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Messages - Tydeus

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2641
Suggestions Corner / Re: have block related to WPF
« on: March 15, 2011, 04:04:20 pm »
Your WPF working for you... That's one of the most insane theories I've ever heard.

What's more likely with the arrow curves and blocks/attacks switching, is that it's packet loss related. I'm actually quite certain this is the case. If you pay special attention to when it happens, it's mostly when the server you're playing on is under heavy stress, a situation prone to packet loss. Arrow trajectory, blocks and attacks are all decided by mouse movement(camera position is decided by mouse movement), so even if it isn't packet loss related(I've never experienced this on single player, have you?) it is without a doubt related to mouse movement.

Currently I have 1 wpf in 2h while main specing archery, I also do absolutely fine in melee combat.

2642
Game Balance Discussion / Re: Throwing Nerf
« on: March 14, 2011, 10:44:07 am »
its actually 17% more damage at 100 wpf, but you're looking at a weapon that requires considerably less strength than a throwing lance... and the pierce damage for 2h isn't that great anymore. They're really apples and oranges. I wouldn't make a comparison between the two.

I'd love to see where you got those numbers from, the infinitum calculator specifically shows otherwise. With the tests I ran it showed a minimum of 22.5% increase up to 30% plus, the greatest increase showing up from a larger base damage. I should also point out that even if it requires less strength, We're comparing the highest tier throwing weapon to the highest tier Two-Handed pierce damage, third highest tier sword over-all, the best of their class if you will. Hell, even if you look at polearms, the best pierce damage you could do is only 36 with the Bec. We're looking at some of the best possible damage you can do to a 50 armored foe(specifically, the gap widens as you add more armor) as each class, not sweet apples and tangy oranges.

Honestly, the only way throwing lances are used in an effective manner is taking down horses. The only time I ever use them is if there is an abundance of cavalry. There are simply so many better options for dealing with infantry than throwing lances. Hell, I'd rather have a few stacks of war-darts than throwing lances if I'm dealing with infantry.
This is all just opinion (that I would disagree with mind you), there isn't a single supporting argument to be found here.

1 problem though, if you missed the horse you were dead and if you missed the rider, you had a very angry 24-30 agility knight with 200+ wpf in polearms storming you.

Isn't it like that for everyone, not just throwing at point blank range? You miss your attack, you wind up dead.

On a side note: I don't care what people say about risk and reward. If you're comparing ranged to melee, it should be blatantly obvious that if you can only defend yourself in close range, you're taking a much larger risk than anyone else. I should probably also add that if you argue the risk/reward for Throwing Lances, you're completely ignoring common sense all-together. Aside from headshots, if you shoot someone in real life with a glock you're not going to kill them in one or two shots. It'll take more than two shots to kill them on the spot but a sword you can easily kill someone with a single blow. Does that mean that swords should be used by the Military or the police force instead? Hell no. Guns provide range which is much safer to the user, it's the most intrinsic property of ranged.

2643
Game Balance Discussion / Re: Throwing Nerf
« on: March 13, 2011, 04:43:37 pm »
Sorry for the disorganized post, I wasn't about to read 8 pages of bickering.

I rolled a 24/12 2h spec with 8 IF last gen, the only two occasions I didn't get one shot by throwing lances were when Leman threw lances at me(He said he had the minimum PT required for them, mind you he was a hybrid sword and board + throwing build using the highest tier throwing weapon) and he would always do no less than 4/5 my hp, the other is when I wore plate and I would still only have a sliver of hp left(it is pierce damage after all).

Thinking about this realistically though, javelins can't be thrown in real life at the speed they are in game. Why should throwing weapons be the only exception to reality(aside from cutting damage on plate armor, for obvious reasons). Of course this isn't an argument many people will take note of(it is a video game after all) but I think this should raise a red flag.

Lets just throw up some numbers for throwing lances real fast:

7PT*8%damage=42% extra damage.
60p*1.42 = 85.2 damage
60p*12PT=117.6 damage
Now lets look at the popular German Greatsword with its wonderful thrust damage. We'll use the same power swing for the example as well.
30p*1.42=42.6
30p*1.96=58.8

The German Greatsword does half the damage after the damage modifier, as one would expect.
Now lets throw some armor into the mix and start with the German Greatsword. I got these numbers from the infinitum damage calculator and I realize there is no speed bonus calculated which would only serve to help throwing more than 2h damage.

