cRPG

cRPG => General Discussion => Topic started by: joespose on January 12, 2012, 01:25:39 am

Title: New ranged change
Post by: joespose on January 12, 2012, 01:25:39 am
0000072: increase ranged damage on headshots, decrease it on all other body parts

This is from the bug tracker

Three questions about it.

1. is it implemented yet?

2. will this change also affect the way horses take damage or do they remain the same? 

3. What kind of % change are we looking at here?
Title: Re: New ranged change
Post by: oohillac on January 12, 2012, 02:42:10 am
I always die when shot in the head, so now I'll be so dead from a headshot I have to sit the next round out!
Title: Re: New ranged change
Post by: Mannhammer on January 12, 2012, 02:59:24 am
That would explain why I had to shoot a guy 12 times
(click to show/hide)
last night to drop him. But what is a cRPG patch with out the archer nerf.
Title: Re: New ranged change
Post by: Nehvar on January 12, 2012, 05:19:32 am
That would explain why I had to shoot a guy 12 times
(click to show/hide)
last night to drop him. But what is a cRPG patch with out the archer nerf.

It has the "NEW VERSION" tag; it isn't in the game yet.  You were probably shooting some 10IF lordly-armor jerk and it probably wasn't twelve shots.
Title: Re: New ranged change
Post by: Rebelyell on January 12, 2012, 07:41:28 am
lol another one gay buff for small bows.... i see no reason to use true bows like long bow, if strong bow is faster, and almost always takes 70~100 % of my hp with headshot, and what with xbows??? if you don't make headshot its like you miss?
Title: Re: New ranged change
Post by: Mannhammer on January 12, 2012, 08:25:14 am
It has the "NEW VERSION" tag; it isn't in the game yet.  You were probably shooting some 10IF lordly-armor jerk and it probably wasn't twelve shots.

Actually it was a 10IF guy TKoV(can't remember the guy's name, sorry) in lordly Blue coat of plates.  He was quite noble, because he stayed in place and let me shoot him so a teammate could escape. This also afforded me the opportunity to count the number of shots it took to drop him, 12.

So if the new version is not active yet... How much worse will it get?
 
Title: Re: New ranged change
Post by: Leesin on January 12, 2012, 09:10:57 am
Actually it was a 10IF guy TKoV(can't remember the guy's name, sorry) in lordly Blue coat of plates.  He was quite noble, because he stayed in place and let me shoot him so a teammate could escape. This also afforded me the opportunity to count the number of shots it took to drop him, 12.

So if the new version is not active yet... How much worse will it get?
 

Aim for head archer my old friend!!!!!!11 enjoy your nerf

 :lol:
Title: Re: New ranged change
Post by: Byrdi on January 12, 2012, 09:28:49 am
It fucking awesome, adding more skill requirement to ranged. Now there is a reason to use other crossbows than arbalest (faster reloading= more shots = more attempts at making HS)
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 12, 2012, 09:43:03 am
What does it have to do with skill when everyone is just pewpewing with a fast bow, that is really accurate?

And when suddenly many people do alot more headshots cause they concentrate and use the fast pewpew accuracy bow, people will come to this forum and cry about archers being too fast, too accurate and doing too much dmg :rolleyes:
Title: Re: New ranged change
Post by: Gristle on January 12, 2012, 09:43:29 am
This was an idea based on Native gameplay. When can we expect ranged weapons to have Native speeds again?

Ladder removal is supposed to be a nerf to ranged (though I think NA will not be nearly as affected as EU). Can we deal with one major change at a time? Experiments are only supposed to have one variable at a time!
Title: Re: New ranged change
Post by: Rebelyell on January 12, 2012, 10:07:40 am
What does it have to do with skill when everyone is just pewpewing with a fast bow, that is really accurate?

And when suddenly many people do alot more headshots cause they concentrate and use the fast pewpew accuracy bow, people will come to this forum and cry about archers being too fast, too accurate and doing too much dmg :rolleyes:

^^^^^ that
it is not funy at all
btw i am 2h cav boy
Title: Re: New ranged change
Post by: Templar_Steevee on January 12, 2012, 10:25:54 am
I'm a long bow user. That idea is kicking longbow users and buffs pew-pew bows. I'm not agains using horn bows, but at present with my Fine long bow i have to shoot 3 times with tatar arrows a medium-armored guy to kill him. And i think it's fine.

Melee guys who all the time rage about archersand their dmg are silly guys who wants only to run in front of enemies and chop them. Only thing with u have to do to not die all the time from arrows and bolts is THINKING!!! Guy running across open field is almost shouting to archers "kill me, i'm a life target", but if the same guy will use covers like trees, houses, rocks and teammate's shield is much harder to kill him with bow or x-bow.

Some of u can tell "but what on open grounds with no cover?". Answer is simple: Move your ass and zig-zag. There are some players who are almost masters in dodge arrows and for a single archer or x-bow user he is almost impossible to hit.
 
And one more thing about dmg from range. If in melee with a good weapon an bulit u can kill most of guys with one or two hits and only tin cans can survive more why you are crying "no archers are too powerfull, after 2 hits i have no health"??? You cry a lot and u don't care that u died from Mw arrows shoot from mw bow used by a guy who have 8 PD who is inaccurate as hell with hi str bulit.
Title: Re: New ranged change
Post by: Torost on January 12, 2012, 11:07:13 am
headshots needs no dmgboost.. its 1shot kill most of the time anyway. This is a hidden archerynerf. Pushing more and more towards using the useless smallbows.. if you want ppl to use smallbows, give them varied stats.. not this.

Make an accurate bow, a fast bow , a high missilespeed bow , a high dmgbow. Instead of the 5% increase in stats bows that is used now.
Title: Re: New ranged change
Post by: Rebelyell on January 12, 2012, 11:32:22 am
sounds nice
Title: Re: New ranged change
Post by: Meow on January 12, 2012, 11:33:06 am
So if the new version is not active yet... How much worse will it get?

Way, WAY worse :mrgreen:
Title: Re: New ranged change
Post by: Renay on January 12, 2012, 11:42:00 am
yay, now my 30 str alt only dies from headshots, most arrows already bounce off, needs at least 5 PD to hurt me :)
Title: Re: New ranged change
Post by: Templar_Steevee on January 12, 2012, 12:23:53 pm
yay, now my 30 str alt only dies from headshots, most arrows already bounce off, needs at least 5 PD to hurt me :)

And i think that present situation is good. But if it will be changed some high PD archers just change their bows to pew-pew wich with high PD makes them preety accurate, take tatar arrows and shoot off ur head.

After that melee player will rage more because they will die under clouds of arrows shoot from fast pew-pew bows :D
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 12, 2012, 12:26:15 pm
And i think that present situation is good. But if it will be changed some high PD archers just change their bows to pew-pew wich with high PD makes them preety accurate, take tatar arrows and shoot off ur head.

That's exactly what we have already, but that new change will make it worse
Title: Re: New ranged change
Post by: Templar_Steevee on January 12, 2012, 01:01:41 pm
I still ban see many archers with rus or long bow. They like their bows and don't care about speed and that they are a bit inaccurate. Thar bows have one big valour:they have big dmg.

But what about x-bows? There are not so many dedicated crossbow guys with arbelast who play like snipers. If that change will be implemented arbelast will be almost useless because power of that weapon is dmg, and afer change onehitting ppl wyth one shot to body will be probably impossible.

In this game beautifill is that we have many different classes wich depends on bulids. Making changes like this one is forcing ppl to change their own playstyle, because i can become ineffective.

For eg: If u will aim chest Arbelast user can onehit a guy, and in the same time guy with light crossbow can shoot 2 times and can kill the same guy too. some hi str bulids in high armour can survive headshot from light crossbow, but it's impossible survive if u got headshot from arbelast.
After change probaby noone will be able to survive headshot from libht x-bow so some of crossbow guys will change arbelasts to light x-bow and spam the area with bolts.

And that will be again one big rage against range bundle of stickss because they will shoot very fast and live without shield will be damn hard.

Yes, I'm an high PD archer and ill kill u anyway :D

Infantry and cav choose what u want, byt in mu opinion present state is better for u :P
Title: Re: New ranged change
Post by: Mannhammer on January 12, 2012, 01:04:13 pm
Way, WAY worse :mrgreen:

This is a devs response to this topic that had serious and insightful input. :rolleyes: ... pathetic
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 12, 2012, 01:08:51 pm
This is a devs response to this topic that had serious and insightful input. :rolleyes: ... pathetic

Did you expect something else?

I've long given up hope to receive any serious answers from those who are responsible for what happens here :rolleyes:
Title: Re: New ranged change
Post by: Meow on January 12, 2012, 01:14:00 pm
This is a devs response to this topic that had serious and insightful input. :rolleyes: ... pathetic

So you consider extreme cases where you most likely got really unlucky and dealt about minimum damage with 11 arrows in a row "serious and insightful input"?
Thanks for clearing that up.
Glad i did not bother replying in any other way.

from those who are responsible for what happens here :rolleyes:

No worries i have nothing to do with that :mrgreen:
Title: Re: New ranged change
Post by: chadz on January 12, 2012, 01:15:32 pm
I love that people rage at a CHANGELOG regarding a patch that hasn't even been released yet and wonder why they are not taken seriously.

Title: Re: New ranged change
Post by: joespose on January 12, 2012, 01:42:28 pm
Damn i asked 3 simple questions about the upcoming change. not one of the questions has been addressed by a dev yet.

Please ignore the whine and look at my OP
if anything just answer

2. will this change affect horses also?
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 12, 2012, 01:45:27 pm
Damn i asked 3 simple questions about the upcoming change. not one of the questions has been addressed by a dev yet.

Please ignore the whine and look at my OP
if anything just answer

2. will this change affect horses also?

You will not get any answes, as usual.


I love that people rage at a CHANGELOG regarding a patch that hasn't even been released yet and wonder why they are not taken seriously.



So you publish changelogs, that might be changed again or won't even come in a patch?

Or what other use does it have then?
Title: Re: New ranged change
Post by: Paul on January 12, 2012, 01:51:39 pm
As far as I understood the code:

All ranged hits
human: 125% head damage, 67% rest
horse: 125% head damage, 75% rest

All damage multiplication done after armor soak/reduce calc.

I'd prefer something more sophisticated though. Like arms, legs, shoulder 50%; thorax, belly, hip 80%; head 125%. Someone put some decent percentages for each bone in this picture please.

(click to show/hide)


Title: Re: New ranged change
Post by: Wraist on January 12, 2012, 01:53:32 pm
So you publish changelogs, that might be changed again or won't even come in a patch?
Or what other use does it have then?

I think his point is that nobody knows how this would actually effect balance, yet people are already doomsaying or celebrating. Reading Paul's numbers, I think that I won't be one shot by every other bow [0IF, Red Shirt, no shield]
Title: Re: New ranged change
Post by: Meow on January 12, 2012, 01:53:53 pm
Obviously a change log of a not yet released patch is prone to changes...
The use is to show you what is being worked on, what bugs are resolved (as those will most likely not be patched back in) but it mainly is there so we can keep track of stuff that needs to be done and to give you an impression what's gonna happen with the next patch.

1. is it implemented yet?
No, it's not active right now, chadz already answered that above.

2. will this change also affect the way horses take damage or do they remain the same? 
Edit: What Paul said.

3. What kind of % change are we looking at here?
Edit: What Paul said.
Title: Re: New ranged change
Post by: Xant on January 12, 2012, 01:56:54 pm
IMO headshot damage should be 150% if the body damage remains at 67%.
Title: Re: New ranged change
Post by: Okkam on January 12, 2012, 02:01:22 pm
Well, can someone confirm

Before patch it is:

All ranged hits
human: 210% head damage, 100% body, 80% hands

After patch

All ranged hits
human: 125% head damage, 67% rest
Title: Re: New ranged change
Post by: BlindGuy on January 12, 2012, 02:03:07 pm
This was an idea based on Native gameplay. When can we expect ranged weapons to have Native speeds again?

Ladder removal is supposed to be a nerf to ranged (though I think NA will not be nearly as affected as EU). Can we deal with one major change at a time? Experiments are only supposed to have one variable at a time!

This isnt an experiment tho: every update REAL archers with PD6 bows will be nerfed, dont forget most of the "balance" team are STILL butthurt from the days when we saved up for a month, got ourselves a warbow and some bodkins, then owned each and every server we joined. But dont worry, archers are still gonna be the elite high skillers, melee is easy, boring, and too unpredictable.

There are SO many issues with melee combat, every gen I go back to it, get bored with it cause there really is only one way to play it, respec to archery, have fun. Each time a patch comes out, I know I will be nerfed again, shields will be buffed (I WONDER WHY???/sarcasm). But you must remember, we arent playing a mod that is aimed at balance, or aimed at everyone being happy, it is balanced around the personal choices of half a dozen players. So save yourself the effort, noone cares what you or I or the "community" thinks.

As far as I understood the code:

All ranged hits
human: 125% head damage, 67% rest
horse: 125% head damage, 75% rest

All damage multiplication done after armor soak/reduce calc.

I'd prefer something more sophisticated though. Like arms, legs, shoulder 50%; thorax, belly, hip 80%; head 125%. Someone put some decent percentages for each bone in this picture please.

(click to show/hide)




It would be nice if hitboxes existed all the time please Paul. Cause sometimes it can be annoying when they vanish and you put arrows straight thru a guy if he is spamming feints while he spins his mouse around: you can say what you want, but this is the biggest fail brought over from native. Really good native players just DONT get shot when they are aware, as they just spamspin and laugh as arrows fly thru their chest.
Title: Re: New ranged change
Post by: Paul on January 12, 2012, 02:03:56 pm
Well, can someone confirm

No, the hardcoded multipliers for damage are still active. The new multipliers are just applied at the very end, additionally to the old ones. As far as I know.
Title: Re: New ranged change
Post by: Dezilagel on January 12, 2012, 02:05:38 pm
Well, can someone confirm

Before patch it is:

All ranged hits
human: 210% head damage, 100% body, 80% hands

After patch

All ranged hits
human: 125% head damage, 67% rest

Think before posting.
Title: Re: New ranged change
Post by: Wraist on January 12, 2012, 02:07:20 pm
dont forget most of the "balance" team are STILL butthurt from the days when we saved up for a month, got ourselves a warbow and some bodkins, then owned each and every server we joined

That sounded like a balance issue to me...
Title: Re: New ranged change
Post by: BlindGuy on January 12, 2012, 02:17:17 pm
That sounded like a balance issue to me...

It was. It was fixed OVER NINE THOUSAND nerfs to archery. Too bad crossbows still have insane accuracy and no flaws: Dont tell me "oh you must upkeep them they so expensive" Upkeep is a joke, I wear whatever I want all the time and so does everyone I know.

The flaw is that archery IS WIN. ITS JUST BETTER. How can it not be better: ITS SHOOTING vs HITTING PPL WITH A STICK. The brain is a humans best tool, and my brain tells me: Shooting a guy 100 yards away is always gonna be better than fighting him, when at any moment he can 1hit me with his MW GLA or somesuch, because of a packet loss, server lag, teammate stopping me from blocking by spamming into my back, etc. And POLESTUN: WHY is it still in the mod: its a throwback to the failspearmen of native: why should a GLA or Hafted blade stun me for longer than a Cookies? I bet the devastation to my body would be just as bad both ways...
Title: Re: New ranged change
Post by: Templar_Steevee on January 12, 2012, 02:34:10 pm
Quote

I'd prefer something more sophisticated though. Like arms, legs, shoulder 50%; thorax, belly, hip 80%; head 125%.


I think it can be best way of percentage dmg. I think many ppl can agree with me.
Title: Re: New ranged change
Post by: MrShine on January 12, 2012, 03:11:49 pm
As far as I understood the code:

All ranged hits
human: 125% head damage, 67% rest
horse: 125% head damage, 75% rest

All damage multiplication done after armor soak/reduce calc.

I'd prefer something more sophisticated though. Like arms, legs, shoulder 50%; thorax, belly, hip 80%; head 125%. Someone put some decent percentages for each bone in this picture please.

(click to show/hide)
visitors can't see pics , please register or login
Title: Re: New ranged change
Post by: Okkam on January 12, 2012, 03:37:56 pm
visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/338/avatar76801325447410.png/)

No, u think before posting
Title: Re: New ranged change
Post by: Teeth on January 12, 2012, 03:48:10 pm
Well, can someone confirm

Before patch it is:

All ranged hits
human: 210% head damage, 100% body, 80% hands

After patch

All ranged hits
human: 125% head damage, 67% rest
After patch

All ranged hits
human: 262,5% head damage, 67% body, 53,6% hands

(click to show/hide)
Not sure if serious, but please dont make this a testicle hunt.
Title: Re: New ranged change
Post by: Dezilagel on January 12, 2012, 03:55:10 pm
Not sure if serious, but please dont make this a testicle hunt.

Do make it.

The bigger the e-peen the more you get killed by twatchers
Title: Re: New ranged change
Post by: Haragh on January 12, 2012, 03:57:19 pm
Current archer damage is good as it is.
My solution is to cut the spam effect from them -> Maximum 1 quiver for archers. They have to conserve their ammo. And this way they will always have slots for melee weapons so they can't use that excuse when running away.
Title: Re: New ranged change
Post by: Oberyn on January 12, 2012, 04:27:45 pm

The flaw is that archery IS WIN. ITS JUST BETTER. How can it not be better: ITS SHOOTING vs HITTING PPL WITH A STICK. The brain is a humans best tool, and my brain tells me: Shooting a guy 100 yards away is always gonna be better than fighting him, when at any moment he can 1hit me with his MW GLA or somesuch, because of a packet loss, server lag, teammate stopping me from blocking by spamming into my back, etc. And polestagger: WHY is it still in the mod: its a throwback to the failspearmen of native: why should a GLA or Hafted blade stun me for longer than a Cookies? I bet the devastation to my body would be just as bad both ways...

Maybe you're just fucking terrible at melee. You should go and play any of the other HUNDREDS of games that entirely revolve around people shooting each other (with their brains apparently).
The reason there have been so many nerfs is because ARCHERS WERE RIDICULOUS. Even now, when they are relatively balanced vs other classes, they are still ridiculous if we were to compare vs reality, where any bow except maybe longbow and compound bow using bodkins wouldn't even be able to pierce mail with a felt coat underneath. The race between offensive and defensive capabilities was almost entirely dominated by the defensive side for most of the medieval ages. 
So of course it's fun to play with your bullshit laser guided armor piercing bows, that you can magically aim with while simultaneously prancing from side to side, while running, while spinning in a 360 turn, all the while sitting on top of a wooden hut immune from half the enemy team. I'm just amazed that you have the fucking nerve to whine about when it gets righteously nerfed.
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 12, 2012, 05:05:18 pm
Current archer damage is good as it is.
My solution is to cut the spam effect from them -> Maximum 1 quiver for archers. They have to conserve their ammo. And this way they will always have slots for melee weapons so they can't use that excuse when running away.

Yeah cause every archer out there is just a skillless arrowspamming machinegun :rolleyes:
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 12, 2012, 05:12:07 pm
visitors can't see pics , please register or login


So archers aim for the groin ;) insta kill
Title: Re: New ranged change
Post by: Dezilagel on January 12, 2012, 05:13:16 pm
I'm a butthurt longbowmy old friend.

And they nerfed my weapon. Are saying that they might just nerf my weapon.

Q_Q

Won't be able to 2-shot everyone soon ey?
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 12, 2012, 05:19:38 pm
I suppose I will still be able to do much dmg and lots of kills, don't agonise your poor brain with that :)


Btw, my last post has nothing to do with that, but hey....

I'm in general at the moment talking about what will happen on the servers. Many people will switch to fast bows with high accuracy and try to headshot everyone (which is actually not that difficult due to the lovely hitboxes in crpg: shoot into the throad = headshot. Shoot somewhere very close to the head although it would actually miss = headshot. Shoot and miss someone above his shoulder = headshot)
You'll be the one crying later, have fun with it.  ;)  Especially because you poor little boy seem to be butthurt already :/ 
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 12, 2012, 05:25:28 pm
as much as I enjoy seeing Dezilagel being ridiculed, this is getting a little heated :P I'm sure he will be venting how ranged is extra OP once this new patch (a nerf imo) is out so lets just sit back and wait for that ;)
Title: Re: New ranged change
Post by: Mannhammer on January 12, 2012, 09:52:02 pm
Even now, when they are relatively balanced vs other classes, they are still ridiculous if we were to compare vs reality, where any bow except maybe longbow and compound bow using bodkins wouldn't even be able to pierce mail with a felt coat underneath. The race between offensive and defensive capabilities was almost entirely dominated by the defensive side for most of the medieval ages. 

I don't see how amour vs. arrows has anything to do with this conversation. This is about reducing the overall damage ranged does regardless of armor. This change would make a naked guy take 33% less damage if a ranged shot hits him in the chest. Which makes no sense.

If this change goes through it would basically turn ranged in cRPG into this:
http://www.youtube.com/watch?v=4DcdGV6d6LM


Title: Re: New ranged change
Post by: Dezilagel on January 12, 2012, 10:03:53 pm
...and Fallen will still be like this: http://www.youtube.com/watch?v=tqzc4NMT2vE
Title: Re: New ranged change
Post by: _Sebastian_ on January 12, 2012, 10:37:43 pm
Oh well,
the new damage system is a really good reason to leave this mod forever !


