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Messages - Crob28

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1
Increase weight of ranged weapons + ammo to the point where melee have a chance to catch runners.

If a ranged weapon is dropped, make it so it can't be picked back up.

Leads to ranged having to stay close to support or find a fixed position to defend, and at least stand and fight when they are caught.


2
General Discussion / Re: Revival patch build thread
« on: October 21, 2014, 08:24:50 pm »
Lvl 35

30/15

10 PS
5ATH
5Shield
5WM
1IF

 :rolleyes:

3
General Discussion / Re: Shield usage on duel server
« on: October 10, 2014, 08:22:52 pm »
Meh if ur not a shielder and you can't beat a shielder 1v1.... L2P

4
... and all the other things floating around out there / Re: ArcheAge
« on: September 29, 2014, 11:50:04 pm »
Damn I want to try this game, shame my potato can barely run crpg, will have to wait for january sales for new comp and then i'll be all over this methinks

5
General Discussion / Re: Byzantium is dead
« on: July 25, 2014, 07:00:25 pm »
As one of the clanless players who will be facing this on EU1 all I can say is... My body is ready

6
General Discussion / Re: ADD A FUCKING RANGED CAP ALREADY
« on: July 10, 2014, 07:38:07 pm »
Whats wrong with 2 archers killing 1 infantry anyways, 2 infantry kill 1 archer so  :?

The thing is, 2 archers can kill 1 infantry and be in absolutely no danger, one kites while the other shoots, infantry can't engage the target and will take a hit sooner or later.

Meanwhile 2 infantry against 1 archer (assuming they manage to dodge and weave their way into melee range) will still be in danger against the archer, sure they have an advantage in that they are a melee build, but the difference isn't THAT great and we've all seen archers take down at least one opponent in these situations when they've finally stopped running.

7
Please don't, I love being able to couch on my donkey

Can confirm. He actually managed to donkey-couch me during DonkeyRace preparation. Not even with a 13 riding STF but with a normal char. :lol:

Only thing that shocks me here is that I haven't seen a STF with a practice lance named Donkey Punch

8
General Discussion / Re: How to implement multi in conquest?
« on: June 01, 2014, 04:17:43 pm »
To continue with this, maybe defenders start with a high multi and their current multi is affected by the number of flags they hold, when they hold 100% of flags, x5, 80% x4, 60% x3 and so on, and then attackers get multi's for get a multi for the number of flags they hold as well, if they now control 20% of flags, they get a x2 and so on until the round ends.

So basically your multi is based off the percentage of the map you hold. Also you can have it so the attackers become defenders at the round end.


Alternatively, you could just forget about attackers and defenders, and have both teams as attackers, vying for control of a neutral town/port/field/whatever, so each team starts with one flag on x1, and have a number of flags between them unowned by either team at the start, each worth +1 multi.

9
General Discussion / Re: Yeah, so why?
« on: June 01, 2014, 12:41:27 pm »
Everyone knows all that matters is how big it is.

10
General Discussion / Re: new patch
« on: May 28, 2014, 08:38:19 pm »
Pff, I'll be in the Fapocalypse thread until this all blows over....  :rolleyes:

11
General Discussion / Re: Are shields worth it anymore?
« on: May 19, 2014, 04:30:32 pm »


They are the only thing in the game that can reduce enemy ranged damage to 0, except if theres no line of sight or the enemy misses


You've never been shot at point blank range with your shield raised have you? :P

12
General Discussion / Are shields worth it anymore?
« on: May 19, 2014, 02:47:42 pm »
Recently I respecced from my 21/15 shielder build, having grown a bit frustrated at just how slow I was compared to most other people.  Now I'm 15/21, which mostly solves the speed issue, still a tiny bit slower than most due to the extra weight, etc but its bearable.

The problem however, is that even with 7 shield skill and a MP shield, the damn thing is still destroyed in 3-4 hits by anyone with a bonus against shield weapon (which is quite a lot these days) and doesn't even last that long against others.  It seems kinda pointless to invest so heavily into a skill (aside from my personal belief that 1h shield is very UP atm) when it is so easily nullified.

Anyone else find this?

13
General Discussion / Re: How to implement multi in conquest?
« on: May 18, 2014, 11:20:42 pm »
Haven't read the whole thread, sorry if something like this has been suggested.

For lack of a better way of providing the example, why not make the system something like Arathi Basin in WoW, where each team gains reward based on the number of flags they control each tick.  Gives the defenders incentive to launch counterattacks rather than just camping it up.

Defenders start with x5, attackers start with x1, if attackers take a flag they go x2 and defence drops to x4, etc.

Reset multi for everyone to this level at the start of each round.

14
EU (Official) / Re: Random Vote ban
« on: March 25, 2014, 06:38:37 pm »
Vote bans last 1 hour

15
Faction Halls / Re: [SoA] Sovereignty of Aegis [EU fun Clan]
« on: January 19, 2014, 04:34:51 pm »
End of an era, thanks for the good times to all SoA members past and present  :cry:

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