Armor: 50(This is how much I have with a Cavalry Robe at 9.5 weight, not exactly tanky body armor)
WPF: 1
PS 7: 9-24 damage, average: 16.5
PS 12: 19-36 damage, average: 27.5

And for the Throwing Lances
Armor: 50
WPF: 1
PT 7: 39-59, average: 49
PT 12: 56-80, average: 68

Add WPF into the mix and you're looking at twice as much damage increase for the Throwing Lance as you are the German Greatsword. 100 WPF is roughly a 25% damage increase.

Throwing lances do three times as much damage as the best pierce damaging Two-Handed weapon. We can go through all the advantages and disadvantages of throwing vs 2h spec later. For now, just look at the numbers.

2644
First of all, I should probably state that I realize this list is rather long. Second, I think it's worth stating that I strongly believe quality is more important than quantity, especially when the rotation for the 100 man takes nearly 24 hours to complete. Finally, this took me a considerably long amount of time to write up and I gave every map a good deal of thought before posting. That being said, I hope no one holds any grudges against me for my comments on their maps and just because I didn't post something nice about a map I criticized, doesn't necessarily mean I hate or dislike it in it's entirety.


Remove Requests:
River Village(Just kidding :x)
Cathedral: Don't like the concept, poorly optimized for what it is.
Darkness Caverns aka Moria: Buggy even after several failed attempts to fix things, terrible concept(except for the cages where I propose a map should be made of nothing but hanging cages).
Burning of the Ships: Serious balance issues and the keep at one of the team's spawn points was a horrible idea.
City Siege: Poor optimization, everyone I know gets frame dips on the bridge, can't say I care for the concept(Maybe if the sides had more cover, flanking tends to be quite a dangerous idea), duplicate of the better Forest Bridge map.
Tulbuk's Pass: I hate how this map plays. One team has a marginally more strategic position on their hill than the other. This always nets me a loss when I'm on said team as my teammates only want to camp.
Bariyye: Don't have a shield? Get Fucked. Too catered to ranged, horses are completely unusable, 2hers/poles become target dummies any time they pull out their weapons. Unbalanced, one team can reach the highest area before the other.
Sky Castle: Get this shit out of here, please, it's fucking terrible. Completely unbalanced, useless areas which are a waste of time, camping rooms which get used far too often because of the balance problems, etc...
Bay Keep: Don't like the fact that Horses can't be used here, every class should be usable on any given map. 2h/pole athletics builds are at a huge disadvantage, the only places that provide cover impede their movement speed for some reason(the keep).
Misty Mountain Hop: Horses are unusable, far too many hills, all infantry get boned.
Hillside:I hate how this map plays, concept is kinda cool on paper but it just doesn't work out when you play it.
Screaming Trees: Wost optimized map I have ever experienced, I'm lucky just getting above 70 fps. The length of the map is unnecessary and can be shortened to increase fps, much of the foliage can be removed to the same effect as there are enough trees to provide cover and foliage doesn't help quite so much.(Leaving this here rather than in the Update Request section as there are quite a lot of things that need removed)

Update Requests:
Forest Bridge: Fix the invisible trees.
Town Battle: Figure out a way to add cover from ranged or remove the map. 2h/poles are vulnerable from greater than 180degrees once they push past the first building on their side.
Yalen: Balance the map, if you're going to make a symmetrical map, actually make it symmetrical. Just make the map 3 bottlenecks instead of 2.
Two Forts: Terribly optimized, even though I stay above 70 fps 100% of the time, I get input lag any time I dip below 120.
Frontier:One team can reach the fort much earlier than the other, thus causing balance issues.
Blue Bells and Beech Trees: Balance issues.

2645
Suggestions Corner / Re: XP on duel servers
« on: February 19, 2011, 03:33:38 am »
I don't even care how the xp or even gold get set up on the server, I just want something so the NA duel server isn't ALWAYS dead.

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