This would be a very big nerf to all ranged weapons especialy for throwing stuff and high tier bows, because of the worse accuracy.
It also makes all helmets useless.

I wish you guys will have a nice time with all these high AGI archers, throwers, xbowers and with their (1-slot) arrow spaming machineguns,
which will headshot you all the time with the 262,5% damage.

Well done developers...
Well done :(

Title: Re: New ranged change
Post by: Grumbs on January 12, 2012, 10:54:49 pm
Hilarious seeing all the tears over people being rewarded for trying to hit the head, and before you've even played with the update. I'd rather die to someone aiming for headshots than just centre of mass spamming like now. A headshot would either kill or leave you 1 hit from death anyway before the change.

Lets all just wait and see before declaring the sky is falling
Title: Re: New ranged change
Post by: Dezilagel on January 12, 2012, 10:56:47 pm
Oh well,
the new damage system is a really good reason to leave this mod forever !


This would be a very big nerf to all ranged weapons especialy for throwing stuff and high tier bows, because of the worse accuracy.
It also makes all helmets useless.

I wish you guys will have a nice time with all these high AGI archers, throwers, xbowers and with their (1-slot) arrow spaming machineguns,
which will headshot you all the time with the 262,5% damage.

Well done developers...
Well done :(

Hmm, lemme guess...?

9-10 PD

Longbow

Bodkins

Roof

Correct?

(click to show/hide)
Title: Re: New ranged change
Post by: Arrowblood on January 12, 2012, 11:14:45 pm
Dear bananas, fuckers and other whiners,        -mission complete-
Title: Re: New ranged change
Post by: duurrr on January 12, 2012, 11:21:42 pm
i think this is a very good change

cant wait to play some battle again :D
Title: Re: New ranged change
Post by: Joker86 on January 12, 2012, 11:36:22 pm
Although I look down on everyone who doesn't fight in melee, I can't appreciate this change.

I think the predictions are right: because the average arrow damage got nerfed heavily, but headshots buffed a lot, you have to go for headshots.

Because the damage is so high on headshots, you can live with less base damage, which is a good thing, as you can now rely on precision and rate of fire. You can use the lighter, faster bows, and you can shoot faster, with a much smaller crosshair.

I don't think that ranged spam is going to become better, if anything the opposite.

cmpxchg8b already confirmed, that the problem is to lower the attractivity of the archer class without lowering its effectivity. But this change would be a nerf in the effectivity. The only nice side effect would be that horse archers, who always suffer from lower precision and do less damage, anyway, become completely useless, which is really sweet!

I hope the developers won't implement this suggestion.  :?
Title: Re: New ranged change
Post by: Leesin on January 12, 2012, 11:36:59 pm
...and Fallen will still be like this: http://www.youtube.com/watch?v=tqzc4NMT2vE

...and BashiBazouk will still be like this: http://www.youtube.com/watch?v=7lmu1-DZNxY

( i.e useless and wear stupid diaper hats )
Title: Re: New ranged change
Post by: Dom.Miguel on January 12, 2012, 11:39:28 pm
Hmm, lemme guess...?

9-10 PD

Longbow

Bodkins

Roof

Correct?

(click to show/hide)

Let me guess:

Full plate

Retarded crush through

High Athletics

AmIdoingitright?

Useless change if this happens. Unless Paul's idea, it sounds great unlike this crap one
Title: Re: New ranged change
Post by: Gristle on January 12, 2012, 11:42:33 pm
I love that people rage at a CHANGELOG regarding a patch that hasn't even been released yet and wonder why they are not taken seriously.

People are complaining NOW so we don't have to complain for many months AFTER this bad idea gets implemented. The dev team has a bad track record for fixing classes in a timely manner. For example, the over-nerf of Throwing last year; cavalry missing for almost all of Strategus 3.0.

I'll give you credit for quickly fixing the cavalry bumping thing, though that was obviously not working as intended and was released too soon.
Title: Re: New ranged change
Post by: Tot. on January 13, 2012, 12:04:14 am
This change so fucks longbow users in the ass there's no joking about it.  :lol:
Title: Re: New ranged change
Post by: cmp on January 13, 2012, 12:22:46 am
Since this change is a fairly big nerf to ranged classes, we decided to tweak several mechanics in order to make ranged more viable.
You can find a preview of the upcoming changes here (http://youtu.be/IG31e2UKOK0).

Title: Re: New ranged change
Post by: Joker86 on January 13, 2012, 12:24:09 am
Since this change is a fairly big nerf to ranged classes, we decided to tweak several mechanics in order to make ranged more viable.
You can find a preview of the upcoming changes here (http://youtu.be/IG31e2UKOK0).

I think the Hellgate is okay, but losing the weapon is a bit OP  :?

Edit: but it would be cool if the change from a man to a woman would give -3 STR but +3 AGI. Would make it more realistic.
Title: Re: New ranged change
Post by: Renay on January 13, 2012, 12:29:31 am
lolwat


I'm taking it this is a troll, but could you actually make it possible that people loose their weapons when shot in the hand?


I'm quite curious how you did the hellgate thingy, I didn't think that would be possible in the engine
Title: Re: New ranged change
Post by: karasu on January 13, 2012, 12:36:16 am
Does that mean that we're gonna have a disarm system anytime soon?

Would be le cool.
Title: Re: New ranged change
Post by: Tot. on January 13, 2012, 12:55:15 am
...if it's also for melee.
Title: Re: New ranged change
Post by: Mannhammer on January 13, 2012, 12:55:30 am
Lol
I also notice a closed reticule in the vid. If the ranged reticules could close, like native, and the head hit box wasn't so buggy I might be down with this change.
The weapon drop could be abused. Just imagine, the hail of stones that would precede every H2H engagement.
Title: Re: New ranged change
Post by: Chris_P_Bacon on January 13, 2012, 01:01:10 am
Lol
I also notice a closed reticule in the vid. If the ranged reticules could close, like native, and the head hit box wasn't so buggy I might be down with this change.
The weapon drop could be abused. Just imagine, the hail of stones that would precede every H2H engagement.
And all the melee users would sheathe their weapons until right before it started xD
Title: Re: New ranged change
Post by: Gristle on January 13, 2012, 01:05:30 am
Since this change is a fairly big nerf to ranged classes, we decided to tweak several mechanics in order to make ranged more viable.
You can find a preview of the upcoming changes here (http://youtu.be/IG31e2UKOK0).

Add the hell gate and I take back everything I said.
Title: Re: New ranged change
Post by: Christo on January 13, 2012, 01:07:43 am
Since this change is a fairly big nerf to ranged classes, we decided to tweak several mechanics in order to make ranged more viable.
You can find a preview of the upcoming changes here (http://youtu.be/IG31e2UKOK0).

LOL.

 :shock:
Title: Re: New ranged change
Post by: Oberyn on January 13, 2012, 01:09:01 am
The face melt thing was pretty awesome too.
Title: Re: New ranged change
Post by: Cris on January 13, 2012, 01:18:57 am
This is worth reading :-P

http://forum.c-rpg.net/index.php/topic,23958.new.html#new

Title: Re: New ranged change
Post by: Tzar on January 13, 2012, 02:27:40 am
Wait so if i get this right people with no blocking skills or battlefield awareness will now have to aim with their bows to get their easy kills instead of spraying their depleted uranium anti tank arrows at their victims.. hmn could be interesting to see how it would work out.
Title: Re: New ranged change
Post by: Rebelyell on January 13, 2012, 11:28:37 am
lol thats going to be hilarious
Title: Re: New ranged change
Post by: The_Bloody_Nine on January 13, 2012, 11:33:55 am
Since this change is a fairly big nerf to ranged classes, we decided to tweak several mechanics in order to make ranged more viable.
You can find a preview of the upcoming changes here (http://youtu.be/IG31e2UKOK0).
fucking awesome!
Title: Re: New ranged change
Post by: Remy on January 13, 2012, 11:51:10 am
The only nice side effect would be that horse archers, who always suffer from lower precision and do less damage, anyway, become completely useless, which is really sweet!

Fear not, we shall simply have to transition to head shots but I think we will survive and continue to make new friends on the battle servers.

Love,
Remy Horse Archer of Somalia  :wink:
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 13, 2012, 01:11:34 pm
People have claimed Ha and Lancers dead plenty of times pre / post patch and yet GK has lost a total of maybe 1 member to this opinion... Though the loss of Jahboh was a sad one :( we have continuously grown in number... I am proud to say that Remy's attitude is perfectly representative of GK ha's, you nerf their body shots then they will learn to head shot you and you will miss the days when they aimed for the body :P
Title: Re: New ranged change
Post by: Gurnisson on January 13, 2012, 01:18:17 pm
Oh well,
the new damage system is a really good reason to leave this mod forever !

You deserve to be nerfed. Hiding on an unreachable roof with arrows dealing as much damage as a masterwork arbalest, without having to stand still for ages to reload. Your build combined with ladders and roofs is, and will always be, a fucking joke regarding balance.

It also makes all helmets useless.

No, they help in melee too. :)
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 13, 2012, 01:21:05 pm
It also makes all helmets useless.

Wait wearing a helmet saved you from headshots? maybe from a xbow :P but a horn bow, war bow, long bow, heavy xbow and arbalest still seemed to 1 hit kill :P
Title: Re: New ranged change
Post by: Renay on January 13, 2012, 01:27:03 pm
Wait wearing a helmet saved you from headshots? maybe from a xbow :P but a horn bow, war bow, long bow, heavy xbow and arbalest still seemed to 1 hit kill :P

depends on helmet and iron flesh/str

my 31 str alt can take 2 arbalest shots to the head before dying
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 13, 2012, 01:31:42 pm
depends on helmet and iron flesh/str

my 31 str alt can take 2 arbalest shots to the head before dying

That may be the case but I dont think the buff to headshot damage will overly affect the entire helemet wearing player base, it might just affect any builds like yours that are just a bit ridiculous :P This is my point, ranged headshot buff doesnt seem overly amazing if it only will take effect on 2% of the player base :P
Title: Re: New ranged change
Post by: rufio on January 13, 2012, 01:39:12 pm
it feels like im dreaming, finally doing something about this op when played right ranged bs.
Title: Re: New ranged change
Post by: Rebelyell on January 13, 2012, 01:55:25 pm
depends on helmet and iron flesh/str

my 31 str alt can take 2 arbalest shots to the head before dying

-1
i have xbow gerl with +3 blts and xbow and no one \ survived hedshot.... no one!!!!!!
Title: Re: New ranged change
Post by: Tzar on January 13, 2012, 02:11:26 pm
Wont effect anything this change i all rdy get 1shot if i get hit in the face unless its a team mate
Title: Re: New ranged change
Post by: Templar_Steevee on January 13, 2012, 02:16:44 pm
my 31 str alt can take 2 arbalest shots to the head before dying

I played an arbelast crossbowman 6 gens my cousin's alt Templar_GraveFlower and what you are saying is... bullshit.

Even with armet +3, Ghotic plate with Bevor +3 (it will be some about 80 head armour) u have no chance to survive a headshot.
Now headshot is 210% of dmg. Non loomed arbelast and steel bolts delivers 87 PIERCE dmg, so u got 187 dmg.

On 30 lvl with 31 str you have 87 hp. Even if 1 armour stops 1 dmg 87 hp+80 armour=167 teoretical hp
167-187= -20hp so you are preety dead

Pls think before you will write something :)





Title: Re: New ranged change
Post by: [ptx] on January 13, 2012, 02:43:29 pm
Related: http://forum.c-rpg.net/index.php/topic,23988.0.html
Title: Re: New ranged change
Post by: Jacko on January 13, 2012, 03:00:58 pm
NEVERMIND!
Title: Re: New ranged change
Post by: bredeus on January 13, 2012, 03:13:01 pm
Steevee maybe he was describing friendly fire headshot
Title: Re: New ranged change
Post by: Renay on January 13, 2012, 03:28:31 pm
well, I survived it, I asked the player who shot me what weapon it was and he said arbalest, the damage is not always the same...
Title: Re: New ranged change
Post by: Oberyn on January 13, 2012, 05:11:48 pm
nm
Title: Re: New ranged change
Post by: Tears of Destiny on January 13, 2012, 05:15:59 pm
well, I survived it, I asked the player who shot me what weapon it was and he said arbalest, the damage is not always the same...

Because armour is skitzy and decides to give you anywhere from 50% to 100% of how much it protects.
Title: Re: New ranged change
Post by: Zlisch_The_Butcher on January 13, 2012, 05:24:01 pm
This is horrible... truly freaking horrible... I say this as a thrower/polearm user and not an archer, my throwing lance/melee tactics are extremely fun, as I continously change from melee to ranged to melee, sure 90% of my damage comes from the throws, but their horrible aim, ammo amount, and the fact that I'm not capable of blocking with them in this mode sorta balances that out...

With your patch: I'm gonna have to hit with all three lances (I'd need the last one for the remaining melee), I'd only be able to fight one player per battle using ranged weapons, the already shitty armor I have to wear in order not to have my weapon nerfed into nonexistence will however still leave me one-hit by every other ranged.

Admit this is all a secret plan which is purely made to harm me. (JK, but PLEASE find a way to make this build stay playable as it's the most fun I've yet to have in C-rpg.)

 - Serpent Zlisch The Slippery, that guy everyone hates from EU_3.
Title: Re: New ranged change
Post by: Renay on January 13, 2012, 06:00:33 pm
throwing needs a damage buff anyway
Title: Re: New ranged change
Post by: Gristle on January 17, 2012, 06:24:06 am
I love that people rage at a CHANGELOG regarding a patch that hasn't even been released yet and wonder why they are not taken seriously.

So, how long do we have to wait before our complaints are considered legitimate? Or is the very act of disagreeing with you enough to not be taken seriously?

It's more than just a note on a log now. It has been released. It's still a bad idea.
Title: Re: New ranged change
Post by: Kreczor on January 17, 2012, 06:26:22 am
So, how long do we have to wait before our complaints are considered legitimate? Or is the very act of disagreeing with you enough to not be taken seriously?

It's more than just a note on a log now. It has been released. It's still a bad idea.

I don't know who you are, but it looks like you complain a lot.
He made the mod, you choose to play it. Stop crying and die to my spear you stupid archer.
Title: Re: New ranged change
Post by: Gristle on January 17, 2012, 06:53:14 am
A lot more complaining than I'd like to admit, yes. I like the game, but disagree with some changes, so I bring it up. I actually have not played very often in the last month.
Title: Re: New ranged change
Post by: Kreczor on January 17, 2012, 06:55:06 am
A lot more complaining than I'd like to admit, yes. I like the game, but disagree with some changes, so I bring it up. I actually have not played very often in the last month.
I HAVE DESTROYED YOUR ARGUMENT WITH SIMPLE TOMFOOLERY.

YOUR ARGUMENT IS THEREFORE, AND ALWAYS SHALL BE, INVALID ON THIS ISSUE.


~!@~!@~!@ KRECZOR ~!@~!@~!@~!@~
Title: Re: New ranged change
Post by: Gristle on January 17, 2012, 07:25:46 am
No, admitting that I have complained more than I like does not invalidate those complaints.

Armor gets nerfed one major patch, then ranged damage in the following major patch. Why not leave both untouched? Same result in the end. I have always said that constantly nerfing everything does not promote fun. The only nerf I can agree with wholeheartedly is the removal of polestagger, but they won't do it.
Title: Re: New ranged change
Post by: Leesin on January 17, 2012, 07:42:25 am
I haven't bothered trying to play my HA yet but I don't think I will after seeing the huge damage reductions, guess I'll just stick to my main lol.
Title: Re: New ranged change
Post by: San on January 17, 2012, 08:06:13 am
I think body shots should be increased to ~80% since 67% is too low. Might even increase the damage on headshots due to the random factor involved in hitting them.

I think this patch made all ranged want to play at a closer range. Even so, it's probably less fun unless there is a better way to reward skillful headshots than pure guesswork with the random factor of the arrow trajectory.
Title: Re: New ranged change
Post by: STR_Lotr on January 17, 2012, 08:37:23 am
Sorry for bad English.
I play xbow from begining of CRPG, curent bild is 15 str 27 agi and have 180 WPF in xbow. I have masterwork arbalest and bolts, and even with this item's I can't kill almost naked peasant with 1 bolt, I' m sorry but this is bullshit.
Previous system damage of ranged weapons was 100000 times better, now in about 1-2 weeks won't be any xbow, bow and trows on servers because people will not have the pleasure of playing this game.
So maybe developers should change their relations to ranged weapons.
Title: Re: New ranged change
Post by: bonekuukkeli on January 17, 2012, 10:42:03 am
Posted this same in patch thread but I guess this is better place for this:

Arrows should do more damage to leather armoured guys. Like I said, yesterday I wore pilgrim robe and leather gloves (total of 20 body armour) and when I got hit by arrow, I lost only about 10% of my hp, from jarid thown in my chest I lost like 20%.

Just think about it. Throwing guys should throw their whole stack in leather armoured guy to bring it down. Maybe unlucky for them? No, it happened many times during 3 hours. I think I never lost more than 10% hp from arrows. Once that archer was quite close-range, like 10-15m away and I was sure that I die but nope, 5PD horn bow shot in my chest took only half centimeter from my health bar.

I'm ok with arrows bouncing/scratching plate unless headshot, but against leather they should work really well.

Saying everything is fine, is some bs from melee and cav players that are fine with free kills they get around battle now. Increased damage to light armour is urgently needed.

If you add "kill assists" in scoreboard, it would be helpful but still unbalanced.
Title: Re: New ranged change
Post by: Aseldo on January 17, 2012, 10:57:02 am
there's a 33% nerf on body hits but a 25% buff on headshots. At least make it 25% nerf on body hits devs :\.
Title: Re: New ranged change
Post by: Old Autobus on January 17, 2012, 11:29:03 am
or 33% buff on headshots.
Title: Re: New ranged change
Post by: Chagan_Arslan on January 17, 2012, 11:51:07 am
Wont effect anything this change i all rdy get 1shot if i get hit in the face unless its a team mate

i was doing tests yesterday, PD5 mw hornbow mw tatar arrows, head armor 53, took him 3-4 head shots to kill me

oh and 11 shots to the body 58 body armor
Title: Re: New ranged change
Post by: bonekuukkeli on January 17, 2012, 11:54:20 am
That's about right. I did same kind of calculations but I had only pilgrim robe and still could take 5+ arrows/bolts easily.
Title: Re: New ranged change
Post by: Osiris on January 17, 2012, 11:55:19 am
thats some BS chagan :P I get 1 shot in the face wearing the new 60 armour helmet.
Title: Re: New ranged change
Post by: Chagan_Arslan on January 17, 2012, 11:56:15 am
thats some BS chagan :P I get 1 shot in the face wearing the new 60 armour helmet.

ill make a video than
Title: Re: New ranged change
Post by: Overdriven on January 17, 2012, 02:01:12 pm
Bye bye HA. Cba to play it now...sticking to my hoplite. Have noticed I can only really get kills on peasants at the moment, or very very damaged inf. Getting headshots is difficult for a class who's crosshairs are wide open a lot of the time.

I now fully supporting this change:
http://forum.c-rpg.net/index.php/topic,23958.new.html#new

Melee should just suck it up. The removal of ladders was the only nerf needed for ranged.
Title: Re: New ranged change
Post by: MrShine on January 17, 2012, 04:28:28 pm
Haven't played on as much the last few days, but I'm gonna say it: numbers will probably need to be tweaked either by scaling back on the damage nerf to body shots, or increasing the base damage for ranged weapons across the board.
Title: Re: New ranged change
Post by: B3RS3RK on January 17, 2012, 04:32:39 pm

Melee should just suck it up. The removal of ladders was the only nerf needed for ranged.

I dont really agree, normal ranged nerf was good, but Horse archers got overnerfed with it.

I played my HA today again, and it really feels like throwing stones.The missile speed on my tatar bow is extremely low and I just tickle enemys.Not to mention my well bred Steppe horse is pretty useless cause even with 8 Riding It´s slow as a wheelchair.

Infantry ranged are rather fine now, now we need a little buff for Horse archers(And only for Horse ranged).
Title: Re: New ranged change
Post by: Kafein on January 17, 2012, 04:45:57 pm
I dont really agree, normal ranged nerf was good, but Horse archers got overnerfed with it.

I played my HA today again, and it really feels like throwing stones.The missile speed on my tatar bow is extremely low and I just tickle enemys.Not to mention my well bred Steppe horse is pretty useless cause even with 8 Riding It´s slow as a wheelchair.

Infantry ranged are rather fine now, now we need a little buff for Horse archers(And only for Horse ranged).

I agree to a buff in HA/HC damage only if the bump shoot tactic is somehow made impossible to do. It basically locks up the infantry, be it a 2h, shielder or even hoplite, there's no countering it. If you don't keep your shield up, you get an arrow. If you keep it up, you can't attack and you are bumped.
Title: Re: New ranged change
Post by: Overdriven on January 17, 2012, 04:51:21 pm
I agree to a buff in HA/HC damage only if the bump shoot tactic is somehow made impossible to do. It basically locks up the infantry, be it a 2h, shielder or even hoplite, there's no countering it. If you don't keep your shield up, you get an arrow. If you keep it up, you can't attack and you are bumped.

