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Messages - UnholyRolyPoly

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31
Diplomacy / Re: Official Republic of Squids Diplomacy Thread
« on: July 22, 2014, 04:40:21 pm »
how the fuck do you sleep at night

Next to my gorgeous wife.

32
Diplomacy / Re: Official Republic of Squids Diplomacy Thread
« on: July 22, 2014, 10:19:48 am »
Thanks buddy. But I still say fuck your ranged :P

Lol.  I love Ranged.  Next Strat...  I'm making a HA only clan just to piss everyone off. 

33
Diplomacy / Re: Official Republic of Squids Diplomacy Thread
« on: July 22, 2014, 10:10:41 am »
That castle is tough. The walls are high as fuck. And long lol. Having only one stairwell to access really made it difficult for you guys. But thanks for being the better person. I won't brag about defending and winning, but flag caps are always rewarding.

Hey...  I'll own it.  You guys did a great job.  There are no circumstances which turn a loss into a victory.  We flat out lost because you guys made a brilliant move at the end.  Nothing changes it.    I was impressed. 

34
Diplomacy / Re: Official Republic of Squids Diplomacy Thread
« on: July 22, 2014, 10:01:15 am »
Good win AoW.  Great call pushing the flags.  That army was never meant for a siege and we thought we could get by with Siege towers and Catapults purchased in Knudarr.  You guys had position when you moved inside the gatehouse and took advantage of it.  Great command and congrats on the victory. 

BTW a troll/trolls on our team.... cost us the battle.  They fucked up our siege tower on multiple occasions and basically let you guys jump it.  The tower was a decoy.  It was suppose to be in position 10-15 yards from the wall... but not engage until late in the battle.  Someone kept moving it forward and turning it.  And of course they got it way too close to the wall and opened the gate allowing you to rush it.  Then.... they wasted the rest of our C-sites.  Congrats whoever you are for being a total dickbag. 

35
Diplomacy / Re: Official Republic of Squids Diplomacy Thread
« on: July 22, 2014, 03:32:49 am »
why does blackcompany hate attacking in prime time?

Why does AoW sneak into fiefs at 1 AM?

36
General Discussion / Re: CRPG CLASS COUNTER CHART - WORK IN PROGRESS
« on: July 18, 2014, 03:52:52 pm »
I don't think a chart will show the real picture. You have offensive counters and defensive counters and some classes have more than one offensive or defensive counter (everything has a melee defensive counter for eg)..some classes force multiply so having more of them than the enemy effectively reduces their defensive counters effectiveness. You have movement speed, distances to targets, terrain, line of sight, player skill... Ideally we shouldn't be talking in terms of counters too much but classes should have some pro's and cons to keep it interesting. ATM ranged seems to be too much of a hard counter to too many other classes, without much of a hard counter to them that doesn't include shooting projectiles

I think class counters are legit.  But whatever small degree of benefit you get from that base counter is meaningless without skill and tactics.  For example....  Ranged typically counters 2h/polearm.  But if a super agi 2h sneaks around their flank he can chop them to pieces. 

On top of base counters there are tactics.  Your build plays a large role.  You can't just lump all 2h together.  But I understand what the OP was trying to do.  There are 30+ classes in CRPG and he was trying to keep it simple.  I have a heavy shielder.  My build is not designed for dueling but line fighting.  I'm slow but do a lot of damage.  I can hold the line and protect my teammates for the most part.  My primary role is to fight in the front line and attack teammates targets.  I blitz in short waves never going so far that I can be singled out and surrounded because I am extremely slow.  On the flipside I'm outgunned in most dueling situations.  I don't have the athletics or weapon master to compete with most 2h/polearms and must rely on tricks and timing to kill.  I actually win most duels with well placed chambers and lose many of them with mistimed ones lol.  Smiley on the other hand is a fast shielder.  He blitzes far into the enemy formation aggro'ing various targets away from the main fight.  The two of us pair extremely well because I can provide killing power while he provides maneuverability.  We've practiced team switching (old Fallen tactic...  2v2 each person shifts back and fourth between opponents to confuse and separate them) so long that we work as a single entity.  When we are both active and in practice we generally roll x5's all night. 

