940.html#msg4090940

Yes I got it from there, it's quite hard for the layman to follow however since it's purely in code, there are no hard terms to understand from non-coders however.

44
Beginner's Help and Guides / Re: Pierce vs Blunt vs Cut Damage
« on: January 06, 2012, 01:22:50 am »
I was gonna simplify it a bit but then I realized it's missing a ). Not sure where that would come or where you should remove a ( from.

(1.0-1/((ran.*0.55+0.45)*RF*0.014)*[(ran.*0.1+0.9)*RD-(ran.*0.55+0.45)*SF]+(ran.*0.55+0.45)*SF

One more ( in that part than ).

Yeah sorry about that the way I had to do this was by following the code down and reading through the if statements to see which one I needed to apply, so it was quite likely I had left a bracket out :) Thanks for telling me anyway. I will figure this out and repost.

Edit: I have recompiled the equation directly from the code, it should be fine now. The extra bracket could of came from pretty much anywhere, since the ran. is actually renamed from random.random () - seems Taleworlds have a lot of originality in naming their structs. I could of forgot to delete the brackets. On a side note, if I get time I will post a guide for the behaviour of how the raw damage is calculated and what I have posted here, I currently do not know how speed bonus is calculated though (I could ask Urist).

45
General Discussion / Re: Slowass Combat speed
« on: January 05, 2012, 08:58:44 pm »
Wut? You can check it for yourself in the "actions.txt" in the cRPG module folder. Search for "ready_slashright" and you'll find 3 entries; for 1h, 2h and pole(named staff). 2h and pole share the same time value(0.45) and if you compare it to the Native "actions.txt" you'll see that both, 2h and pole have been increased by 0.1 from 0.35 to 0.45.

We could do this, but have you seen the way those files are written? Whoever writes your txt files is insane, I noticed it when trying to read your item_kinds1.txt, those things aren't written in lines. The writer just finishes the command and continues after 1 space, I sincerely hope for the coders editors eyes that it wasn't written in that format. It's the first time someone has ever made messier code than mine. :)

On a more serious note he is correct, I just checked myself.

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