For infantry to be consistently bump attacked you have to be pretty far away from team mates. Otherwise it's a one time tactic as an HA will get attacked by said team mates if they try it again. If you are far away enough for bump shooting to occur more than once (it has to in order to kill someone with decent health) then that's the persons fault and they shouldn't go rambo. The one time bump shoot resulting in a kill only works on people with already very low health.
Title: Re: New ranged change
Post by: a_bear_irl on January 17, 2012, 05:21:14 pm
archers seem fine to me, bodkin headshots from any bow do a lot of damage and crossbows seem to be able to 1 hit kill with a headshot easily. bodyshots still do a decent amount of damage, i think the problem is that archers got used to the last patch where you could 3 shot anyone with a hornbow+bodkin combo. IMO only the best archers should be able to get up there in the scoreboards, they're a support class, if you want to see your name in the bottom left a lot use a 2h or polearm
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 05:32:18 pm
archers .... a support class, if you want to see your name in the bottom left a lot use a 2h or polearm

Did YOU decide that? Did anyone ASK them if they wanted to be a support class? STFU with "support" class, there's no medics here, the job of archers is to RAPE 2handers, cav and shieldless polespammer. ABSOLUTELY RAPE them. RAPE them so easily, they must hide and wait for shielders. That WAS their job and still should be, not some luckshooters who have to hit head hitboxes in a game where head hitboxes are folded out of the material plane of excistance each time the target starts spamming feints. Archery has been effectively removed from the mod as a class. Some will hang on, the same ones who ppl think are good now, like Jambi and Hetman, because although they are not good at melee OR at fighting other archers, they are persistant. And that is THE ONLY way to play archer now: Surive untill most enemies are badly wounded and mop them up. Horse archery has been ACTUALLY removed from the mod: You see maybe 2 a day.

ALL of this because bundle of sticks 2handers and polespammers dont like that they are rock, and paper beats them. Game was built that way, and last year of patches has been trying to fix a nonexistant problem.

I dodnt even understand why any of this is under discussion: Just lock EU1 to melee only and then all heros can be happy. Fucking pussies. Just cause you cant fight it doesnt make it broken, it means you fail. Change your playstyle, not the game.
Title: Re: New ranged change
Post by: PanPan on January 17, 2012, 05:43:25 pm
I dont really agree, normal ranged nerf was good, but Horse archers got overnerfed with it.

I played my HA today again, and it really feels like throwing stones.The missile speed on my tatar bow is extremely low and I just tickle enemys.Not to mention my well bred Steppe horse is pretty useless cause even with 8 Riding It´s slow as a wheelchair.

Infantry ranged are rather fine now, now we need a little buff for Horse archers(And only for Horse ranged).
the missile speed wasnt nerfed...
Title: Re: New ranged change
Post by: a_bear_irl on January 17, 2012, 05:44:55 pm
no, you're a support class, deal with it. you're not in the fight - you sit back and lob shit at the fight. you're supporting the dudes doing the actual fighting. the job of archers is to soften up the armored up 2h/polearm guys and kill a couple peasants before the main "clash" happens. thus, you are a support class. the last patch allowed you to play like actual combatants because of how OP the hornbow/bodkin combo was against armored up guys, now that it's been fixed you're whining you can't 3shot everyone anymore.

also, you can't tell other people to L2P. if you were good enough at your class to get consistent headshots (and archer is the easiest class to play) you'd be doing better - obviously you're just a scrub who had to crutch on a hornbow/bodkin combo and is now useless. respec to a real class if you can't handle playing support.
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 05:50:19 pm
no, you're a support class, deal with it.

Im a pikeman with a 1hander.... I stopped reading when I realised you were talking out of your anus, only time I have used a hornbow was over a year ago on a HA alt, but that was killed when lances became 2slot unsheathable. Have a great day with your weird assumptions....
Title: Re: New ranged change
Post by: Overdriven on January 17, 2012, 06:02:16 pm
no, you're a support class, deal with it. you're not in the fight - you sit back and lob shit at the fight. you're supporting the dudes doing the actual fighting. the job of archers is to soften up the armored up 2h/polearm guys and kill a couple peasants before the main "clash" happens. thus, you are a support class. the last patch allowed you to play like actual combatants because of how OP the hornbow/bodkin combo was against armored up guys, now that it's been fixed you're whining you can't 3shot everyone anymore.

also, you can't tell other people to L2P. if you were good enough at your class to get consistent headshots (and archer is the easiest class to play) you'd be doing better - obviously you're just a scrub who had to crutch on a hornbow/bodkin combo and is now useless. respec to a real class if you can't handle playing support.

The only reason you designate them a support class is because you want them to be and get pissed off and rage at them. The same way HA is now designated a support class (there's absolutely 0 basis for them to be classed as that). The only reason they are, is because melee has decided they are to annoying. Not even OP most of the time, just annoying despite the fact that they have plenty of counters if people just paid attention. Why should melee be the ones to get the kills and do the most damage? As far as I'm aware, being shot by a couple of arrows in the chest is just as damaging as the slash of a 2h sword. Sacrificing protection in the form of a shield for the ability to carry a giant 2h sword should have drawbacks in that yes, you will die to arrows if you don't play it smart.
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 06:07:43 pm
The only reason you designate them a support class is because you want them to be and get pissed off and rage at them. The same way HA is now designated a support class (there's absolutely 0 basis for them to be classed as that). The only reason they are, is because melee has decided they are to annoying. Not even OP most of the time, just annoying despite the fact that they have plenty of counters if people just paid attention. Why should melee be the ones to get the kills and do the most damage? As far as I'm aware, being shot by a couple of arrows in the chest is just as damaging as the slash of a 2h sword. Sacrificing protection in the form of a shield for the ability to carry a giant 2h sword should have drawbacks in that yes, you will die to arrows if you don't play it smart.

You dont understand: THEY are heroes. They must be. They all believe it. When they put those points into 2h wpf, it gave them heroic status which allows them to look down on all others because they have the easiest time in melee. And since they have the easiest time in melee, it follows that all non melee classes should be abolished. Else, how can they be the heroes they KNOW they are.
Title: Re: New ranged change
Post by: MrShine on January 17, 2012, 06:12:48 pm
when a_bear_irl thinks archers seem fine, you know they got overnerfed.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 06:15:54 pm
when a_bear_irl thinks archers seem fine, you know they got overnerfed.

and who is he? some peasant? who allways cry about ranged? i never saw him )
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 06:17:12 pm
when a_bear_irl thinks archers seem fine, you know they got overnerfed.

If he is a bear IRL, why is his avatar a picture of Mr.Claus?
Title: Re: New ranged change
Post by: MrShine on January 17, 2012, 06:18:35 pm
and who is he? some peasant? who always cry about ranged? i never saw him )

2h strength build
english american bill user
NA player
my secret lover
heavy armor user

are all correct answers, however the bolded one probably means the most to you
Title: Re: New ranged change
Post by: Cup1d on January 17, 2012, 06:20:18 pm
not only NA player... LLJK member...
Title: Re: New ranged change
Post by: B3RS3RK on January 17, 2012, 06:22:17 pm
the missile speed wasnt nerfed...

It was nerfed like two patches back.But that wasnt the point of my post.
the point was that Ranged infantry is fine now, but Horse archers got overnerfed.

Title: Re: New ranged change
Post by: Tears of Destiny on January 17, 2012, 06:24:23 pm
An LLJK/USA/whateverthefuckyouwanttopretendtobeSomethingAwefulForumUser Heavy Cavalry Player who complains that Rouncies can be taken down with three arrows and once proposed that it shoudl take seven or more in strategus, and regularly asks for Nerfs because apparently two or three shots to his cataphract's head or a half dozen or more shots to the horse itself is unfair...

Because he can't dodge arrows for shit compared to other heavy cav, somehow loses his horse faster then Huey loses his fragil Courser, and thinks that Archers having a K/D ratio that is positive means they are OP...

That would be bear.
Title: Re: New ranged change
Post by: Gristle on January 17, 2012, 06:26:24 pm
Consistently getting headshots is considerably harder than spamming overheads. As for crossbows, the buff MIGHT be noticed with a Light Crossbow. Any other crossbow was already a 1 hit kill except for maybe in the worst possible conditions.

It was said in Battle today that any damage from range is fine as long as it causes a stagger. I'm sorry, but I am using a Masterwork Arbalest and Well Made Steel Bolts. I expect to do a little more than cause a stagger. Though I do see the argument for range being support, an Arbalest + bolts is a little too expensive to be considered a support weapon. Something needs to change.

By the stats, my shots have a listed damage of 98 Pierce. Currently, people with only 7 body armor can survive a hit from this ridiculous amount of damage (I don't know how, but it happened today, and it wasn't raining). Honestly, I'm not sure which is more absurd. If it takes a Masterwork Arbalest 3 shots (with extremely long reloads) to kill a well armored opponent, I don't even want to imagine what state reasonable ranged weapons are in.
Title: Re: New ranged change
Post by: LastKaze on January 17, 2012, 06:28:49 pm
Simple way to make this game better, give back what range had before this fail patch.
Title: Re: New ranged change
Post by: Tzar on January 17, 2012, 06:38:57 pm
Taken first day after so called fail patch.... cant u spray n pray archery fairy´s just stfu all rdy an atleast get used to aim for legs n head rather being depending on 2 shotting people in body shots like pre patch....

visitors can't see pics , please register or login
Title: Re: New ranged change
Post by: Overdriven on January 17, 2012, 06:42:11 pm
Taken first day after so called fail patch.... cant u spray n pray archery fairy´s just stfu all rdy an atleast get used to aim for legs n head rather being depending on 2 shotting people in body shots like pre patch....

Stop posting a fucking picture of Jambi's score in every damn thread. Between you, Christo and a couple of others, it's becoming seriously retarded. That is one map and it's Jambi. Jambi is a bloody good archer, and will be regardless of nerfs. As I have said before, you balance by the average player (aka the majority), not the few who are actually good. If you did that then by all accounts every class should be nerfed into the ground.
Title: Re: New ranged change
Post by: a_bear_irl on January 17, 2012, 06:44:28 pm
shine: i'm using a 2h now, the bill is undeniably a better battle weapon but i think 2h is a little more fun

blindguy: all my points stand, archers are a support class, it doesn't matter what you personally play.

overdriven: because no matter what, archers always have the advantage of being far away from whoever they're trying to kill. i'm not opposed to archers being able to top the scoreboards, but it shouldn't be a regular sort of thing. this is a melee combat game and you're not in the melee combat, you're supporting the guys who are, that's just how the way it is, you're a support class.

tears: what are you talking about, i've never even managed to go a whole gen of cav because i don't like it, and my balance thoughts on cav can be summarized as "light cav seems fine, heavy cav should be more vulnerable to melee and less vulnerable to ranged"


also people are posting that scoreboard.jpg because it shows that archery is still totally viable, if you want to be a ~*~ bow hero ~*~ then get better at headshots.
Title: Re: New ranged change
Post by: Overdriven on January 17, 2012, 06:47:54 pm
overdriven: because no matter what, archers always have the advantage of being far away from whoever they're trying to kill. i'm not opposed to archers being able to top the scoreboards, but it shouldn't be a regular sort of thing. this is a melee combat game and you're not in the melee combat, you're supporting the guys who are, that's just how the way it is, you're a support class.

Wait...what designated this a melee combat game? It has ranged designed into it...

The further away they are the harder they are to hit. Hitting from range with most of the bows these days is more luck than skill. The slow arse missle speed, the fact the crosshairs are wide open, it pretty much forces archers to be relatively close. Close enough to be hit by all other types of range, close enough to get surrounded and caught up in melee now that roof camping is out, and easy enough for cavalry to prey on. They have enough dangers that should allow them to cause a significant amount of damage.
Title: Re: New ranged change
Post by: a_bear_irl on January 17, 2012, 06:54:06 pm
hmmm what makes this a melee combat game

could it be the "mount and blade" title? could it be the fact that archery is a godawful cone of fire system that lost favor in 2003 in contrast to the one of a kind melee system? it's a melee game, the whole thing revolves around melee, cav and archers exist to serve the glorious infantry, you're just peasant HA scum

and the whole "third battle line of archers" thing was a huge problem and it should be discouraged as much as possible, you seem to want it to be a bigger problem
Title: Re: New ranged change
Post by: Christo on January 17, 2012, 06:55:01 pm
Stop posting a fucking picture of Jambi's score in every damn thread. Between you, Christo and a couple of others, it's becoming seriously retarded.

I only used it once, because one archer said that archery is "dead".
That isn't the case, really.
Title: Re: New ranged change
Post by: Tzar on January 17, 2012, 07:01:16 pm
hey just because most of you archers are total fail compared to Jambi doenst mean that the change is bad just because you gotten used to being able to 2 shot every1 in the body an are now forced to take more aimed shots at your enemy doenst mean that the change is bad it just made the game more balanced.

Slry we are talking about you having to use 1/2 more arrow per target then pre patch how fuckin bad can it be.... but hey keep crying they might give in sooner or later..
Title: Re: New ranged change
Post by: MrShine on January 17, 2012, 07:06:53 pm
hey just because most of you archers are total fail compared to Jambi doenst mean that the change is bad just because you gotten used to being able to 2 shot every1 in the body an are now forced to take more aimed shots at your enemy doenst mean that the change is bad it just made the game more balanced.
visitors can't see pics , please register or login

i c wut u did der
Title: Re: New ranged change
Post by: Gristle on January 17, 2012, 07:13:49 pm
hmmm what makes this a melee combat game

could it be the "mount and blade" title? could it be the fact that archery is a godawful cone of fire system that lost favor in 2003 in contrast to the one of a kind melee system? it's a melee game, the whole thing revolves around melee, cav and archers exist to serve the glorious infantry, you're just peasant HA scum

Mount and Blade singleplayer (what the game was originally made for) field battles are largely won by archers and cavalry, with infantry there only to protect the archers. Actually, that had the best results in sieges, too. Holding your charge up the ladder until all of your archers had fired meant there would be very little opposition waiting at the top of that ladder. There's no question that archers won the day when defending in a siege.

Personally, the last thing I would ever want in my army, be it a field battle or siege, is a 2 handed fighter. An infantryman without a shield seems pretty useless outside of tournaments.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 07:14:48 pm
Lol Tzar hate ranged so much) Tzar post here please Chase's score or Leed's score(some cav map maybe) so we can say that melee or cav is way to OP and it need nerf, and Jambi is ofc very good archer, i think same superskill has only bagge.
Title: Re: New ranged change
Post by: Tzar on January 17, 2012, 07:19:43 pm
So let me get this straight melee are forced to learn how to feint an block while archers should only learn to rmb at their targets as fast as possible doing the same fucked sick dmg pre patch...

So instead of gettin better an learning to play you just come here and demand uber dmg on body shots so u wont have to aim for sweetspots like head n legs..

Ohh ok i see ill let you continue sry for interrupting your flood of tears..


Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 07:22:41 pm
So let me get this straight melee are forced to learn how to feint an block while archers should only learn to rmb at their targets as fast as possible doing the same fucked sick dmg pre patch...

So instead of gettin better an learning to play you just come here and demand uber dmg on body shots so u wont have to aim for sweetspots like head n legs..

Ohh ok i see ill let you continue sry for interrupting your flood of tears..

Tzar is 1 of this girls who allways cry about people who kill him))
Title: Re: New ranged change
Post by: Tzar on January 17, 2012, 07:22:52 pm
Tzar is 1 of this girls who allways cry about people who kill him))

k..
Title: Re: New ranged change
Post by: Turkhammer on January 17, 2012, 07:29:27 pm
You deserve to be nerfed. Hiding on an unreachable roof with arrows dealing as much damage as a masterwork arbalest, without having to stand still for ages to reload. Your build combined with ladders and roofs is, and will always be, a fucking joke regarding balance.

No, they help in melee too. :)

Glad to see that as an admin you don't have a biased attitude. 
Title: Re: New ranged change
Post by: Gurnisson on January 17, 2012, 07:33:17 pm
Glad to see that as an admin you don't have a biased attitude.

Well, Wolves_Sebastian and his 100 pierce from a bow hiding on unreachable roofs, that's such a joke. However, I said the combined forces of being unreachable and having the damage of MW Arbalest and MW Steel Bolts with a bow. Just removing ladders would've been enough to remove that silly combo. :wink:
Title: Re: New ranged change
Post by: Strudog on January 17, 2012, 07:34:33 pm
i dont see the need for the nerf of the arbalest, in a 1v1 sitation the arbalest is mostly going to lose, a crossbow is mainly a support weapon and that what they were pre patch
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 07:39:30 pm
Well, Wolves_Sebastian and his 100 pierce from a bow hiding on unreachable roofs, that's such a joke. However, I said the combined forces of being unreachable and having the damage of MW Arbalest and MW Steel Bolts with a bow. Just removing ladders would've been enough to remove that silly combo. :wink:

lol gurnisson) you use awlpike and i think allmost 1 shoot every 1 with it speed dmg bonus) so ofc sebastian want to have great dmg too, why he shoud not? only 1 archer with this build on servers, only for that i respect him. and i also think removing ladders shoud be only nerf for ranged, not this stupid dmg nerf, to make all melee whieners happy
Title: Re: New ranged change
Post by: Tzar on January 17, 2012, 07:42:00 pm
Sebastian can fire hes arsenal of dmg from across the map gurnison has to get into the thick of combat..

But then again I'd like to see things from your point of view but I can't seem to get my head that far up my ass.

But somehow ranged believe they should do the same dmg as melee without having to risk gettin into combat...

Title: Re: New ranged change
Post by: Gurnisson on January 17, 2012, 07:44:14 pm
lol gurnisson) you use awlpike and i think allmost 1 shoot every 1 with it speed dmg bonus) so ofc sebastian want to have great dmg too, why he shoud not? only 1 archer with this build on servers, only for that i respect him. and i also think removing ladders shoud be only nerf for ranged, not this stupid dmg nerf, to make all melee whieners happy

Again:
Just removing ladders would've been enough to remove that silly combo. :wink:

The nerf on ranged was too harsh, especially for throwing and xbows. As for archers, maybe a bit too much, but they deserved a bit of a nerf since they were a lot better placed than xbows and throwers before this patch. Nah, I rarely one-shot tbh, but there's a lot of two-shots going. :P
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 07:44:54 pm
hmmm what makes this a melee combat game

could it be the "mount and blade" title? could it be the fact that archery is a godawful cone of fire system that lost favor in 2003 in contrast to the one of a kind melee system? it's a melee game, the whole thing revolves around melee, cav and archers exist to serve the glorious infantry...


Your an idiot: It's called MOUNT AND BLADE: so if anything, Infantry and archers excist to serve glorious cavalry, seeing as they have MOUNTS AND BLADES. Think BEFORE you type.

Again:
The nerf on ranged was too harsh, especially for throwing and xbows. As for archers, maybe a bit too much, but they deserved a bit of a nerf since they were a lot better placed than xbows and throwers before this patch. Nah, I rarely one-shot tbh, but there's a lot of two-shots going. :P

Throw dmg was never too high, if anything too low, but AMMO and SHOT SPEED were too high on the axe type weapons. They clearly were the best choice pre-last patch, if they werent so fucking ugly I would have been using them. How many axes does a guy carry to chuck? 2 or 3? not a gazillion. Also: reality check real quick: throwing axes is unrealiable and not very accurate, while javelins and such were much more accurate than portrayed in this mod. But, nerf is easier than balance I guess.
Title: Re: New ranged change
Post by: LastKaze on January 17, 2012, 07:46:35 pm
Nerfing arbalest is a joke, if you miss with the arbalest, you have to resort to your melee, unlike archers when you shoot you can just outrun the person. I don't think the arbalest should have been nerfed with the other range, i thought it was quiet balanced in my opinion.
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 07:53:47 pm
Nerfing arbalest is a joke, if you miss with the arbalest, you have to resort to your melee, unlike archers when you shoot you can just outrun the person. I don't think the arbalest should have been nerfed with the other range, i thought it was quiet balanced in my opinion.
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Arbalestier only needs 15 STR, I believe, and no expenditure of skill points. The only reason all arbalestiers DID not run off from the fight to reload each time was that they have good stats for melee, and they choose to wear stupidly heavy armour (well, it doesnt reduce their accuracy, so why not?). EVEN HAVING these huge advantages over archers in melee, most arbalestiers DO disengage when possible to reload and grab another noskillkill. Also: with the massive accuracy and the lighting misile speed: HOW are you missing?
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 07:59:15 pm
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Arbalestier only needs 15 STR, I believe, and no expenditure of skill points. The only reason all arbalestiers DID not run off from the fight to reload each time was that they have good stats for melee, and they choose to wear stupidly heavy armour (well, it doesnt reduce their accuracy, so why not?). EVEN HAVING these huge advantages over archers in melee, most arbalestiers DO disengage when possible to reload and grab another noskillkill. Also: with the massive accuracy and the lighting misile speed: HOW are you missing?


yea it is so OP, then make alt and show us you top scoreboard with it! if it is so easy , how you say, even if you never try it before, you will be great, so show us some screenshots pls
Title: Re: New ranged change
Post by: Turkhammer on January 17, 2012, 07:59:36 pm
Mount and Blade singleplayer (what the game was originally made for) field battles are largely won by archers and cavalry, with infantry there only to protect the archers. Actually, that had the best results in sieges, too. Holding your charge up the ladder until all of your archers had fired meant there would be very little opposition waiting at the top of that ladder. There's no question that archers won the day when defending in a siege.