The same goes for all classes.  I spent 10 gens as a 2h.  I built a 21-24 2h who was a blitzer.  I waited until the infantry was engaged and smashed into the flank slashing and moving from target to target.  And I built various str 2h who would stand in the line with heavy armor to provide killing power at the front.  Throwers are very effective assasins.  After the mass respec I targeted San almost every single round.  Vandal (Carthan Caster) is one of the better thrower/melee hybrids.  He pulls people out of the front by throwing at them and then murders them in cold blood switching his throwing axe to melee mode.  HA's have various roles.  My last HA (before the cav nerf) was 24-15.  I was basically close infantry support.  I couldn't hit anything past 10 yards but I had so many HPs that I could ride behind the inf formation and shoot various targets. 

Each class has a counter class.  And each class has various builds which will change those counters.  A typical shielder vs a pikeman generally wins (unless you are fighting oohillac.)  But and agi polearm will wreck a typical shielder because he can work his way to the side etc.  The swing animations for polearms allow them to get behind your shield from odd angles.

Every time I build a character I look at my clan and see what they need.  I try to build something which provides a benefit so when we fight together we can be more effective.  We always focus on teamwork.  But sadly.... as is the case with most of CRPG clans.... our best players have gone inactive.  Oohillac is no more.  He's studying music and chose RL instead of CRPG (smart move.)  Tears plays once every few months etc etc.  We still have vets like Vandal, Zildj, Vengt, etc.  But it's rare that we all end up online at the same time.  But when we do... we generally win.

37
Why Kalmarr?

These guys fled EU because the UIF wiped everybody.  They are a small clan just trying to play the game.  Forget the NA/EU thing.  They've played by NA rules.  They haven't been hitting people at EU time.  They stay up till 3 AM to be fair to NA. 

I'm just not down for wiping small clans off the map.  We're not even down for wiping AoW.  We just wanted to fight and it's been a lot of fun.  I'm not saying everyone and their mother should support Kalmar.  But c'mon guys.  The whole barbarian horde thing is funny.  I give Kesh a lot of credit.  He goaded UIF into hitting him and got a ton of gear.  It was a brilliant move.  But why go after Kalmarr?  If it's about xp go hit Curaw.  That's a fun battle and at least the gear advantage would make it an even fight. 

38
General Discussion / Re: Horse archery is too strong
« on: July 16, 2014, 06:50:17 pm »
According to the forums 120 % of the playerbase is ranged anyway. With that much friendly ranged around, what is keeping you ( and pure melee players in general who are refusing to implement any form of ranged into their builds ) from just staying somewhere within the effective range of friendly ranged so enemy horse archers cannot attack you without putting themselves in danger of being shot back ? Of course horse ranged will chase after the individual which is not able/willing to stick to its team.

I am not really fond of horse archery myself and how it is implemented into the game. Changes that makes the class more susceptible to e.g. cav as a return for their ability to hard counter any melee inf sure is not out of the question. Still I am not sure what pure melee players, who refuse taking any form of ranged themselves AND also refuse to cooperate with their friendly ranged expect to happen. Should melees be able to shoot lazers out of their longswords/poleaxes when horse ranged is around or to groundslam their shields, creating a shockwave that dehorses any horse ranged within a distance of 50 meters ? Seriously, what is supposed to happen to make inf counter horse ranged ( appart from changing battlemode into some more sophisticated and objective based, which would be the right way to go IMO ) ?

Personally I can understand people who demand this class to be removed as the reasons for its existance are most probably only historically related. I am not the one to decide that however but I am pretty sure those in charge wont delete a class from the game. No matter how many nerfs HA/HX would get, as long as a horse will be faster than inf on foot and as long as horse ranged can shoot ( which both will unavoidably be the case ), horse ranged will hardcounter inf. Either you make up your mind and let your ranged help you or you deal with it.