Personally, the last thing I would ever want in my army, be it a field battle or siege, is a 2 handed fighter. An infantryman without a shield seems pretty useless outside of tournaments.

All good points Gristle, but you are forgetting something basic.  Most here worship at the altar of Balance.  Balance is a jealous goddess and nothing must be allowed to infringe upon her demands, even reality. A profane word if ever there was one.  Balance is also a fickle goddess.  She now demands that archers change from what they always were, an area weapon, to what they can never be, a sniper.  She demands this so that all on the battlefield may be heroes and Paladins.  None must be relegated to the lowly status of shield carriers.  How much better to give these shield less wonders hearts (and lungs, gizzards, livers, gallbladders and other assorted viscera) of oak and iron.

But be of good cheer.  The wails and cries of her currently aggrieved supplicants will soon enough sway the fickle goddess and her high priests to change once again, in the eternal quest for the holy grail of balance.
Title: Re: New ranged change
Post by: Strudog on January 17, 2012, 08:00:27 pm
no skill for arbalests, it os far more skilled than any other ranged, the timing of shots and who to shoot can be diffucult, i would like to see anyone use the arbalest after the patch and say it is balanced, 2 shots to the upper chest for peaants and someties 3 for lightly armoured it is a complete joke...., considering we only get 13 bolts and slow reload time, i hardly ever fire more than 3/4 in a match if i survive the whole round.
Title: Re: New ranged change
Post by: Gurnisson on January 17, 2012, 08:01:21 pm
well, it doesnt reduce their accuracy


It does, reload speed and accuracy

EVEN HAVING these huge advantages over archers in melee

Learn to make a build. You can make good archer builds with melee capabilities.
Title: Re: New ranged change
Post by: Tears of Destiny on January 17, 2012, 08:04:15 pm
Who is BlindGuy in game?
Title: Re: New ranged change
Post by: Fartface on January 17, 2012, 08:06:22 pm
It was nerfed like two patches back.But that wasnt the point of my post.
the point was that Ranged infantry is fine now, but Horse archers got overnerfed.
Well i still hold an average of 3:1 kdr after the nerf.
But yeah i''m weaker but i dont feel weak .
Just point your crosshair a bit up now, and it will improve alot;)
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 08:06:50 pm
Who is BlindGuy in game?
how i remember some crappy archer, allways with bad score)
Title: Re: New ranged change
Post by: MrShine on January 17, 2012, 08:21:22 pm
BREAKING NEWS
The class I play clearly requires much more "skill" than the class you play.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 08:27:19 pm
now fun only in girls and alcohol  :cry:
Title: Re: New ranged change
Post by: PanPan on January 17, 2012, 08:28:06 pm
Fuck that nerf I'll never leave my Long Bow even if I won't see the crosshairs cus of unaccuracy ,even when my bow is so slow that I need to wait it to reload for next round,
even when the arrows land infront of me cus of low missile speed!
Title: Re: New ranged change
Post by: Fartface on January 17, 2012, 08:31:34 pm
Fuck that nerf I'll never leave my Long Bow even if I won't see the crosshairs cus of unaccuracy ,even when my bow is so slow that I need to wait it to reload for next round,
even when the arrows land infront of me cus of low missile speed!
HERO nuff said.
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 08:33:13 pm


It does, reload speed and accuracy

Learn to make a build. You can make good archer builds with melee capabilities.

I didnt say archers cannot melee, I typed that not putting 5 or 6 skillpoints into powerdraw gives xbowers advantage. I really dont see how you can argue with that.

As to reload speed and accuracy being nerfed by armour weight: Yeah its true, a few milimeters larger Xhair is so much worse...

how i remember some crappy archer, allways with bad score)

Yep, shooting ppl with my short sword, firing bamboo spears....Your memory is bad bro.
Title: Re: New ranged change
Post by: bonekuukkeli on January 17, 2012, 08:45:49 pm
So to put it simple. He doesn't have any idea how archers work and do they need skill or not.
Title: Re: New ranged change
Post by: Tears of Destiny on January 17, 2012, 08:48:01 pm
So to put it simple. He doesn't have any idea how archers work and do they need skill or not.

Basically, yes.
The last time his posts have said he played archer was so many patches ago that it is a completely different animal now.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 08:49:20 pm
So to put it simple. He doesn't have any idea how archers work and do they need skill or not.

lol +1 xawi ))
Title: Re: New ranged change
Post by: Cup1d on January 17, 2012, 08:50:02 pm
Well, Wolves_Sebastian and his 100 pierce from a bow hiding on unreachable roofs, that's such a joke. However, I said the combined forces of being unreachable and having the damage of MW Arbalest and MW Steel Bolts with a bow. Just removing ladders would've been enough to remove that silly combo. :wink:

visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/215/10pd.jpg/)

Check his «effective wpf», do you really think that he can aim?

All what he receive with his +4PD is +6 damage, in comparison with 6PD 180 wpf archer.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 08:53:51 pm
visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/215/10pd.jpg/)

Check his «effective wpf», do you really think that he can aim?

All what he receive with his +4PD is +6 damage, in comparison with 6PD 180 wpf archer.

try to look xbow dmg in this calculator, it says that i have min dmg of 60 or so in 50 armor guy, but i cant do it today)
Title: Re: New ranged change
Post by: Jacko on January 17, 2012, 09:06:14 pm
Soon back to native values.
Title: Re: New ranged change
Post by: Cup1d on January 17, 2012, 09:08:00 pm
I'm not too lazy Agor

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 (http://imageshack.us/photo/my-images/190/arbalest.jpg/)

Where did you find your 60 minimal damage?
Also IIRC it shows damage at point blank shot.

And check your 160 effective wpf.
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 09:13:59 pm
these are values for naked ppl tho...AND, is calculator 100% accurate and uptodate?

Also, to those saying I dont know archery....I've played crpg since we had like 24 hours before wipe...I have heirloomed up warbows and longbows to +3, still do it the odd gen, but I just dont do it now because I honestly CBA trying for headshots when for less money I can swing an elegant poleaxe or a flamberge, neither of which goes thru people half as often as arrows do. If you dont believe me that arrows go through players 20% of the time, ask whoever you think is the best archer you know.
Title: Re: New ranged change
Post by: Meow on January 17, 2012, 09:54:33 pm
Well, after playing this for a few days now it seems pretty obvious that the ladder removal was a good decision, the body/head damage change was not.

I am saying this as someone who has nothing to do with balancing at all and also as someone who never cared about getting shot/smashed/lanced whatever, also i play a high Str polearm build without a shield so i am pretty much exposed to any incoming ranged fire.

All ranged classes except for super fast spam bows are now almost useless.
Headshots are nothing you do like in a shooter where aiming is everything.
You need a good portion of luck and you get most tries at a decent range using a fast bow.

So instead of making stuff like the Longbow useful it got nerfed further to the point where it is basically useless as you don't have a long enough optimal accuracy window to actually be effective although it's the most expensive bow and supposed to be the best choice at least in some way.
Throwing lances... you get one ammo per slot and you need two even for light/medium armored people EXCEPT you do a headshot with those pin point accuracy lances at which point they will do enough damage to kill you twice.

Along with that, cav got an indirect buff as horses take 33% less body damage like players.
So now ranged has no roofs and need 1/3rd longer to take down everything except they get lucky and hit the head.

What needs to happen is a nerf for ranged spam and a buff for the accurate ranged players, making headshots count more and everything else less, this already was the case since native.
No need to change it from where it was to be even more significant.
Rather reduce the accuracy on fast bows and make long range shooting something for the longbow guys.
Same basically goes for X-Bows, Throwing never was that accurate but suffered most from the nerf as far as i can tell (respecced to polearms before the nerf hit).

Also we need anti cav spikes asap and a possible revert on the 33% less body damage on horses.

The other option would be a complete ranged revamp for this damage change but that seems out of question.

As i said, i don't really whine about getting ganked by ranged stuff and to be honest it never really happend to me before the patch, I think I died like 1 out of 10 times from ranged stuff.

Now i either die from a lucky headshot or kill the ranged dude even if he gets 10+ shots on me.
It's just sad =(

FREE RANGED!

Edit: Just fixed some typos and stuff.
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 09:58:48 pm
FREE RANGED!

GLEAT READER HAS SHPOKEN!
Title: Re: New ranged change
Post by: karasu on January 17, 2012, 09:59:33 pm
visitors can't see pics , please register or login
Title: Re: New ranged change
Post by: BlindGuy on January 17, 2012, 10:00:41 pm
visitors can't see pics , please register or login


Surely he would just set all official servers to melee only and tell the whiners to get fucked?
Title: Re: New ranged change
Post by: LastKaze on January 17, 2012, 10:01:44 pm
Well, after playing this for a few days now it seems pretty obvious that the ladder removal was a good decision, the body/head damage change was not.

I am saying this as someone who has nothing to do with balancing at all and also as someone who never cared about getting shot/smashed/lanced whatever, also i play a high Str polearm build without a shield so i am pretty much exposed to any incoming ranged fire.

All ranged classes except for super fast spam bows are now almost useless.
Headshots are nothing you do like in a shooter where aiming is everything.
You need a good portion of luck and you get most tries at a decent range using a fast bow.

So instead of making stuff like the Longbow useful it got nerfed further to the point where it is basically useless as you don't have a long enough optimal accuracy window to actually be effective although it's the most expensive bow and supposed to be the best choice at least in some way.
Throwing lances... you get one ammo per slot and you need two even for light/medium armored people EXCEPT you do a headshot with those pin point accuracy lances at which point they will do enough damage to kill you twice.

Along with that, cav got an indirect buff as horses take 33% less body damage like players.
So now ranged has no roofs and need 1/3rd longer to take down everything except they get lucky and hit the head.

What needs to happen is a nerf for ranged spam and a buff for the accurate ranged players, making headshots count more and everything else less was already the case since native.
No need to change it from where it was to be even more significant.
Rather reduce the accuracy on fast bows and make long range shooting something for the longbow guys.
Same basically goes for X-Bows, Throwing never was that accurate but suffered most from the nerf as far as i can tell (respecced to polearms before the nerf hit).

Also we need anti cav spikes asap and a possible revert on the 33% less body damage on horses.

The other option would be a complete ranged revamp for this damage change but that seems out of question.

As i said, i don't really whine about getting ganked by ranged stuff and to be honest it never really happend to me before the patch, I think I died like 1 out of 10 times from ranged stuff.

Now i either die from a lucky headshot or kill the ranged dude even if he gets 10+ shots on me.
It's just sad =(

FREE RANGED!
Meow For President!
Title: Re: New ranged change
Post by: Arrowblood on January 17, 2012, 10:42:35 pm
long range kills  have been a big fun factor for me and other longbow/arbalest users since the big patch cos they are very rare i think. What you need for a long range kill is experiance a minnimum of luck  and a weapon with the correct damage for long ranges( isnt really working now). Its not impossiple now but more based on a lucky headshot. I talk about ranges  between the camping teams on random plains for example. Im still able to play but hmmm.... HARD nerfed. Its more like using a shotgun from5-10 m
Title: Re: New ranged change
Post by: STOPHammerTime on January 17, 2012, 11:23:18 pm
Save us Meow!
Title: Re: New ranged change
Post by: Gristle on January 17, 2012, 11:31:56 pm
Thank you, Meow. At least one developer now sees our complaints as legitimate, and is nice enough to give a serious reply.
Title: Re: New ranged change
Post by: Grumbs on January 17, 2012, 11:34:00 pm
I for one think C-RPG is better after these changes. It will take time for people to adjust, but I think the genuinely good ranged players will be rewarded while the mediocre/poor will have to get better or change their playstyle. If you fail in melee you die..miss as an archer and you just try again, then if someone gets too close retreat towards friendly melee players. Ranged isn't quite PVP (compared to infantry/cav) so it MUST be player skill based in other ways. It should be hard imo rather than point and click with fast projectiles at the body.

If it needs tweaks then fine, but I wouldn't like to see it reverted to spamming body shots for 1 or 2 hit kills. People still die to body shots, I've seen plenty.
Title: Re: New ranged change
Post by: Turkhammer on January 17, 2012, 11:40:52 pm
You keep talking about skill based archery.  With the size of the reticle and inaccuracy of the bows and xbows getting a head shot is luck based.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 17, 2012, 11:40:56 pm
I for one think C-RPG is better after these changes. It will take time for people to adjust, but I think the genuinely good ranged players will be rewarded while the mediocre/poor will have to get better or change their playstyle. If you fail in melee you die..miss as an archer and you just try again, then if someone gets too close retreat towards friendly melee players. Ranged isn't quite PVP (compared to infantry/cav) so it MUST be player skill based in other ways. It should be hard imo rather than point and click with fast projectiles at the body.

If it needs tweaks then fine, but I wouldn't like to see it reverted to spamming body shots for 1 or 2 hit kills. People still die to body shots, I've seen plenty.

grumbs maybe devs make your weapon do also 33% less dmg, just because i want it, think it will be cool, and i think you will have some kills anyway, so why no?
Title: Re: New ranged change
Post by: Turkhammer on January 17, 2012, 11:45:54 pm


, but I wouldn't like to see it reverted to spamming body shots for 1 or 2 hit kills. People still die to body shots, I've seen plenty.

But you should die from 2 arrows to the body, unless you have armor.  That's why shields were invented.  All the balance nuts don't want to hear that though.
Title: Re: New ranged change
Post by: Ujin on January 17, 2012, 11:46:59 pm
Well, after playing this for a few days now it seems pretty obvious that the ladder removal was a good decision, the body/head damage change was not.

I am saying this as someone who has nothing to do with balancing at all and also as someone who never cared about getting shot/smashed/lanced whatever, also i play a high Str polearm build without a shield so i am pretty much exposed to any incoming ranged fire.

All ranged classes except for super fast spam bows are now almost useless.
Headshots are nothing you do like in a shooter where aiming is everything.
You need a good portion of luck and you get most tries at a decent range using a fast bow.

So instead of making stuff like the Longbow useful it got nerfed further to the point where it is basically useless as you don't have a long enough optimal accuracy window to actually be effective although it's the most expensive bow and supposed to be the best choice at least in some way.
Throwing lances... you get one ammo per slot and you need two even for light/medium armored people EXCEPT you do a headshot with those pin point accuracy lances at which point they will do enough damage to kill you twice.

Along with that, cav got an indirect buff as horses take 33% less body damage like players.
So now ranged has no roofs and need 1/3rd longer to take down everything except they get lucky and hit the head.

What needs to happen is a nerf for ranged spam and a buff for the accurate ranged players, making headshots count more and everything else less, this already was the case since native.
No need to change it from where it was to be even more significant.
Rather reduce the accuracy on fast bows and make long range shooting something for the longbow guys.
Same basically goes for X-Bows, Throwing never was that accurate but suffered most from the nerf as far as i can tell (respecced to polearms before the nerf hit).

Also we need anti cav spikes asap and a possible revert on the 33% less body damage on horses.

The other option would be a complete ranged revamp for this damage change but that seems out of question.

As i said, i don't really whine about getting ganked by ranged stuff and to be honest it never really happend to me before the patch, I think I died like 1 out of 10 times from ranged stuff.

Now i either die from a lucky headshot or kill the ranged dude even if he gets 10+ shots on me.
It's just sad =(

FREE RANGED!

Edit: Just fixed some typos and stuff.
i agree with most of the things you say ,but gotta add 2 cents from my perspective :

- my champion destrier still dies pretty quickly from ranged

- with 21str 2 IF ,+7 gloves and a nonloomed lamellar cuirass i got shot in the body by hornbows for 10-20% of my hp plenty of times.i still think the damage reduction was a good idea (especially if you want to give some love to the longbow), just not as drastic

-spikes  sound interesting and fun, but if you ever implement them,they should be either limited or expensive, otherwise what would cavalry be limited to,cav fights and picking up stranglers? That's too boring.
Title: Re: New ranged change
Post by: Lactose_the_intolerant on January 17, 2012, 11:54:15 pm
Have to disagree for cav.

I now flee archers because each time i try to approach them i get one shot even thought i ride a massive horse and i wear massive armor and pay massive upkeep.

I'd be very happy to revert to the older archer system
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 12:00:17 am
so ujin you think that some archer shoud shoot you min 5 times before you die? i know you also have shield, many have, i think it is just stupid when archer shoud be some sort of superman, who allways headshoot with some machingun, but now ranged need to place ton missles in target to kill it, when this target can come close with some 1 shield skill shield , take some good 2h or pole and 1-2hit kill you,

and look devs nerf ranged so hard, but

1-tincan still run with superfastspeed
2-shielders has super forcefield, so (maybe it is some lags) they can block hits from sides and somehow hit in the back.
3-you said destrier die fast-before patch destrier need 3 my mw arb mw steel bolts shoots to die, mw destrier. But look many use now plated horses, so now it is impossible to kill this sort of cv for ranged,

ah this all dont matter , because we shoud aim only head now,i just forgot that every ranged on servers in super sniper ofc) or we have clouds of missles ofc)
Title: Re: New ranged change
Post by: _Sebastian_ on January 18, 2012, 12:00:27 am
Well, Wolves_Sebastian and his 100 pierce from a bow hiding on unreachable roofs, that's such a joke. However, I said the combined forces of being unreachable and having the damage of MW Arbalest and MW Steel Bolts with a bow. Just removing ladders would've been enough to remove that silly combo. :wink:
Tzz...
But spaming with a mw flamberge and 10PS is ok?

The damage formula for melee weapons without hold bonus and speed bonus is;
Code: [Select]
weapon_damage * (melee_wpf * 0.01 * 0.15 + 0.85) * (power_strike * 0.08 + 1.0) + strength / 5.0So a mw flamberge with 159wpf, 10PS and 30str deals 102.01c to point blank(body) and no armor... remember this is without hold- and speedbonus.

And my build with 10PD only was playable since I reached lvl34 :!:
So try to reach over 80mil xp to get lvl34 with my build... and then think again if you want to whine about my build,
in which I spend a half year to make it playable :!:



visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/215/10pd.jpg/)

Check his «effective wpf», do you really think that he can aim?

All what he receive with his +4PD is +6 damage, in comparison with 6PD 180 wpf archer.

This calculation works not correct. It is made for Power Strike and not for Power Draw.

The correct formula is;
Code: [Select]
(bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0So I deal 100.05p...with the new patch it is 67.03p.
With 6PD and 180wpf I would deal 77,79p...with the new patch it is 52,12p.
Notice that this is the max (body)damage to point blank, 0 armor and 0m range.
Title: Re: New ranged change
Post by: Mustikki on January 18, 2012, 12:01:21 am
Also we need anti cav spikes

Iirc Ozin were doing something with the idea.
Title: Re: New ranged change
Post by: Grumbs on January 18, 2012, 12:09:57 am
You keep talking about skill based archery.  With the size of the reticle and inaccuracy of the bows and xbows getting a head shot is luck based.

More accuracy + slower projectiles (so you have to judge the distance and aim higher/lead the target more) might be be a nice change. The important thing is its player skill rather than just spamming shots in the general area of targets while not putting yourself at risk.

But you should die from 2 arrows to the body, unless you have armor.  That's why shields were invented.  All the balance nuts don't want to hear that though.

Realism isn't clear cut though. If it were realistic shots could glance on curved plate, shots would penetrate and either kill or wound. They wouldn't necessarily penetrate all the way in through the armour and padding. The whole concept of hitpoints is unrealistic too and there is no wound system. Getting shot in the arm is the same as shot in the heart area. People could be filled with arrows and yet not a single one penetrate flesh, or one single arrow could penetrate all the way through and kill. It was very random and depended on a lot of variables. I doubt archers were used how they are in crpg too due to friendly fire. They would first use the archers until the melee fights began, and then stop. The fights would involve thousands and be very different to how they are used in the game.

Its very different to crpg which is only partly based on realism. So many unrealistic things including cav to shields to melee. The most important thing is keeping a semblance of reality while making the best medieval combat fps with good balance and player skill/team based gameplay

grumbs maybe devs make your weapon do also 33% less dmg, just because i want it, think it will be cool, and i think you will have some kills anyway, so why no?

If it resulted in a better game fine. They could nerf all melee with 33% less damage, it wouldn't matter to me
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 12:18:01 am
oh grumbs just try it, placing headshots 1 by 1, and if i miss shot with arb? then comes super reloading, even meow said hs are more luck based, and look for many this hs buf was not needed, i have 100 pierce with arb, i definatly dont need hs buff, so for me it is just nerf, ah btw dont forget that melee has big running speed today, so they dodge easy many shots, and many people are shielders or have some weak shields with, so if you hit some 1- it is allready not easy, but what we got then- shot head it show skill, all other stuff does not matter.


and also this shit pissed me off, that on weapons i have 100pierce dmg, bit some 1h guy with steel pick make more dmg than me, or some 2h guy with 40 cut, ofc he also make more dmg, looks pretty stupid, for new in this mod im pretty sure it is.
Title: Re: New ranged change
Post by: Grumbs on January 18, 2012, 12:20:15 am
But you think it would be fine for you to 1 shot someone with a body shot? I don't see how you could enjoy that gameplay.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 12:22:19 am
But you think it would be fine for you to 1 shot someone with a body shot? I don't see how you could enjoy that gameplay.
before patch i need min 2 shoots to kill some 1, peasants need 1 shot, high armored guys need 3 shoots, seems good and balanced for me,
but what you want? useless ranged, who sometime lucky hs you only?
Title: Re: New ranged change
Post by: LastKaze on January 18, 2012, 12:22:35 am
But you think it would be fine for you to 1 shot someone with a body shot? I don't see how you could enjoy that gameplay.
It's fun sniping people, now that it got nerfed the only thing i can think of while shooting is "Damn I'm not going to kill that peasant"
Title: Re: New ranged change
Post by: Blackbow on January 18, 2012, 12:23:08 am
i invite all my archers brothers to check this thread :http://forum.c-rpg.net/index.php/topic,24247.0.html
about buged arrows passing through bodies
and put a comment if u have same feeling as me!!

f a g cher ftw !!!!
Title: Re: New ranged change
Post by: _Sebastian_ on January 18, 2012, 12:23:23 am
But you think it would be fine for you to 1 shot someone with a body shot? I don't see how you could enjoy that gameplay.
Yes, because it is also possible with melee weapons.
This is balance.. you know this word?
Title: Re: New ranged change
Post by: Elmokki on January 18, 2012, 12:23:31 am
This calculation works not correct. It is made for Power Strike and not for Power Draw.

Thanks for spotting this. Afaik the wpf for damage is calculated after armor weight (and PD) affect it but the power strike values were used for all weapons, which made crossbows, throwing weapons and bows damage calculation borked. Also WPF was affecting crossbow value.

I'm gonna send Espu a new file in a few, but it'll take a while before it's gonna be updated.

EDIT: Fixed!
Title: Re: New ranged change
Post by: Turkhammer on January 18, 2012, 12:23:46 am
Grumbs, it was already difficult to get a body hit at distance for most archers.  I think the idea of a medieval archer going for headshots at distance is silly.  I play a pole hander most of the time and never really got killed that much by archers.  I think this nerf happened because of a big bitchfest.  The squeaky wheel is always getting greased.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 12:24:17 am
i invite all my archers brothers to check this thread about buged arrows passing through bodies
and put a comment if u have same feeling as me!!

friendly archer ftw !!!!
+1 feels like bolts come thru targets also sometimes.
Title: Re: New ranged change
Post by: Turkhammer on January 18, 2012, 12:25:18 am
Yes, because it is also able with melee weapons.
This is balance.. you know this word?

Yeah, and it's overdone in crpg.
Title: Re: New ranged change
Post by: Grumbs on January 18, 2012, 12:27:52 am
I got 1 or 2 shotted all the time before and I don't use peasant gear. I think everyone just needs time to adapt and get used to it. Its natural for a period of adapting. People are just too used to easier kills. The good players will still do well, look at Jambi he actually posted an image topping the scoreboard post patch like it didn't change much for him. This all reminds me of people who will only use snipers in other games, like AWP in CS :D .

Title: Re: New ranged change
Post by: Kafein on January 18, 2012, 12:31:46 am
1-tincan still run with superfastspeed
2-shielders has super forcefield, so (maybe it is some lags) they can block hits from sides and somehow hit in the back.
3-you said destrier die fast-before patch destrier need 3 my mw arb mw steel bolts shoots to die, mw destrier. But look many use now plated horses, so now it is impossible to kill this sort of cv for ranged,
4-US presidents ride unicorns.
5-Beer is made out of fish.
6-The moon is hotter than the sun.
7-I'm not making any shit up, just straight facts. All of it.

I'm ok for buffing throwing back to where it was. It was in a ok state. Maybe a little underplayed but not overpowered nor underpowered either.

For the rest...

*Compares his bow with a flamberge. Surely this is a valid comparison since you have to reach the enemy team on foot without dying, then engage in combat, having to block and deceive your opponent to get your hits in, all this while being exposed to all forms of ranged attacks when you use a bow. Just like with a flamberge. Not to mention that a 10PS build will die in many ashaming ways, either being too slow to dodge anything, or to have proper footwork in melee.*

Oh and in case you didn't noticed, your bow deals pierce damage. You know, you have been bragging about it in your signature for ages. The flamberge, however, does cut damage. I let you find out what the real outcome is when you face usual armor values. Also let us not forget that it is unlikely that our 10PS flamberge "spammer" ever reaches someone with light armor, given how slow he is.




All this complaining sounds really empty, when you know a bow does unblockable damage, and that shields, which are the only things that could eventually protect from it, are so ridiculously puny that an archer can safely draw his bow into an enemy shield, then move on the side like a fly with a jetpack and get a shot in. Archer stun ? What is that ? The thing that makes him unable to shoot for less time that anyone can actually notice, and that happens only half an hour after the shielder rammed into the archer, and only if the aformentioned shielder manages to hug the archer during all that time. And of course, a shield is soo heavy that it slows you down to oblivion. I think that in cRPG, the chars are not using their shields like they should. Even though it is displayed otherwise, they seem to be holding the shields with the side, so you can only block projectiles that happen to hit the shield's slice.
Title: Re: New ranged change
Post by: Kafein on January 18, 2012, 12:33:18 am
Yes, because it is also possible with melee weapons.
This is balance.. you know this word?

Lol... I wonder how do you manage to say this and genuinely believe it.
Title: Re: New ranged change
Post by: Gristle on January 18, 2012, 12:36:57 am
I don't know about bows, but the only crossbow that could score 1 hit kills against a lightly armored body was the Arbalest. Until very recently I used a Masterwork Crossbow, and even that couldn't kill a naked guy if he had any strength worth mentioning. So, the only ranged weapon that had a chance at 1 hit kill bodyshots also has the longest reload in the game. Wasn't that supposed to be the balancing factor? If someone is actively trying to kill me, I will not get 2 shots, and 1 probably won't kill him unless he's already injured.

I do think that only extreme cases like the Arbalest should be able* to get 1 shot kills. 1 hit kills should only be available to the most high end weapons in any class.

Edit: * Notice that I say "able," not "likely." I do not want to imply that it should be easy, but possible.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 12:37:56 am
Kafein say me than about my arbalest, for what i pay 1350g repairs if i need now 3-4 bolts to kill people, can be 1 more if big distance, and i have only 13 bolts, then if it is rain what point for me to use arbalest ?

and just why you write 100 pierce dmg on it, when 2h with 40cut make more dmg, for new players it is lie!
Title: Re: New ranged change
Post by: LastKaze on January 18, 2012, 12:39:55 am
Range haters will be hatin all day.
Title: Re: New ranged change
Post by: Elmokki on January 18, 2012, 12:40:19 am
36p bow against 50 armor with 10 PD, 156 wpf:
    Minimum: 28
    Average: 43
    Maximum: 58

49c 2h against 50 armor with 10 PS, 156 wpf:
    Minimum: 23
    Average: 42
    Maximum: 61

BUT WAIT, RANGED HAVE THIS EXTRA PENETRATION THING

36p bow against 50 armor with 10 PD, 156 wpf:
    Minimum: 60
    Average: 67
    Maximum: 74

It's retareded to compare raw damages before armor, because there are two things that matter heavily:
- Damage types against different levels of armor
- All armor is extra weak against ranged weapons (extra penetration tag increases reduction and reduces soak)

EDIT: I broke extra penetration for calculator, it's gonna calculate that correctly in a few
Title: Re: New ranged change
Post by: Gurnisson on January 18, 2012, 01:03:30 am
Snip

You can't read. I said the combination of being untouchable on a roof and 100 pierce damage from a bow is simply ludicrous. Removing ladders would've been enough, like I've mentioned 3 times already. Stop putting words in my mouth already. :wink:
Title: Re: New ranged change
Post by: Beauchamp on January 18, 2012, 01:06:06 am
for sure it will affect ammount of other classes - there will be more 2hs and cav on agile low hp horses.
Title: Re: New ranged change
Post by: Leshma on January 18, 2012, 01:17:12 am
Dunno about 2Hs, haven't seen anyone topping the chart outside melee only server...

But cavalry... damn they are strong!
Title: Re: New ranged change
Post by: Meow on January 18, 2012, 01:20:16 am
10 PD, 156 wpf:

10 PS, 156 wpf:

What?

A 10PS build works, a 10PD build sucks big time.
Also i think you missed the 33% damage reduction they get on body shots.
Title: Re: New ranged change
Post by: Overdriven on January 18, 2012, 02:59:03 am
All this complaining sounds really empty, when you know a bow does unblockable damage, and that shields, which are the only things that could eventually protect from it, are so ridiculously puny that an archer can safely draw his bow into an enemy shield, then move on the side like a fly with a jetpack and get a shot in. Archer stun ? What is that ? The thing that makes him unable to shoot for less time that anyone can actually notice, and that happens only half an hour after the shielder rammed into the archer, and only if the aformentioned shielder manages to hug the archer during all that time. And of course, a shield is soo heavy that it slows you down to oblivion. I think that in cRPG, the chars are not using their shields like they should. Even though it is displayed otherwise, they seem to be holding the shields with the side, so you can only block projectiles that happen to hit the shield's slice.

Wait what? My shields with my hoplite have never had any problem with blocking arrows with a plain round shield or a huscarl shield  and never had an archer do as you described. I've also chased down quite a few archers with my hoplite. You have to be persistent, but it is doable and this is with a huscarl shield and heavy kuyak as well.

But anyhow...I still maintain this nerf was not needed. The ladder removal was enough. How can you judge the effects of one nerf if you add another one on top at the same time? One thing should be done at a time, particularly with the new launcher where updates are far more easy. There was no need to bring in 2 big nerfs for one class at once, particularly as the second affected all ranged.
Title: Re: New ranged change
Post by: Gristle on January 18, 2012, 04:44:30 am
But anyhow...I still maintain this nerf was not needed. The ladder removal was enough. How can you judge the effects of one nerf if you add another one on top at the same time? One thing should be done at a time, particularly with the new launcher where updates are far more easy. There was no need to bring in 2 big nerfs for one class at once, particularly as the second affected all ranged.

I said the same thing before this patch went through. That's what has me particularly annoyed with this. This thread was made before the patch was released, and our complaints were ignored. I didn't need the patch to be released to know it was overkill.

First page of this thread:
Ladder removal is supposed to be a nerf to ranged (though I think NA will not be nearly as affected as EU). Can we deal with one major change at a time? Experiments are only supposed to have one variable at a time!
Title: Re: New ranged change
Post by: Shik on January 18, 2012, 05:24:36 am
Thank you, Meow. At least one developer now sees our complaints as legitimate, and is nice enough to give a serious reply.
I too agree about the ranged damage change being unnecessary and in general agree with meow. I won't throw out any names here but the people involved with this change have a clear anti-ranged bias and a tendency to conduct random acts of 'balance terrorism' instead of consulting the opinions of the item balance team. As a result we have what we have.
Title: Re: New ranged change
Post by: Xant on January 18, 2012, 05:44:50 am
Drama brewing in the dev team?!
Title: Re: New ranged change
Post by: LastKaze on January 18, 2012, 05:55:04 am
Drama brewing in the dev team?!
More like rebellion in the dev team :P
Title: Re: New ranged change
Post by: Gristle on January 18, 2012, 06:05:42 am
I don't know the full story. I only know what gets posted here. I saw this very short timeline of posts:

He means that the body shots would take a lot less damage so people would have to do headshots to take significant damage.

To which chadz replied

interesting.

very interesting.

This thread was made 2 days later. chadz's response:

I love that people rage at a CHANGELOG regarding a patch that hasn't even been released yet and wonder why they are not taken seriously.

I was hoping this meant that it was an idea in the very early stages of development, and the balance team might actually come up with a very detailed damage locations system, as discussed later in this thread. NOPE. 3 days after that post came patch day.

5 days total from initial concept to live on the servers. I didn't think the dev team could move that fast. Sometimes things in this mod don't get fixed for weeks or even months. This nerf was put together in less than a week. What is the point of giving us access to the changelogs before patches are released if you won't listen to us when we say, "hey, that might be bad!" Don't you want public critique? At least give your own dev team time to weigh in on it. 3 days is not enough time. It's as if no actual thought went into this change.
Title: Re: New ranged change
Post by: MrShine on January 18, 2012, 06:44:19 am
I was hoping this meant that it was an idea in the very early stages of development, and the balance team might actually come up with a very detailed damage locations system, as discussed later in this thread. NOPE. 3 days after that post came patch day.

No shit, I gave a completely reasonable and awesome damage suggestion, but were groin shots implemented?  NooooooooooooooOOOOOOOOOooooo

(click to show/hide)
(click to show/hide)

Title: Re: New ranged change
Post by: Nagasoup on January 18, 2012, 06:51:31 am
As much as I dislike being shot at, this new ranged damage change is a bit ridiculous. The only thing wrong with ranged was the roof-camping, and they already removed ladders, this damage change was unnecessary.

Check my topic in the suggestion forum for a better way to make ranged more skill-based.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 07:01:07 am
We need names, to burn this anti-ranged my old friends and their houses !!!!
Title: Re: New ranged change
Post by: ShinySpoons on January 18, 2012, 07:22:08 am
That elmokki dude also wrote down a bow with 36p. Dunno about you, but I'd definetly want what hes got.
Title: Re: New ranged change
Post by: mOus333 on January 18, 2012, 07:25:35 am
Try shoot someones heads using arbalest, when u on open field whit that lovely cav.:)
Title: Re: New ranged change
Post by: Xant on January 18, 2012, 07:26:27 am
We need names, to burn this anti-ranged my old friends and their houses !!!!

Look no further than the name in your signature.
Title: Re: New ranged change
Post by: Gristle on January 18, 2012, 08:15:47 am
No shit, I gave a completely reasonable and awesome damage suggestion, but were groin shots implemented?  NooooooooooooooOOOOOOOOOooooo

I killed a guy by shooting him in the crotch today and thought they did put in your suggestion! When I asked though, he said he was already pretty hurt before I shot him. Oh well.

That elmokki dude also wrote down a bow with 36p. Dunno about you, but I'd definetly want what hes got.

How much damage do Masterwork Bodkins add? Was that ever fixed?
Title: Re: New ranged change
Post by: Vibe on January 18, 2012, 08:16:30 am
I admit that I am a ranged hater on a near Gorath level
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 09:54:27 am
oh now just couple ranged on eu1, when 40 ppl play, most play shielders looks like
Title: Re: New ranged change
Post by: The_Bloody_Nine on January 18, 2012, 09:55:09 am
lol, all the rage. I think it was worth a try, but not really well thought through. Only if you think of HA and thrower it should have been clear that this totally destroys the classes (two classes that were already slightly too weak IMO, HA especially.

But it is clear that this needs to be reverted/heavily adjusted or whatever. With 8 Athletics I laugh at every ranged player, who is gonna headshot me if don't move like a freight train?

Also I even kinda miss standing far away from a roof full with archers and wondering what all the guys near the house are doing there getting shot into pieces, but I'm alone on this me thinks. :)
Title: Re: New ranged change
Post by: Elmokki on January 18, 2012, 10:01:48 am
What?

A 10PS build works, a 10PD build sucks big time.
Also i think you missed the 33% damage reduction they get on body shots.

It wasn't meant as a "TROLOLOLOLOL 10PD BUILD OUTDAMAGES EVERYTHING", it was meant to point out that comparing raw damage like done in the page before is utterly retarded.

And yes, obviously it missed the body damage reduction.

The -14 wpf per pd is pretty damn huge. If they plan to keep some form othe current hitbox damage reduction, reducing that penalty is probably a very good idea.
Title: Re: New ranged change
Post by: karasu on January 18, 2012, 10:05:29 am
lol, all the rage. I think it was worth a try, but not really well thought through. Only if you think of HA and thrower it should have been clear that this totally destroys the classes (two classes that were already slightly too weak IMO, HA especially.

But it is clear that this needs to be reverted/heavily adjusted or whatever. With 8 Athletics I laugh at every ranged player, who is gonna headshot me if don't move like a freight train?

Also I even kinda miss standing far away from a roof full with archers and wondering what all the guys near the house are doing there getting shot into pieces, but I'm alone on this me thinks. :)

Pretty much this.

I guess everyday that passes after "The Change", cRPG loses players.
 
As Shik said, ranged will always be the Pariah on this mod/game, and even so it attracts a really big mass of players, I think that should have been also taken into account.
Title: Re: New ranged change
Post by: Fartface on January 18, 2012, 10:11:32 am
Well as i am HA and my main targets are either enemy archers or the enemy cav.
I kinda benefit from the patch aswel because my enemy usualy chases me and i run forward and shoot backward and most of the time the horses head is pointed right at me so now destriers go down so easily.

And since the enemy archers now hit my horse for like 66.7% of the damage my horses doesn't die that fast allowing me to survive way longer.

But the downside is that it now takes me like 7-10 arrows to kill an guy in kuyak from 100% health to 0 , but thats still not that mutch of an problem because as the HA i generaly dont keep shooting at that one dodging 2hander if i could just pick another cav or archer as target.
Just instead of shooting 1 guy the entire time just put one arrow in him while hes not dodging then move on to your next target this way i can get more hits and still a good amount of kills.
EDIT : I just dont realy feel nerfed , even more i feel a little bit buffed actualy this is MY opinion i dont want discussions with other archers or anything.
Title: Re: New ranged change
Post by: Cup1d on January 18, 2012, 10:37:14 am
It's your horse buffed, not you George.
So you can bump more.

Because if you'll count damage versus medium armored target, it would be like:

Arrow in hand - 5% damage
Arrow in chest - 12% damage
Miss
Miss
Bump - 18% damage
Miss
Miss
Headshot - 40% damage
arrow in foot - 4% damage
miss
miss
Bump - 18% damage
Bump - 18% damage\kill

Your horse win
Title: Re: New ranged change
Post by: Meow on January 18, 2012, 11:00:55 am
It wasn't meant as a "TROLOLOLOLOL 10PD BUILD OUTDAMAGES EVERYTHING", it was meant to point out that comparing raw damage like done in the page before is utterly retarded.

And yes, obviously it missed the body damage reduction.

The -14 wpf per pd is pretty damn huge. If they plan to keep some form othe current hitbox damage reduction, reducing that penalty is probably a very good idea.

My bad, didn't make the connection to the other post :mrgreen:

FREE RANGED!
Title: Re: New ranged change
Post by: Nightingale on January 18, 2012, 11:10:18 am
All i got to say is, The mod was a lot more fun for me before the Patch. I have to thank the devs for giving me the ablity to Do enough damage through a head shot to kill a man 3 times over (with my masterwork Arbalest) this really helps me a lot (sarcasm). Please fix my Weapon... its not like i can sell it on the market place... if the damage values stay the same.
Title: Re: New ranged change
Post by: Arrowblood on January 18, 2012, 11:52:42 am
make coldblood_revenant s build possible again and im fine 8-)
Title: Re: New ranged change
Post by: Dezilagel on January 18, 2012, 12:08:15 pm
And my build with 10PD only was playable since I reached lvl34 :!:
So try to reach over 80mil xp to get lvl34 with my build... and then think again if you want to whine about my build,
in which I spend a half year to make it playable :!:

You spent HALF A YEAR making the most obnoxious build ever designed for pure roofcamping? O.o

I thought you were just part of the fad :s

-----------------------------------------------------------------------------------------------------------------------------

Anyways:

One good thing about the patch that I'm noticing is that now whenever I get killed by archers, it's usually the same people. I've been getting killed way less by random arrowspammers, but rather it's the good archers that get me.

I like this, and I hope it was the intention.

Title: Re: New ranged change
Post by: Fartface on January 18, 2012, 12:51:38 pm
It's your horse buffed, not you George.
So you can bump more.

Because if you'll count damage versus medium armored target, it would be like:

Arrow in hand - 5% damage
Arrow in chest - 12% damage
Miss
Miss
Bump - 18% damage
Miss
Miss
Headshot - 40% damage
arrow in foot - 4% damage
miss
miss
Bump - 18% damage
Bump - 18% damage\kill

Your horse win
\
Generaly with my playing style i tend to hit alot more.
So its more like .
Hey lancer.
Hit.
Hit.
He starts chasing me.
Hs.
Down.
Switch target.
Unaware archer.
Hit.
Shielder.
Bumb.
Hit.
unaware 2hander.
Hit.
He starts dodging.
Miss.
Switch target.
Ohhh another HA.
Hit.
The HA chases me i run into my teammates while shooting.
HA backs off.
Lucky longrange shooting.
Miss.
Miss.
Miss.
Hit.
going around the battle field , one of the last alive shielders.
Hit shield.
Hit shield.
He turns his back to attack my teammate.
Hit.
Mis.
Hit shield.
HS.
I see an running archer.
Hit.
Hit.
He dodged.
I just hold the crosshair and let him walk in it.
Hit.
Soo this was a round i did earlier.
At the end of the round my horse was at 70%.
I still hadfull 100%.
I was in destrier and lammelar vest.
I got 4 kills, 0 deaths.
2 kills of unaware targets.
This is how my rounds generaly go.
EDIT:btw as an HA my horse is an part of me so buffing my horse means i get buffed though , i got nerfed the horse got buffed = im equal, because if my horse gets shot down im useless so they took away some of my power but gave me survivability.
Title: Re: New ranged change
Post by: Cup1d on January 18, 2012, 01:38:35 pm
This calculation works not correct. It is made for Power Strike and not for Power Draw.