In the end I think UnholyRolyPoly nailed it:

I completely agree.  And to add to your point....  as a HA..... my favorite targets are the agi 2h/polearm who run around trying to flank.  I'm helping my team by harassing the shit out of them. 

Those guys exploit their builds to run in and hit people in the back.  What's so different between that and HA? 

39
General Discussion / Re: Horse archery is too strong
« on: July 16, 2014, 06:21:45 pm »


You don't chase HA's.  That's exactly what they want you to do.  You out manuever them and hit them while they are engaged with another target.  A fast lancer can come out of nowhere. 

And why would any HA be able to out snipe an archer?  First eh has to be standing still to get a decent shot (distance.)  So if the HA is standing still at 40 yards away and the archer is doing the same.... who presents the bigger target? 

As far as enjoyment......?   Why do you play this game?  I play because I love the competition.  I love the challenge.  If you play this game to melee.... go to the duel server.  It's one click away.  If you want to melee multiple people.... go play siege.  But if you want a real challenge....  play battle.  That's where all classes play a role.  That's where you have to keep your head on a swivel because a lancer could smoke you.  You have to be aware of every enemy on the field so you don't get shot while trying to melee etc etc. 

Again...  I will never understand the desire to turn this into a pure melee mod.  When ranged was at it's worst.... this mod sucked.  Every single round the infantry charged and there were 2-3 archers on each team.  It was a pure melee fest.  There were no tactics.  It was one big duel server. 


40
General Discussion / Re: Horse archery is too strong
« on: July 16, 2014, 05:52:12 pm »
So we need even more ranged now just because of another OP ranged class? This game is getting ridiculous. 1 HA is worth several foot archers imo. They are more versatile, can kite forever and take a lot of shots before they go down. It takes more shots to down a horse than a ranged player

Pretty sure an arrow outranges a lance btw :D

Ok... go build a HA.... and charge 2 archers. 

Then go do a STF 15-24 lancer and ride an eastern horse and kill all the HA's you want. 

The fact of the matter is...... there are some REALLY good HA's in the game and you want to nerf the class because of their skill....

That's like saying agi shielders are OP because of San.  It's not the class.... though he is high level and very fast.  But without skill the build is meaningless. 

41
General Discussion / Re: Horse archery is too strong
« on: July 16, 2014, 05:33:17 pm »
Being good is optional when you can kite everything and when you have the advantage over pretty much every class. Even with a shield they will just shoot when you lower it to attack, and if you don't attack you will get bumped then shot when you're getting up. Or they will get behind the shield and you will have to cover multiple sides

Ranged don't even get an advantage over them because a moving target is harder to hit than something thats stationary most of the time

Meh, its a really badly implemented class. Its only there because of realism. If this were any other game no game designer would implement a class like HA and HX are

That's simply not true.  Foot ranged have a huge advantage on HA's because they are more accurate and they can position themselves on high ground.  Yea HA's are a moving target.  But they present a target 5 times larger than the average infantry.  A HA 1 on 1 can kill an archer if he hugs and bumps him.  But most of the time ranged shoots your horse out from a distance.  Throwers are extremely effective vs HA's as well. 

The fact is HA is a counter class to melee infantry.  We ride around behind you and harass the shit out of you.  That's the nature of the class.  If you are melee you will despise HA's.  But it has nothing to do with being over powered.  It's simply a counter to what you do. 

As I said.... if you want to kill HA's..... go ranged, light lancer, or thrower. 

I've never understood the constant whining to turn this game into melee only.  I have various alts.  I played 10 gens as a 2h.  Several as a shielder (in which I completely forgot how to manual block.)  And several as a HA.  I love it when there are a lot of archers on.  It forces the teams to play smart.  The problem is..... most people don't want to do that.  They want to run in and kill which usually results in getting shot to pieces.  Stop trying to nerf everything to the point we remove tactics from the game.  Tactics defeat any class.  If you guys want to melee.... just go to Na3/Eu3. 