The correct formula is;
Code: [Select]
(bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0So I deal 100.05p...with the new patch it is 67.03p.
With 6PD and 180wpf I would deal 77,79p...with the new patch it is 52,12p.
Notice that this is the max (body)damage to point blank, 0 armor and 0m range.

Ok dude.

(Bow damage + arrow damage) * (archery wpf * 0.15 + 0.85) *  (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0[/code]
(MW Longbow 34p + MW Bodkins 2p = 36p) * (16 effective wpf * 0.01 * 0.15 + 0.85 = 0,874) * ( 2,4 ) + 6 = 81,5136p

Please, show me how you can receive 100p
Maybe you miss that you have only 16 effective wpf?

PS
81,5136p *0.67 = 54,614112p
Your damage today


Let's compare your build with runcher build (18\27, 6PD, 182 wpf at 33 level)

(Bow damage + arrow damage) * (archery wpf * 0.15 + 0.85) *  (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0[/code]
(MW Longbow 34p + MW Bodkins 2p = 36p) * (99 effective wpf * 0.01 * 0.15 + 0.85 = 0,997) * ( 1,84 ) + 3,6 = 69,64128p

69,64128p * 0.67 = 46,6596576p


Difference in damage output atm - 8 points of damage.

Also I can't imagine how often you repairing your bow and arrows with your 16 wpf.
Title: Re: New ranged change
Post by: Osiris on January 18, 2012, 01:44:05 pm
so 54 piecre per arrow isnt enough?
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 01:57:35 pm
You spent HALF A YEAR making the most obnoxious build ever designed for pure roofcamping? O.o

I thought you were just part of the fad :s

-----------------------------------------------------------------------------------------------------------------------------

Anyways:

One good thing about the patch that I'm noticing is that now whenever I get killed by archers, it's usually the same people. I've been getting killed way less by random arrowspammers, but rather it's the good archers that get me.

I like this, and I hope it was the intention.

Pretty much this..

The change have sorted out the skillezz spammers an rewarded the skilled archers.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 02:02:30 pm
so 54 piecre per arrow isnt enough?

with his accurasy it is not) and what about arbalest user? Kafein you will not answer me? we ususally have only 13-14 bolts, now we need 3 bolts to kil medium armor guys , and if it is rain arbalest become totally crappy damage, but with some reason i still pay 1350g repairs ...

and dont forget that it is me with mw arb and mw bolts, but not all xbowmans have all this mw, so they just do joke dmg, with hard reloading and long repairs, when we have now so many shielders on eu1 and hard armored guys and tincan still run with super speed+ they have 6 ps and dont need even more, because they ususally 1-3 hit any1, ususally 2 hit is enough
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 02:07:25 pm
Pretty much this..

The change have sorted out the skillezz spammers an rewarded the skilled archers.


so Tzar archer skill is only about headshots for you? now shoting in body is useless, but speak with jambi, he made so much dmg because he catch ppl when they move on him for bonus, but now it is much harder to make this kills, and meow allrady said HEADSHOTS are more about LUCK

I can say same about melee, many noobs have rndom hits and kill in mid of the battle, so maybe devs will make so, that melee can kill other only when they make chamber attack? why not chamber is skill. other stuff like feints timing and footwork- will be crap so only chambers.
Title: Re: New ranged change
Post by: Meow on January 18, 2012, 02:31:53 pm
Pretty much this..

The change have sorted out the skillezz spammers an rewarded the skilled archers.

The opposite is the case.

Create a STF archer/xbow/thrower and check the accuracy, then think about how much skill is involved in head shots :mrgreen:
(click to show/hide)
It's more of a "don't aim for the feet" than an "aim for the head" to get a chance of a head shot.
Spammers were buffed - not saying there are no skilled archers in that group, it just got buffed overall while slow weapons that actually require you to pick your shots got nerfed into oblivion.
Title: Re: New ranged change
Post by: Arkonor on January 18, 2012, 02:34:41 pm
Archers just need to wait a bit before all the insane amount of shielders start going back to 2h. Then they will get effective again.

The insane damage from old archers made it almost impossible to play without a shield.

Not going to work rolling an archer with 80% of the population with shields and/or heavy cavalry.

Though I do agree as a none shielder that almost all archers that are not level 30+ can be pretty much ignored :P There might need to be some kind of a boost to lower leveled archers.
Title: Re: New ranged change
Post by: [ptx] on January 18, 2012, 02:39:34 pm
Tzar has no clue about things, apart from the illusion that 2h is madskillzlol
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 02:46:56 pm
Tzar has no clue about things, apart from the illusion that 2h is madskillzlol

lol 1 ususally he run in some hard armor , shielder and before cav) so allways melee easy mod he use.

but look now on eu1
just right now was like 80 people, couple armored tincan cav and poleaxer- they raping every1
and only 4-5 ranged, 2-3 of they was with throwing weapons like secondry weapons) 1 ranged was me, and couple low lvl archers. awesome good work bravo, melee and cav server only now)
and also it looks like cav dont afraid anymore, because no1 shot horses, so they just bump and kill eberything)
Title: Re: New ranged change
Post by: karasu on January 18, 2012, 02:47:06 pm
Tzar has no clue about things, apart from the illusion that 2h is madskillzlol

ヽ(´ー`)ノ
Title: Re: New ranged change
Post by: Overdriven on January 18, 2012, 02:51:12 pm
Tzar has no clue about things, apart from the illusion that 2h is madskillzlol

Hence the avatar to distract from stupid comments.
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 02:54:09 pm
says the roof camping hero the spamming horn bow user an the mounted fairy all 3 of em lacks melee capabilities but seems to know everything there is about how cRPG is supposed to be balanced.....

Priceless...

But keep crying maybe they will give you back your dmg so u wont have to adapt..

Agor since when did light kuyak an flat topped helmet become heavy hard armor :?: ohh wait nwm your just crying like a little girl sry.. forgot there for a sec..
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 02:56:50 pm
you know not for all only melee is intresting, i will w8 some time, i have couple other games at this moment.
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 02:57:28 pm
you know not for all only melee is intresting, i will w8 some time, i have couple other games at this moment.

ok ill miss you....
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 02:59:02 pm
ok ill miss you....
and i will not miss you) so today i will spend more time on my minecraft base then before)


btw i dont said anything about kuyaks. Prpavi and mad bro use some way more harder armor
Title: Re: New ranged change
Post by: Overdriven on January 18, 2012, 02:59:37 pm
says the roof camping hero the spamming horn bow user an the mounted fairy all 3 of em lacks melee capabilities but seems to know everything there is about how cRPG is supposed to be balanced.....

Priceless...

But keep crying maybe they will give you back your dmg so u wont have to adapt..

Agor since when did light kuyak an flat topped helmet become heavy hard armor :?: ohh wait nwm your just crying like a little girl sry.. forgot there for a sec..

Yes because playing with my hoplite for the past 2 weeks counts for nothing  :rolleyes:
Title: Re: New ranged change
Post by: [ptx] on January 18, 2012, 03:02:28 pm
says the roof camping hero the spamming horn bow user an the mounted fairy all 3 of em lacks melee capabilities but seems to know everything there is about how cRPG is supposed to be balanced.....

Priceless...

But keep crying maybe they will give you back your dmg so u wont have to adapt..

Agor since when did light kuyak an flat topped helmet become heavy hard armor :?: ohh wait nwm your just crying like a little girl sry.. forgot there for a sec..

I've been playing cRPG since the times when the servers would reset every 30 mins, first as 2her, then a polearmer, then a pikeman. Now i have alts in every class, multiple in some, many of those with multiple generations.
To me, most of what you post is noobish crap.
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 03:03:19 pm
and i will not miss you) so today i will spend more time on my minecraft base then before)


btw i dont said anything about kuyaks.

U said i run around in hard armor this is a light kuyak  :arrow: visitors can't see pics , please register or login
 thats my armor how is it hard armor  :?:

Also  :arrow: visitors can't see pics , please register or login


How come good archers are still able to rack of lots of kills while all you guys are doing is comming here crying for giving back the sick dmg on body shots...

Before patch archery was skilllezz now it atleast takes skill to land good kills with aiming for the sweetspots..
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 03:04:58 pm
maybe now, but before when you was shielder you was in harder armor
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 03:07:23 pm
maybe now, but before when you was shielder you was in harder armor

Man... i havent changed armor for ages i been wearing the light kuyak from day 1 since i gone shielder..

Why would u wear heavy armor in the first place its freakin useless an slows you down too much..
Title: Re: New ranged change
Post by: Nessaj on January 18, 2012, 03:08:48 pm
Headshots is how it should be, archery had gotten WAY too easy with all the changes up until now, before only those who actually had aim could top the scoreboards easily (You see a lot of the same old school archers still top the scoreboards and do great), after all the archery changes making it accessible to tons of people with absolutely horrible aim and timing you saw all these new characters rising up.

IMO archery should stay a ranged class that requires a lot of skill/aim to be good at, it shouldn't turn into a 'Sniper class' as in any FPS where all the morons grab the class and camp a spot (roofs) for kills and then pat themselves on the back every evening - granted a huge multitude of people prefer such a boring and tedious type of gameplay I say we stick it to them and laugh in their faces :twisted: go play one of the many generic and brainless FPS games out there.

Perhaps there's some tweaking here and there needed, hopefully the balance team has that somewhat under control in time.

Buff Crossbow damage, keep Archery as is.
Title: Re: New ranged change
Post by: Hippy on January 18, 2012, 03:11:16 pm
Most good shielders don't wear "hard" armor, they have a good shield and that's the protection.

But I know there will be PLENTY of archers adapting to the new change just like every other class has had to adapt to a change at some point. The more time you spend bitching in here the less time you have to get used to the changes and getting better  :idea:
Title: Re: New ranged change
Post by: Overdriven on January 18, 2012, 03:13:06 pm
How come good archers are still able to rack of lots of kills while all you guys are doing is comming here crying for giving back the sick dmg on body shots...

That must be the 100th time you posted that. Stop being a douche...posting the score of one person shows nothing.
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 03:18:07 pm
That must be the 100th time you posted that. Stop being a douche...posting the score of one person shows nothing.

Wrong it just shows you guys are full of shit an lack skill to perform without having a huge advantage which u had pre patch in the form of the stupid amount of dmg you could land with body shots..

Hence the reason i guess the devs decided it was time for a change because everyone could like cooties said pick up some bodkins an a decent bow an be a jambi without investing the same amount of time learning to aim because all you needed was to land body shots..

Headshots is how it should be, archery had gotten WAY too easy with all the changes up until now, before only those who actually had aim could top the scoreboards easily (You see a lot of the same old school archers still top the scoreboards and do great), after all the archery changes making it accessible to tons of people with absolutely horrible aim and timing you saw all these new characters rising up.

IMO archery should stay a ranged class that requires a lot of skill/aim to be good at, it shouldn't turn into a 'Sniper class' as in any FPS where all the morons grab the class and camp a spot (roofs) for kills and then pat themselves on the back every evening - granted a huge multitude of people prefer such a boring and tedious type of gameplay I say we stick it to them and laugh in their faces :twisted: go play one of the many generic and brainless FPS games out there.

Perhaps there's some tweaking here and there needed, hopefully the balance team has that somewhat under control in time.

Buff Crossbow damage, keep Archery as is.

Pretty much sums it up... well said

Anyways not gonna borther keep posting reply´s

Dont worry the devs don't listen to me anyways so no need to get off your boat of tears over my comments keep it up im sure chadz is taken notes of your input towards the current ranged balance..
Title: Re: New ranged change
Post by: Fartface on January 18, 2012, 03:19:55 pm
As i said just aim your crosshair up wil improve.
And it´s quite lovely seeing that heavy armored guy and get the one shot one kill headshot instead of putting 6 arrows in his body.
Title: Re: New ranged change
Post by: Darkkarma on January 18, 2012, 03:20:04 pm
Edited for the sake of not beating a dead horse.

Give arbalests either more bolts to work with,either give us a slightly tighter reticle so that the wiggle room from bolts isn't so god damn common, even at 150 WPF. I should not be having to two shot a guy in rags with a MW arbalest and bolts especially when I only have 13 shots to work with.
Title: Re: New ranged change
Post by: Overdriven on January 18, 2012, 03:22:52 pm
Wrong it just shows you guys are full of shit an lack skill to perform without having a huge advantage which u had pre patch in the form of the stupid amount of dmg you could land with body shots..


Ok I'll go find the scores of the best 2h and post a picture proving that 2h need to be nerfed...

Twat
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 03:25:12 pm
Ok I'll go find the scores of the best 2h and post a picture proving that 2h need to be nerfed...

Twat

visitors can't see pics , please register or login
Title: Re: New ranged change
Post by: _Sebastian_ on January 18, 2012, 03:29:14 pm
Please, show me how you can receive 100p
Maybe you miss that you have only 16 effective wpf?

PS
81,5136p *0.67 = 54,614112p
Your damage today

Also I can't imagine how often you repairing your bow and arrows with your 16 wpf.

That you loose 14wpf per 1PD is not true.
It would mean that the accruacy with 140wpf on 10PD is like the same with 0wpf.
But this is not the case.. try it out with a STF char.

Actually PD up to 5 increases wpf(like in native) and PD over 5 decreases it.
But as far as I know(I checked the code for a while ago) this wpf increasing/decreasing on PD doesn't effect the damage- and upkeep calculation.

By the way:
I have 159wpf and not 156 :wink:
Title: Re: New ranged change
Post by: MrShine on January 18, 2012, 03:35:22 pm
Tzar stop shitting up the thread.


Hitting someone with a headshot requires about as much skill as hitting someone at distance in mount & musket.  Except the people in M&M have the courtesy to stand still for you, and the bullet travels almost instantly and there is no need to adjust the shot for arc or distance.

Anyone who's played a ranged class seriously knows that getting headshots is 30% skill 70% luck, unless someone is right up in your face in which case it's maybe more like 30% luck.  I should add that there are players who aim their shots a bit higher and try to go for headshots.  This might have a slight increase in hs%, but at the cost of a LOT more misses.

It's pretty obvious who in this thread has absolutely no idea how ranged classes actually function in cRPG.
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 03:41:17 pm
Tzar stop shitting up the thread.


Hitting someone with a headshot requires about as much skill as hitting someone at distance in mount & musket.  Except the people in M&M have the courtesy to stand still for you, and the bullet travels almost instantly and there is no need to adjust the shot for arc or distance.

Anyone who's played a ranged class seriously knows that getting headshots is 30% skill 70% luck, unless someone is right up in your face in which case it's maybe more like 30% luck. 

It's pretty obvious who in this thread has absolutely no idea how ranged classes actually function in cRPG.

i think Tzar never tryed ranged, maybe some stf alt for 1 hour.
Title: Re: New ranged change
Post by: Meow on January 18, 2012, 03:48:36 pm
Was about to say, don't let people pull you into trash talking just because their class now requires less skill to play.
As in less thinking where to move or any other kind of adjustments you do to counter some game mechanics.

So keep this clean and talk about the change.
Title: Re: New ranged change
Post by: Grumbs on January 18, 2012, 04:37:53 pm
Most good shielders don't wear "hard" armor, they have a good shield and that's the protection.

But I know there will be PLENTY of archers adapting to the new change just like every other class has had to adapt to a change at some point. The more time you spend bitching in here the less time you have to get used to the changes and getting better  :idea:

Some people don't want to have to get better. They want to point and click at targets miles away and 1,2,3 hit them. At least in melee its pvp, IE you have to play against another player (shocking in a multiplayer game), and have to block and time attacks and think of positioning. Ranged is just too relaxed and one sided. Seriously though, the melee/cav mechanics in the game are leagues ahead of the ranged stuff. Its just not in depth enough to warrant high piercing damage so being encouraged to aim for the head at least lifts the bar up a notch.

Until the ranged mechanics are complex and as good as the other aspects of the game the damage should be support type damage imo. You get the stun on hit still regardless of damage and can go into melee range whenever you like to finish someone off. Especially as a crossbowman, you can do melee as good as anyone else

If you want good damage for ranged how about adding something like Slings to the game? So you have to time when to release the projectile while its spinning around your head. That would be cool and skill based
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 04:45:00 pm
Some people don't want to have to get better. They want to point and click at targets miles away and 1,2,3 hit them. At least in melee its pvp, IE you have to play against another player (shocking in a multiplayer game), and have to block and time attacks and think of positioning. Ranged is just too relaxed and one sided. Seriously though, the melee/cav mechanics in the game are leagues ahead of the ranged stuff. Its just not in depth enough to warrant high piercing damage so being encouraged to aim for the head at least lifts the bar up a notch.

Until the ranged mechanics are complex and as good as the other aspects of the game the damage should be support type damage imo. You get the stun on hit still regardless of damage and can go into melee range whenever you like to finish someone off. Especially as a crossbowman, you can do melee as good as anyone else

Lol ranged never was relaxing, you try to not be killed by other ranged, or be raped by enemy cav, and look cav- 1 what they do- spawn rape, then they look for easy target- i think it is relaxing too, i was cav 1 gen- it was easy, than look shielders and pikemans also not super hard, hard armor and easy block + spam .
Title: Re: New ranged change
Post by: Overdriven on January 18, 2012, 04:47:16 pm
Some people don't want to have to get better. They want to point and click at targets miles away and 1,2,3 hit them. At least in melee its pvp, IE you have to play against another player (shocking in a multiplayer game), and have to block and time attacks and think of positioning. Ranged is just too relaxed and one sided. Seriously though, the melee/cav mechanics in the game are leagues ahead of the ranged stuff. Its just not in depth enough to warrant high piercing damage so being encouraged to aim for the head at least lifts the bar up a notch.

Well when missile speeds were faster and bows more accurate you used to get very intense ranged vs ranged fights. Doesn't happen anymore. Most ranged won't even bother firing at other ranged unless they are relatively close. Long ranged range vs range is just retarded. It's to easy to dodge. The nerfs have taken the fun and challenge out of playing pvp against a class of your type. Now the biggest challenge is cav whilst you happily shoot away at melee.
Title: Re: New ranged change
Post by: Elmokki on January 18, 2012, 05:03:00 pm
But as far as I know(I checked the code for a while ago) this wpf increasing/decreasing on PD doesn't effect the damage- and upkeep calculation.

I'd appriciate if you can provide proof about this or even where to check at. I haven't been able to find a solid source for it and I'd gladly edit the damage calculator if I had solid proof pointing towards not using effective wpf for damage.
Title: Re: New ranged change
Post by: Tears of Destiny on January 18, 2012, 05:06:58 pm
I've spectated Jambi, and I would like to know why he can't replicate that score again. :rolleyes:

I guess he is now no skill.  :shock:
Title: Re: New ranged change
Post by: Old_Sir_Agor on January 18, 2012, 05:18:42 pm
I've spectated Jambi, and I would like to know why he can't replicate that score again. :rolleyes:

I guess he is now no skill.  :shock:

can be, now Tzar arguments lose power(
Title: Re: New ranged change
Post by: Grumbs on January 18, 2012, 05:22:35 pm
I've spectated Jambi, and I would like to know why he can't replicate that score again. :rolleyes:

I guess he is now no skill.  :shock:

I believe the image serve to show it didn't phase Jambi in that game, but that doesn't mean good players perform at their best all the time. The whole point of challenging gameplay is even the best can make mistakes. I am also not convinced that ranged players need to top the score board in order to actually have a good impact on a round. ANY damage from range is good for the team not just the last hit, and the little stun you apply can kill a guy in melee if you manage to avoid team hitting
Title: Re: New ranged change
Post by: Arrowblood on January 18, 2012, 05:30:16 pm
the only problem we had was the roofcamping and the high damage and high speed of the no pd6 bows ..... but now is everything nerfed...???
Title: Re: New ranged change
Post by: Fandrall on January 18, 2012, 05:31:03 pm
I think it a bit early to tell if this is a bad or good change balance wise but for the ranged players its really a kick in the groin. I can understand that some of them get upset when their play style suddenly dont work anymore and on top of that certain ppl do nothing but gloat about it all day long. I do however agree with the people saying its all about adapting because it is. In this game your performance has less to do with build and gear and more to do with the players skill. Thats why the good ranged will stay good they will adapt to this new system and make it work for them. (These players would be good at any class but they want to play ranged). The rest will switch to another class. (I predict melee cav as they rape feeble archers now and everyone wants to be on the rape train not infront of it).

But saying that this change has made ranged more skill oriented is plain wrong. You have the random flight paths and funky hitboxes which makes hitting people very luck dependent. If you would lower amount of ammo, revert damage, raise the accuracy of the bows and make the hitboxes smaller (if thats possible) then you would have to be more skilled at shooting. As it is now you pretty much do the same as before only aim a little higher with the result of a few more headshots and a lot more misses.

Btw im getting more and more headshots but its not because I am getting better at aiming. Its because melee, especially those without shield, dont bother to dodge my arrows anymore. So relatively speaking the skill level needed for ranged actually went up as every other classes skill level went down.
Title: Re: New ranged change
Post by: Hirlok on January 18, 2012, 09:38:32 pm
obviously it is an encouragement to use only pussybows (esp. Tatar) with high WPF and Agi, so they are fast, very accurate and shoot people in the face.

My longbow (mw + mw bodkins) has become slightly more accurate, but can't body-oneshot even naked people anymore, armored guys take 2-3 arrows MORE than before.