42
General Discussion / Re: Horse archery is too strong
« on: July 16, 2014, 04:52:04 pm »
(click to show/hide)

For some reason my screenshot is a little smudgy, but I hope it is readable still. The top two players on the left team are horse archers. They have literally carried their team some rounds, outscore anyone else on their team and have a lot of kills. This is not an isolated occurrence, they have been playing horse archer for a while and they continously yield similar results. Granted, they seem fairly good at it and probably have very high level builds. Yet for a class that is so poorly implemented into the overall game design as it has no counters, consistently delays, and is literally zero fun to fight against, this level of strength is absolutely unacceptable. Also notice how their team lost 4 rounds, yet they have less deaths. Also, it was raining this entire round.

In my opinion horse archery should probably be plainly removed. If it wasn't for the historical precedent, no game designer would ever think of putting such a class in such a game. If horse archery has to stay, which is understandable, it should not be a higher than top tier class able to carry teams. Any amount of horse archers is detrimental to the experience of the larger playerbase, a high amount of horse archers is disastrous. The grumbles on the server speak for itself. There are already a number of threads created on the subject, one was created as I was typing this.

Here is one with some discussion on creative ways to nerf horse archery
http://forum.melee.org/game-balance-discussion/suggestions-for-nerfing-horse-archers/

I just hope to draw attention from Tydeus or San about this situation by going all General Discussion and I hope they understand something should be done. There are many, many ways to nerf HA, feel free to discuss them. I don't reallly care how, as long as a nerf is done. Here, have a useless poll.

So two guys happen to be REALLY good at HA and top the boards so it needs to be nerfed?  What about when two really good 2h/polearm/shielders top the boards? 

Horse archery is just fine.  It's not as easy as it looks.  And very few people will become good enough to carry a team.  A HA's primary role is to kill enemy cavarly and harass inf.  Most people fail in both regards because they either don't know how to ride or shoot.  There is a fine art to hitting targets from horseback.  You lead every shot different based on the speed and angle of approach.  The few REALLY good HA's mastered it.  And the best HA's also know how to out ride the enemy.  It requires loads of awareness because every archer, cav, and polearm wants you dead. 

The average HA is as likely to hit teammates as enemies.  They will probably get destroyed by faster lancer cav because they don't know how to ride.  And they will not get many kills. 

The truth is everybody wants HA's nerfed because they are a bunch of melee pansies.  They want to play Na3 on Na1.  This is a combat simulation.  HA's play a very specific role and have anti classes like everyone else.  If you want them dead....  make a 15-24 lancer and ride a fast horse. 

43
Diplomacy / Re: Dear key BORED warriors
« on: July 10, 2014, 07:20:59 am »
You're basically right, there was a time when the economy was simple and building armies took damn near no effort.  Increasing gear prices, complicating the economical system, and the return of AI fiefs has essentially turned the game into diplomacy simulator 2014.

I kind of like it.  I think it's overboard.  But it's really fucking hard to throw an army together.  Especially for a 5-7 man faction like BC.  But the challenge makes it that much more interesting.  Every battle counts.  Every penny counts.  I enjoy that part. 

44
Diplomacy / Re: Dear BLACK Company
« on: July 09, 2014, 11:03:18 pm »
I heard Unholy Rolypoly unnaturally rolls over.

No...  I pretty naturally roll over when faced with underwhelming odds.

45
Diplomacy / Re: Dear BLACK Company
« on: July 09, 2014, 06:02:23 pm »
Unholy Rolypoly is the nastiest person I ever met.  He will eat babies and torture kittens.  The only reason we are allied with him and his cohorts are because we are so, so, so terrified of him.  Please, someone, rescue us from his madness.

To e fair I torture babies and eat kittens. 

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