Good thing: the days where strength builds survived one of my bodkins in the face are gone, headshot = dead

Alltogether it is another nerf, but as usual will be countered by a wave of ultrafast weakish pussybow archers headshotting everyone and his horse (hopefully). Me stays with longbow - will just aim a bit higher ;-)
Heads instead of arses, even if the difference is often hard to tell...
Title: Re: New ranged change
Post by: Elmetiacos on January 18, 2012, 09:56:22 pm
It just isn't fun playing an archer and so I gave it up. As an archer, you have to accept you generally don't get as many kills as melee fighters or cavalry but now there have been so many nerfs you just spend all your time either missing with a high power bow or getting hits with a low power bow but doing so little damage it hardly matters. I used to be a decent archer a while ago when I was Llaw_Gyffes, getting 2 or 3 kills each round most of the time. Now I find I get about 1 kill for every 5 or 6 deaths. Am I helping my team at all? I feel like a practice dummy.
Title: Re: New ranged change
Post by: Lactose_the_intolerant on January 18, 2012, 10:06:48 pm
sorry ranged guys, the biggest lobby, with the biggest e-peens, the most butthurt for every change, i name the 2Hs, got their way  8-)
Title: Re: New ranged change
Post by: BlindGuy on January 18, 2012, 10:41:42 pm
sorry ranged guys, the biggest lobby, with the biggest e-peens, the most butthurt for every change, i name the 2Hs, got their way  8-)

It's so sad to me: The game HAS A BUILT IN NERF FOR ARCHERS, its called: SHIELD. But obviously, once you carry a shield you cannot be John Rambo 2hander the SUPAHERO anymore, so instead of learning to work with shielders and cav to get the archers, we just make them innefective! WOOT PROBLEM SOLVED NOW I DONT NEED TO WASTE MY POINTS ON SHIELDSKILL AND CAN A BETTER TWOHANDHERO!!
Title: Re: New ranged change
Post by: Kafein on January 18, 2012, 10:51:47 pm
and on top of that certain ppl do nothing but gloat about it all day long. I do however agree with the people saying its all about adapting because it is.

Then I don't understand all the bitching about the patch. Most ranged on the forums only had this single phrase in their mouth when discussing the issues : "deal with it" or a variation.

So now that they have to "deal with it", it's not fair anymore ?


Isn't there a problem ? You know, something about hypocrisy.

I say, melee had to "deal with it" during ages. And if it's that bad, the balance team will buff the most hit classes/playstyles (throwing first I think) soon enough.
Title: Re: New ranged change
Post by: Homey_D_Clown on January 18, 2012, 11:00:12 pm
I believe the nerf on range was over done, especially since it rains 90% of the time. Maybe try 1/2 or 2/3 of the damage reduction in last patch will be more balanced.

I agree 1wpf xbows should be eliminated, Add a wpf requirement to use each xbow. They were the problem.
Title: Re: New ranged change
Post by: Rumblood on January 18, 2012, 11:00:43 pm
Then I don't understand all the bitching about the patch. Most ranged on the forums only had this single phrase in their mouth when discussing the issues : "deal with it" or a variation.

So now that they have to "deal with it", it's not fair anymore ?


Isn't there a problem ? You know, something about hypocrisy.

I say, melee had to "deal with it" during ages. And if it's that bad, the balance team will buff the most hit classes/playstyles (throwing first I think) soon enough.

You clearly don't live in this reality. Archers are the only class to recieve a nerf in every single patch ever released for this game. Melee has had to "deal with it"?

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Title: Re: New ranged change
Post by: Grumbs on January 18, 2012, 11:04:20 pm
If they have to change anything I hope its to increase ranged accuracy a bit (maybe reduce speed at same time?), increasing base damage for throwers, and maybe tweak force field on shields. You should have to aim the shield to block anything, they're ridiculous how they block anything even remotely nearby, including arrows or hits to the back. Seeing that little buckler block stuff is the worst

So buff throwing, maybe buff ranged accuracy and reduce shield forcefield but leave the damage as it is imo
Title: Re: New ranged change
Post by: Lactose_the_intolerant on January 18, 2012, 11:17:29 pm
I dont belong to the range lobby, i have my own

but this is how i see the things :

I like the change (kind of obvious, i dont play range), I'm not saying its imba or it isnt
But i see it as two extremes:

-One is the headshot wich brings instadeath on the poor guy, the worst part is the guy was wearing heavy armor on stuff, in my case I'm on my champion alrge warhorse with my big fat armor, i try to approach an archer and headshot (and the average archer has enough skill to headshot an approaching horse even if it weaves)
And you know what? for that tincan and I, It feels like a terrible punishement, we play a round full HP and BOOM HEADSHOT, you play no more, it's not because you lack skill, you were minding your own buisness..
charging an aware archer is more dangerous then ever..so i just avoid archers now (and im told im supposed to be the archer counter...)

-On the other hand, i laugh at the damage my horse takes from arrow shot, i now look at the hp of my champion large warhorse with great satisfaction to see with 3 arrows only half hp has gone
Being more agi more then strenght (pure lancer build) I'm surprise to go down in more then 2 shots!!!

But...it compensate all the range spam wich is kind of isnane lately. So much shit going through the air!

the archer problem has been messed on the wrong bit. It's more of the range spam the problem

but hey guys, stop bitchin' i hear a dev is working his ass off to make an accurate damage receive depending where the arrow hit...


Title: Re: New ranged change
Post by: _Sebastian_ on January 18, 2012, 11:37:07 pm
but leave the damage as it is imo
...So that you can still laugh on the damage of ranged weapons
and that you feel like a hero who never dies to arrows and bolts?

Yesterday I got a body shot by a xbower with mw-arbalest and mw-steel-bolts from a close range.
I just lost about 50% with 32body armor and 30str.
Prepatch I lost about 80%.

This must be a bad joke !
Ranged weapons will never be balanced again untill this crappy damage system is removed.

And we got it because of some anti-range devs.
A developer of the balance team should always be impartial.
Title: Re: New ranged change
Post by: SquishMitten on January 18, 2012, 11:44:13 pm
why should ranged do lots of damage?
Title: Re: New ranged change
Post by: Tzar on January 18, 2012, 11:49:21 pm
why should ranged do lots of damage?

'Hey.... clearly the risk vs reward doesn't count for ranged players if you haven't noticed the ranged lobby attitude.. offcourse its only fair they do the same dmg as melee while they be standing behind the rest of us busy in the meat grinder while they pad their kdr behind our backs without risking gettin cut to peices..


 :arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow:
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Title: Re: New ranged change
Post by: justjr on January 18, 2012, 11:53:36 pm
Why an arrow in your chest might kill you? Maybe cause it perfurate your lounges?

It's really been a overnerf for archers, and an ultra-super-overnerf for HA.

Not fun anymore.
Title: Re: New ranged change
Post by: mOus333 on January 18, 2012, 11:59:01 pm
 I luv playng xbow-wuman in this mod to this music..
http://www.youtube.com/watch?v=s5Hbscad7cI&feature=related
Now i just tell..
WTF is this shit, u kill mod 4 true xbow-wuman
Fuck the ladder
Fuck the cav
Fuck the 1/2 hand
I know that mace 4 x-bow was something  was something op
C,mon, dew take speed from it, WTF ,If u want make crpg some kind Ninvasion , u done it.
play 4 some time as a pure xbow playa, then make a desision.
I do not whine, Just do it ,then u will see , what u do to the true xbow.
( just 4 the record...
fuck the ladder,
try shoot some1 head in the ground clusterfuck )
UR welcome
dedicated xbow-user  -  black widow

Title: Re: New ranged change
Post by: Joker86 on January 18, 2012, 11:59:20 pm
Still realism will always be a bad base to argument about balance.

I agree that this nerf was a bit over the top, but still ranged fighters should deal with the idea that not having to fight hand to hand in melee automatically should reduce their damage output.

I don't see any reason why staying outside melee should be the smartest behaviour, by not punishing it. Punish it, and perhaps a few archers will get back to melee.

I hate how the biggest noob archer can take out the best enemy dueller with a lucky headshot, without the dueller having done anything wrong, besides not hiding behind an obstacle and doing... nothing!

I would like to see the noob infantry that can luckily onehit kill the best enemy archer, without latter having done anything wrong.
Title: Re: New ranged change
Post by: Mr_Oujamaflip on January 19, 2012, 12:04:53 am
From what I've seen this has helped cavalry a lot too, they're at far less risk from arrows now which used to deal a lot of damage to their horses, it seems they've got a more free reign over the battlefield due to this. Of course it's gonna be a week or two before the pikes come back out but the previous slot changes may effect this.

Also horse archers suck now.
Title: Re: New ranged change
Post by: Joker86 on January 19, 2012, 12:07:41 am
I do see a heavy cavalry domination approaching, because ranged got nerfed so heavily, and pikes are almost unplayable to anyone but the best players. So we will soon either see some nerfs reverted, or cavalry being further nerfed.
Title: Re: New ranged change
Post by: _Tak_ on January 19, 2012, 12:07:48 am
horse archer = worse class , mongolain horse archer = best horse archer ever ( kill all polish knights)
Title: Re: New ranged change
Post by: Kafein on January 19, 2012, 12:09:23 am
You clearly don't live in this reality. Archers are the only class to recieve a nerf in every single patch ever released for this game. Melee has had to "deal with it"?

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Yes indeed. Melee had to deal with it from the dawn of Warband. You know in Native archers still shoot like M249's ? cRPG evolved in the right direction with most of the patches. And it is only now that I see we are close to something remotely fair.

Basically, melee making whining threads resulted in the ranged saying "deal with it". This is not about nerf/buff patches and the epidermic reactions that ensue. This is about the state of the game. It's only human that ranged whining gets the same stupid answer.


'Hey.... clearly the risk vs reward doesn't count for ranged players if you haven't noticed the ranged lobby attitude.. offcourse its only fair they do the same dmg as melee while they be standing behind the rest of us busy in the meat grinder while they pad their kdr behind our backs without risking gettin cut to peices..


 :arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow:
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I agree that this nerf was a bit over the top, but still ranged fighters should deal with the idea that not having to fight hand to hand in melee automatically should reduce their damage output.

I made the same remark, but I think Sebastian in particular will never get this.
Title: Re: New ranged change
Post by: mOus333 on January 19, 2012, 12:11:39 am
ok..
nerfing  mace will be ok 4 arbalest user.
but c'mon
3-4 shoot to kil a fucking wilager??
W-T-F???
try to survive yhat shoot in ur pigammas..
best of luck...
And ur fucking horsies ,
headshots op??
My relodoad time take loots of round time (just 4 one shoot )
MW arbalest op?? MW steel bolts OP ?
its take 6 gen to put this shit on that lvl of damage..
try to do that , then whine.
Donkey team dont like to be 1shot, ur mod, ur problem...!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: New ranged change
Post by: _Sebastian_ on January 19, 2012, 12:16:05 am
Still realism will always be a bad base to argument about balance.
Sure...?
...for balancing the missile speed on ranged weapons it was a realism argument,
but for balancing the damage it isnt? ... interesting interesting

I hate how the biggest noob archer can take out the best enemy dueller with a lucky headshot, without the dueller having done anything wrong, besides not hiding behind an obstacle and doing... nothing!
This is the job of ranged.
They have to kill the enemy while they stay outside the battlefield ... doesn't matter how good the enemy is.
And luck is a big part of this game especially for noobs(and not only for archers) ... deal with it.
Title: Re: New ranged change
Post by: Turkhammer on January 19, 2012, 12:26:12 am
'Hey.... clearly the risk vs reward doesn't count for ranged players if you haven't noticed the ranged lobby attitude.. offcourse its only fair they do the same dmg as melee while they be standing behind the rest of us busy in the meat grinder while they pad their kdr behind our backs without risking gettin cut to peices..





That's what archers have always done!  Jeez, talk about class jealousy.
Title: Re: New ranged change
Post by: Kafein on January 19, 2012, 12:28:41 am
I do see a heavy cavalry domination approaching, because ranged got nerfed so heavily, and pikes are almost unplayable to anyone but the best players. So we will soon either see some nerfs reverted, or cavalry being further nerfed.

Do not forget that heavy cav pay bills equivalent to 3 footmen. And probably to 4 or even 5 pikemen. Besides, even in their poor current state, pikes aren't completely dead and will probably be played more if there's an influx in cav. Also never forget that cav unlike ranged isn't a self-sustaining class.

Even now, there are way too many cav running around for my liking when I play my cav main, I'm stopped at every corner by friendly (and enemy but that's justified) cav. I think many of the veteran cav think the same (Oberyn, Torben, Chagan and Tommyyy to name a few EU ones). On the contrary, I really like the cav density when I play my pikeman (note that str works much better than agi with that class, the char is 27/15 and is a pleasure to play, but I guess you found that out yourself).

So even if cavalry numbers increase, it is unlikely that the field will be clogged with more cav than inf/range, unlike what happened to range before the patch. Due to the self-respulsive effect, and the fact that few players actually have the means to pay the repairs.

However, I'm sure we'll see an increase in cav. The whole cavalry, not especially heavy cav. The main problem with light cav is (was ?) being squishy to projectiles. The 1° reason for going heavy instead of light cav was resistance to projectiles (and to melee but that's only secondary) and the psychological effect of high-armor horses ("shooting armored horses is useless because you need too many shots compared to other targets"). So actually, I don't think heavy cav will increase that much. It could even decrease due to heavy -> light transfers. But the light cav will certainly boom.


Sure...?
...for balancing the missile speed on ranged weapons it was a realism argument,
but for balancing the damage it isnt? ... interesting interesting
This is the job of ranged.
They have to kill the enemy while they stay outside the battlefield ... doesn't matter how good the enemy is.
And luck is a big part of this game especially for noobs(and not only for archers) ... deal with it.

No word about melee/ranged damage comparison ? And your reason to argue they should be equal ?
Title: Re: New ranged change
Post by: Oberyn on January 19, 2012, 12:33:21 am
Sure...?
...for balancing the missile speed on ranged weapons it was a realism argument,
but for balancing the damage it isnt? ... interesting interesting
This is the job of ranged.
They have to kill the enemy while they stay outside the battlefield ... doesn't matter how good the enemy is.
And luck is a big part of this game especially for noobs(and not only for archers) ... deal with it.

You really want to base arrow dmg off of realism? Having arrows stick and not do any significant damage to things like mail? Bouncing off of plate and scale?
Title: Re: New ranged change
Post by: Turkhammer on January 19, 2012, 12:34:09 am
why should ranged do lots of damage?

Better question.  How could ranged not do lots of damage?
Title: Re: New ranged change
Post by: _Sebastian_ on January 19, 2012, 12:35:35 am
No word about melee/ranged damage comparison ? And your reason to argue they should be equal ?
I did this more than enough.

I'm off... good night.
See you tomorrow.
Title: Re: New ranged change
Post by: Ujin on January 19, 2012, 12:37:44 am
From what I've seen this has helped cavalry a lot too, they're at far less risk from arrows now which used to deal a lot of damage to their horses, it seems they've got a more free reign over the battlefield due to this. Of course it's gonna be a week or two before the pikes come back out but the previous slot changes may effect this.

Also horse archers suck now.
It's a heavy hit on cavalry actually.There's alot more spears+pikes around, and archers that  know what they're doing  can 1(head)shot my champion destrier.
Title: Re: New ranged change
Post by: Kafein on January 19, 2012, 12:44:47 am
It's a heavy hit on cavalry actually.There's alot more spears+pikes around, and archers that  know what they're doing  can 1(head)shot my champion destrier.

Huh, didn't knew that. I happen to get my horse headshot quite often :s

But one thing is sure, a decrease in ranged will indirectly help pikes since pikemen are sort of forced to stay out of cover to be of any anticav use.
Title: Re: New ranged change
Post by: Fandrall on January 19, 2012, 12:47:24 am
Then I don't understand all the bitching about the patch. Most ranged on the forums only had this single phrase in their mouth when discussing the issues : "deal with it" or a variation.

So now that they have to "deal with it", it's not fair anymore ?


Isn't there a problem ? You know, something about hypocrisy.

I say, melee had to "deal with it" during ages. And if it's that bad, the balance team will buff the most hit classes/playstyles (throwing first I think) soon enough.

Im pretty sure I havent bitched about anything. I did however say its too soon to know how this have affected game balance and that the ranged people will adapt or change class. I also dont think this has in any way made ranged more skill based. Its certianly harder to kill someone with body shots but on the other hand you can oneshot guys in the heaviest gear (which is silly for everything but the heaviest crossbows). Thing is because of game mechanics its more about luck then skill.
Title: Re: New ranged change
Post by: Turkhammer on January 19, 2012, 12:55:44 am
You really want to base arrow dmg off of realism? Having arrows stick and not do any significant damage to things like mail? Bouncing off of plate and scale?

I would say yes.  Bodkins should do significant damage to anything other than plate.  However, bodkins at close range should have a chance to penetrate plate for some damage.  Other arrows should do the same to anything other than plate and mail.  I'd always go for the realistic treatment of armor and weapons. 

The armored knight was the tank of the ancient battlefield and he should be here.  He was opposed by armored men on the opposite side.

A better way to deal with everybody going plate on servers would be perhaps to limit percentages of armor, 2h, ranged etc that could join the server.  Model the percentages after traditional medieval armies.  Perhaps they had 10% knights, 10% ranged and 80% infantry?  That way you could have realistic damage without domination by one class.  It'd be one way to get rid of upkeep too.
Title: Re: New ranged change
Post by: Gurnisson on January 19, 2012, 01:20:27 am
Shield forcefield shouldn't really be there for cav. The amount of times I'm stabbing a horse's face to have it magically sucked up by the shield of the rider and then being run over for 20 % of my health is retarded. When I hit the horse, the horse should be damaged, not the shield of the rider.

Also, buff arbalest/heavy xbow and throwing weapons. 8-)
Title: Re: New ranged change
Post by: Ujin on January 19, 2012, 01:30:26 am


Also, buff arbalest/heavy xbow and throwing weapons. 8-)
Agree.Buff xbows to what they were before the nerf - ~10-15% of their damage.And throwing.. well, let  throwing just ignore thenew ranged body/headshot values imo =).
Title: Re: New ranged change
Post by: Blackbow on January 19, 2012, 01:41:19 am
Agree.Buff xbows to what they were before the nerf - ~10-15% of their damage.

NO WAY BRO IT'S PERFECT LIKE THAT  :twisted:
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 19, 2012, 01:51:54 am
A mw javelin thrown with 5 pt, 145 wpf did 15% hp to a champion arabian.

Same javelins failed to kill a guy in a leather vest with 2 javelins :S

Throwing rarely score headshots, its just not accurate enough so why did it need a loss in body damage also :P

I'm a horse thrower and I want at least some viability back please :D
Title: Re: New ranged change
Post by: Meow on January 19, 2012, 01:56:41 am
Agree.Buff xbows to what they were before the nerf - ~10-15% of their damage.And throwing.. well, let  throwing just ignore thenew ranged body/headshot values imo =).

I am kinda impressed to read that.
When i went throwing it felt like it created a 50m death zone for cav around me.
Mostly focused on taking down horses though.

Still i did not feel op just like a natural counter to cav, hitting inf charging me was random and i do not want to imagine how it is right now cause aimed headshots seem completely impossible outside of 3 meters range.

I am not sure what changes need to be done but maybe it really needs a semi set class system with different roles rather than a system where everyone is supposed to be equally effective.
Title: Re: New ranged change
Post by: Joker86 on January 19, 2012, 01:58:30 am
Sure...?
...for balancing the missile speed on ranged weapons it was a realism argument,
but for balancing the damage it isnt? ... interesting interesting

I only remember there was some kind of projectile speed nerf long time ago, but I never didn't pay attention to it. If the reasoning really was realism, then it was a fail nerf, but if it was balance then it was okay. But even if the official reason was realism, archers were still too... viable until 1.260 came out. So it was a hidden balance nerf anyway  :wink:

This is the job of ranged.
They have to kill the enemy while they stay outside the battlefield ... doesn't matter how good the enemy is.
And luck is a big part of this game especially for noobs(and not only for archers) ... deal with it.

So I have to deal with the fact that if I, as infantryman, DO have to care how skilled my opponent is, to kill him with a lot more effort (melee > shooting), just to gain the same result, under much higher risk? Is it this you want to say?

Well, I think you could be right. Luck seems to play a big part in this game, so you need to be quite lucky to land headshots over medium and long range. Deal with it.

I really wanted to support the claim to revert the archery nerf, but if I see that archers still don't appreciate how incredibly togher an infantryman's life is compared to that of an archer I say you deserve all bows nerfed to 1c damage. Really.  :evil:

(A few weeks ago I created an archer alt and level him up with STF, and logged in to the battle server. On my very first round with that completely new character I shot the Nr. 2 and Nr. 4 on the scoreboard of the enemy team. All I had to do is to aim a bit higher and to lead a bit, and then I clicked. Ridiculous.)


[...]

Lol Kafein, I think I formulated my sentence poorly. I didn't mean "I see that heavy cavalry will dominate the server", but "I see a heavy domination by cavalry". But probably the mistake was that you don't have a "heavy" domination, perhaps it's a strong one? A big one? Great? Severe? I think "ugly" will be right in any case  :mrgreen:
Title: Re: New ranged change
Post by: Overdriven on January 19, 2012, 02:06:14 am
Yes indeed. Melee had to deal with it from the dawn of Warband. You know in Native archers still shoot like M249's ? cRPG evolved in the right direction with most of the patches. And it is only now that I see we are close to something remotely fair.

Basically, melee making whining threads resulted in the ranged saying "deal with it". This is not about nerf/buff patches and the epidermic reactions that ensue. This is about the state of the game. It's only human that ranged whining gets the same stupid answer.


I made the same remark, but I think Sebastian in particular will never get this.

Ranged tend to say 'deal with it' to melee because my God will melee not shut the fuck up about it. Every patch ranged is nerfed, and every patch it is still not enough. There is always something wrong. That is why ranged think melee should just suck it up and 'deal with it'. Because melee is never happy. You can bet in another 3-4 months time there will be constant complaining about ranged once again, and trying to find 'solutions' to the ranged 'problem' that is plaguing our servers...

Rarely have I seen ranged calling for the nerfs of any other class. But for some reason melee constantly call for the nerfs of any form of ranged, cav, anything that can interrupt their uber ability to be superman. So yes, melee should just bloody deal with it because archers and ranged have had to deal with nerf after nerf after nerf, simply because melee will NEVER stop whining.

So I have to deal with the fact that if I, as infantryman, DO have to care how skilled my opponent is, to kill him with a lot more effort (melee > shooting), just to gain the same result, under much higher risk? Is it this you want to say?

Well, I think you could be right. Luck seems to play a big part in this game, so you need to be quite lucky to land headshots over medium and long range. Deal with it.

I really wanted to support the claim to revert the archery nerf, but if I see that archers still don't appreciate how incredibly togher an infantryman's life is compared to that of an archer I say you deserve all bows nerfed to 1c damage. Really.  :evil:

(A few weeks ago I created an archer alt and level him up with STF, and logged in to the battle server. On my very first round with that completely new character I shot the Nr. 2 and Nr. 4 on the scoreboard of the enemy team. All I had to do is to aim a bit higher and to lead a bit, and then I clicked. Ridiculous.)

Ok Joker enough. Go and load up a stf ranged char and post screenshots of your scores. Until you can show that you are any good at it quit whining that ranged is far easier than melee. I sincerely doubt on a full battle server that you would get anywhere near the top of the scoreboard or even mid-scoreboard. Shooting the number 2 and number 4 of the enemy team means crap all. For all we know there could have been 4 players on the enemy team.

An infantryman's life is not tougher. My hoplite has 0 trouble with ranged. I can count on one hand the amount of times I've been killed by ranged in one full generation. My archer gets killed far more than ranged than that ever does. Furthermore, I have never once had a problem chasing down ranged. Usually if I give up the chase they just keep on running so they aren't an issue. It's about playing smart. But for some reason a 2h sword seems to render a lot of you meleer's plain stupid and you just charge in hacking and slashing away and expecting to come out of it alive.

I admit my 2h is more susceptible to ranged, but even then it was still an annoyance, most of my deaths came from melee without ranged every playing a part. But still, if you stuck with your team, avoided archers and dodged if you saw them aiming at you, you could avoid the vast majority of ranged fire.

Both types of play have individual challenges. Neither is easier or harder. You can spam both, but you can also be incredibly skilled at both. The majority of players are average in both classes, but I bet the best melee and the best archers took a similar amount of time to reach the highly skilled level. People have preferences and shouldn't be punished for those preferences. This applies for cav, melee and ranged.
Title: Re: New ranged change
Post by: Lactose_the_intolerant on January 19, 2012, 09:51:48 am
NO NO NO AND NO

i dont know who said heavy cav will now prevail is wrong

Iv already said it, but i feel more vulnarable to range on a heavy horse then a light horse!
Since the patch iv had so many rounds i'd come up to an archer to get oneshot.

The thing is, heavier horse are less manoeuvrable and have less speed, so when you go for an archer, he'll just aim for your head.

Going without a shield is just suicide, but even if you have a shield, at one point you'll have to uncover to thrust your slow lance. So archers with a bit of skill will just one shot you, if not youll be hit and it will cancel your thrust.
And trust me it feels like a punishement when you pay insane upkeep just to be one shot
im not the kind of player that goes round the battlefield, shields up and bumping players to death.

I now avoid archers as heavy cav

as light cav...this is another story.

So plz dont say its gonna be easy for a class if you dont play it at all

oh yea my champion courser already went down in one ranged shot...
Title: Re: New ranged change
Post by: Joker86 on January 19, 2012, 09:57:09 am
Sorry, but I disagree.

I think in no way you can compare footwork, manual blocking and attacking to aiming above, leading a target and releasing the LMB at the right time. Only the sheer amount of inputs by mouse and keyboard during melee exceeds the amount needed for archery by far, let alone the reflexes and the concentration needed to persist against good melee fighters. An archer duel with sidestepping is nothing compared to it.

And infantry is threatened by cavalry and archers at the beginning of the round, same like archers, with the small difference that at this point archers can already participate in combat, infantry can't. When the melee starts, infantry has to watch out for all three classes, infantry, cavalry and archers, while archers stay out of the melee and have only to be aware of archers and cavalry. And being in the central melee is the most dangerous place on the entire battlefield, there is no discussion about it. Only at the end of the round archers have to watch out for infantry, but even then latter first needs to walk up to them.


My bottom line: being infantry is much harder than being archer.

NO NO NO AND NO

i dont know who said heavy cav will now prevail is wrong

This was a misunderstanding, I meant cav in general, and especially light cavalry, as this is a class which is close to being sustainable with the upkeep budget.
Title: Re: New ranged change
Post by: Vibe on January 19, 2012, 10:02:33 am
My bottom line: being infantry is much harder than being archer.

Think everyone knows that, no?
Title: Re: New ranged change
Post by: djavo on January 19, 2012, 10:02:52 am
I am kinda impressed to read that.
When i went throwing it felt like it created a 50m death zone for cav around me.
Mostly focused on taking down horses though.

Still i did not feel op just like a natural counter to cav, hitting inf charging me was random and i do not want to imagine how it is right now cause aimed headshots seem completely impossible outside of 3 meters range.

I am not sure what changes need to be done but maybe it really needs a semi set class system with different roles rather than a system where everyone is supposed to be equally effective.

Throwing died with this patch, arbalest is almost useless, and archery will just move to spamming arrows.
Whos gonna stop that noob cavalry like Gnjus if theres no pikers with 5m lances!
Title: Re: New ranged change
Post by: Joker86 on January 19, 2012, 10:11:46 am
Think everyone knows that, no?

That it is my bottom line or concerning the content?
Title: Re: New ranged change
Post by: Vibe on January 19, 2012, 10:29:00 am
That it is my bottom line or concerning the content?

The content aka easier gameplay as archer.
Title: Re: New ranged change
Post by: Overdriven on January 19, 2012, 10:35:16 am
Sorry, but I disagree.

I think in no way you can compare footwork, manual blocking and attacking to aiming above, leading a target and releasing the LMB at the right time. Only the sheer amount of inputs by mouse and keyboard during melee exceeds the amount needed for archery by far, let alone the reflexes and the concentration needed to persist against good melee fighters. An archer duel with sidestepping is nothing compared to it.

And infantry is threatened by cavalry and archers at the beginning of the round, same like archers, with the small difference that at this point archers can already participate in combat, infantry can't. When the melee starts, infantry has to watch out for all three classes, infantry, cavalry and archers, while archers stay out of the melee and have only to be aware of archers and cavalry. And being in the central melee is the most dangerous place on the entire battlefield, there is no discussion about it. Only at the end of the round archers have to watch out for infantry, but even then latter first needs to walk up to them.


My bottom line: being infantry is much harder than being archer.

This was a misunderstanding, I meant cav in general, and especially light cavalry, as this is a class which is close to being sustainable with the upkeep budget.

I'm not talking about an archer duel. But they require completely different skill sets. If you are to blind to see that then so be it.

Archers have to watch for melee as well. Now that there is no roofcamping and long range archery is mostly luck based, it's very easy for melee to catch archers out. Take a shield and just work your way around towards them, it's perfectly manageable. It is the most dangerous, but that doesn't make it the most difficult. If you use some brains you can survive quite easily. The people it's most dangerous for are the ones who charge straight in and end up fighting multiple people because not enough of their team is with them. If you stick with your team properly and work with clan members or even friends, it reduces any form of danger drastically. But regardless, they require different skill sets and each has their own difficulties. But one is not particularly harder than the other to get a lot of kills and damage out put.
Title: Re: New ranged change
Post by: Dezilagel on January 19, 2012, 11:16:32 am
An infantryman's life is not tougher. My hoplite has 0 trouble with ranged. I can count on one hand the amount of times I've been killed by ranged in one full generation. My archer gets killed far more than ranged than that ever does. Furthermore, I have never once had a problem chasing down ranged. Usually if I give up the chase they just keep on running so they aren't an issue. It's about playing smart. But for some reason a 2h sword seems to render a lot of you meleer's plain stupid and you just charge in hacking and slashing away and expecting to come out of it alive.

I admit my 2h is more susceptible to ranged, but even then it was still an annoyance, most of my deaths came from melee without ranged every playing a part. But still, if you stuck with your team, avoided archers and dodged if you saw them aiming at you, you could avoid the vast majority of ranged fire.

Both types of play have individual challenges. Neither is easier or harder. You can spam both, but you can also be incredibly skilled at both. The majority of players are average in both classes, but I bet the best melee and the best archers took a similar amount of time to reach the highly skilled level. People have preferences and shouldn't be punished for those preferences. This applies for cav, melee and ranged.

Well, Overdriven it's pretty easy to see why you don't die from ranged too much.

1. Your hoplite guy runs around with a huscarl

2. You're a horrible duelist

What'd be weird is if you'd not die in melee the majority of times.

But I for one can say that even though I carry a shield and I basically just bugger off as soon as someone points a ranged weapon at me at range, I still take a lot of damage from ranged. Now with the latest patch I'm definitively taking less of it, and now it seems that only the good archers can reliably kill me before I can run away (which is a good thing imo).

Thing is, ranged is what tends to hit me first. Even though you might not notice it, even if we infantry don't die we still take a lot of damage. My goal during a pub match is usually to get into some good fights and have fun. Which is why you'll see me die less to ranged since if I'm taking heavy damage I'll just go "fuck it" and try to get into some decent fight at least hoping not to get arrowstunned to death.

EDIT: Oh but the best thing about the patch is of course going to be the market hysteria, as everyone tries to get hold of the new fotm bow before anyone realizes what the patch has done.
Title: Re: New ranged change
Post by: [ptx] on January 19, 2012, 12:31:27 pm
Basically, the idea is that people without extensive experience in both various ranged and melee classes should GTFO of balance discussions.
Title: Re: New ranged change
Post by: Kafein on January 19, 2012, 12:50:24 pm
Im pretty sure I havent bitched about anything. I did however say its too soon to know how this have affected game balance and that the ranged people will adapt or change class. I also dont think this has in any way made ranged more skill based. Its certianly harder to kill someone with body shots but on the other hand you can oneshot guys in the heaviest gear (which is silly for everything but the heaviest crossbows). Thing is because of game mechanics its more about luck then skill.

It wasn't really directed at you, sorry if you thought so :s
Title: Re: New ranged change
Post by: bonekuukkeli on January 19, 2012, 01:00:46 pm
Ranged tends to hit first? Really Mr. Einstein? Maybe that's what they are supposed to do? Or even this isn't ok for wannabe melee heroes?  But first hits are made from long range and those are not head-shots, so they deal next to nothing damage (which is bs).

I have been playing quite a lot of ranged and maybe that's why I know how to deal or avoid them. But I didn't have any problem with ranged even when they were roofcamping in unreachable places. Want solution? Get shield, throw something at those archers, go behind someone else with shield... can't do it because you want to be pure melee hero? Avoid that roof, problem solved. Now that archers are unable to camp in roofs, which is ok... they have to deal with horses and it's much more lethal for them. It's easy to dodge arrows as cav and wait till archer is distracted by melee or other ranged and then backstab (yes during my 16 gens I have been playing cav as well).

I don't understand why all those pure melee heroes think that they should be able to beat anything out of there without any support from others in situation, but still every other should need support or are marked as support for pure melee?

- It's easy to sidestep+slash that incoming horse in last moment, but as archer you need time to pull out shot (what means often it's already too late if cav/player catches you).

- As archer you lose your fighting potential when you run (even worse as xbow), as melee you can just keep running and swinging. Is it really that hard to stay at range, dodge first bolt and then charge at that xbower who needs craploads of time to reload? Yeah yeah that's for xbowers, but to beat archers you need tree or two or just go and kill something else. It's not like you should be able to beat quick archer in 1 vs 1 situation and open field (unlike you are thinking ofc.... you are true hero afterall, shields are for pussies)

It's sad that ranged need to be nerfed because melee is lacking skill. But I guess that's way it has to be when there's mostly Conan the Barbarian wannabe teenages playing this game and whining when they can't learn new things besides hack & slash. Often you see couple archers doing nice teamwork out there and that's what causes whining. Why you don't do same as melee with someone else? Ah yes *waaaaah!* you want to beat anyone anywhere, no matter how many there are against you. I know, it's fun to charge pack of archers and beat crap out of them (which often happens btw, just use your brain and think how they manage to do it!). I can give tip, they don't charge through that open field when ranged is watching.

I want challenge in this game and currently as melee (pure melee without shield actually), ranged is still least of my problems out there. Before patch and even more after. And and game feels boring as it is now. It doesn't feel any harder to play as melee when compared to ranged, it just has different skillset as told before. Anyone can learn to shoot accurately just like anyone can learn to block and finess reflexes to suit their playstyle. Only thing it needs is time and motivation. I often do really bad runs as melee but that's not because melee is hard, it's because I'm watching movie in background and my thinking isn't in game. Charging mindlessly tends to be suicide. Same goes when playing archers, you die without awareness. Maybe it's melee who should "deal with it" and learn to play instead demanding nerfing to everything else? How I can't see any decent melee whining here or didn't see them whining here before patch? Maybe they knew how to deal with situations, adapting to them.

I can already hear incoming whining about cavs, let's nerf them next to please you? Afterall, cav is easymode when compared to your superskillz melee yes? Just press W and left mousebutton, even less what archers need!

I feel that game was really nicely balanced before patch. Only "problem" was roofcamping as it was impossible to make sure that guys came down when they were last ones. Nerfing all ranged (xbows and throwing is total crap now) wasn't needed.

One suggestion would be to add total damage in scoreboard or give points for kill assists / horse kills so people would feel that they achieve something when they don't get killing blows. That would also show how much different playstyles actually help in combat. Or they need to make sure that arrows (other than bodkin) don't hurt heavy tincans much, but still do decent damage to leather using guys which would be quite nice. Then people always would have option to pick heavier armour if they face a lot of ranged and feel overwhelmed by it.

This wasn't pointed at any user, but generally to super melee wannabe heroes. *whine and rage protection activated*
Title: Re: New ranged change
Post by: Kafein on January 19, 2012, 01:02:20 pm
Ranged tend to say 'deal with it' to melee because my God will melee not shut the fuck up about it. Every patch ranged is nerfed, and every patch it is still not enough. There is always something wrong. That is why ranged think melee should just suck it up and 'deal with it'. Because melee is never happy. You can bet in another 3-4 months time there will be constant complaining about ranged once again, and trying to find 'solutions' to the ranged 'problem' that is plaguing our servers...

Rarely have I seen ranged calling for the nerfs of any other class. But for some reason melee constantly call for the nerfs of any form of ranged, cav, anything that can interrupt their uber ability to be superman. So yes, melee should just bloody deal with it because archers and ranged have had to deal with nerf after nerf after nerf, simply because melee will NEVER stop whining.

And during all this time melee called for nerfs, there was NO reason for those ?

Melee were just doing for the fun of it. Because of course, all melee are bizarre human beings that tend to whine 10x more than others, under the same (just and balanced of course) conditions. Is that what you really think ? That the actual players have completely different mindset that would make some whine more than others ?

Ranged tend to say 'deal with it' to melee because my God will melee not shut the fuck up about it.

Okay then. I hope you, like all the other ranged, will stand by your words and immediately stop whining, shut up and deal with the patch. Otherwise, you are no better than melee whiners before it.
Title: Re: New ranged change
Post by: Overdriven on January 19, 2012, 01:23:49 pm
1. Your hoplite guy runs around with a huscarl

2. You're a horrible duelist

Even with a lighter shield I didn't really have trouble.

Yes I am  :(

And during all this time melee called for nerfs, there was NO reason for those ?

Melee were just doing for the fun of it. Because of course, all melee are bizarre human beings that tend to whine 10x more than others, under the same (just and balanced of course) conditions. Is that what you really think ? That the actual players have completely different mindset that would make some whine more than others ?

Okay then. I hope you, like all the other ranged, will stand by your words and immediately stop whining, shut up and deal with the patch. Otherwise, you are no better than melee whiners before it.

There was a need for the nerf that came waaaay back in the jan patch with the animation changes ect. Then it was needed. Anything after has just been compensating for a problem that wasn't there. The cav nerfs, the HA nerfs, the throwing nerfs, the archery nerfs. All were nerfs that actually changed fuck all, because within a month or 2 melee was whining yet again. And that's the point, it just seems to us ranged that melee will not be happy until anything that can kill them other than other melee is nerfed into the ground. Melee can say 'deal with it' to ranged all you like, but the fact is melee will find something else to whine about very very soon. Probably cav again.

We've had to deal with a lot of nerfs. We have a right to whine about it considering it makes our gameplay a lot less enjoyable each time it happens. The difference is (which you don't seem to grasp), ranged complain about being nerfed, melee whine that things need nerfing.

The particularly stupid thing is that when a slight delay on the swing is introduced and 2h bitch and moan about it, it's reverted despite the fact that it is incredibly insignificant. But a huge damage nerf for ranged that seriously changes not just one class (the class for which it was intended), but multiple classes and nothing is done about it.

Devs should really just revert this change until they can actually think of something better.
Title: Re: New ranged change
Post by: bonekuukkeli on January 19, 2012, 01:36:42 pm
Real problem is that devs can't program better playing IQ for melee. Problem is between chair and monitor and that's hard to fix.

There's quite many melee players (without shield yay!) that can round after round cause huge problems for pack of ranged players. You just can ask how and why? Then there's melee that round after another takes same route over open field... and end up here in forums whining what to nerf next.
Title: Re: New ranged change
Post by: justjr on January 19, 2012, 02:11:36 pm
My bottom line is that I have 200 ping, and now I can't b effective and get kills with no class.
I have the right to kill people too, is in the constitution.  :wink:

Cav is so much fucked up and overpowered then any other class, so nerf them instead.
Title: Re: New ranged change
Post by: Leshma on January 19, 2012, 02:33:38 pm
From my brief after patch experience I must say that friendly archers were pussywhipped real hard.

Back in November 2011. while wearing armor with 71 BA I could take no more than 4 body shots from average archer. Right now, wearing light armor with I can sustain the same amount of damage, I can survive up to 4 arrows. Devs, thanks for that :)

Xbowmen being cunts like they truly are, right now are a little less dangerous than before. Thanks for that as well :):)

Throwing was really strong before. I was dying to a single body hit from throwing axe in my light armor back in November 2011. Imho, throwing should always be gimped because it's pretty stupid way of fighting.

But cav... no matter are they lancers or back-slashers, are ruling the battlefield. Occasionally some really gifted 2H end up on top but most of the time it's 5 or 6 cavs having 200 kills combined...

It was sad to see that spam is still very viable and that most polearmers still abuse stupid polestagger. Also most 2H still abuse hiltslash. Same ol', same ol'...
Title: Re: New ranged change
Post by: MrShine on January 19, 2012, 03:25:05 pm
There was a need for the nerf that came waaaay back in the jan patch with the animation changes ect. Then it was needed. Anything after has just been compensating for a problem that wasn't there. The cav nerfs, the HA nerfs, the throwing nerfs, the archery nerfs. All were nerfs that actually changed fuck all, because within a month or 2 melee was whining yet again. And that's the point, it just seems to us ranged that melee will not be happy until anything that can kill them other than other melee is nerfed into the ground. Melee can say 'deal with it' to ranged all you like, but the fact is melee will find something else to whine about very very soon. Probably cav again.

I agree that this is probably the part that's most annoying for players who go ranged/archer.

Some of the major whines I see from melee users boiled down:
- Archers can hit them from range
- Multiple archers can 'gang up' on people from range, increasing their effectiveness
- 'Arrow-stun' in melee clusters

Time and time again I see players bitch about these three things, and no matter how many nerfs are introduced these issues will never be 'fixed' unless something fundamental is broken in the archer class that makes them cease to be archers at all.

So damage will be nerfed, but these issues still persist so players will whine.  Then escape abilities & camping abilities get nerfed, but again there is still the potential for archers to run and to gang up on players, so players will still whine. 

 Not to mention the fact that the community seems mixed on what to do for archer melee potential: everyone hates the running my old friendchers but GOD HELP US if archers get the tools necessary to actually be able to fight back successfully in melee (note: 'archer sidearm' the mace was just nerfed this last patch as well).

I was surprised the ranged damage nerf wasn't reverted this patch, especially on the heels of the Armageddon .1 right swing speed nerf that was so briskly brushed under the rug.  I suppose it's only better for me as I'm going 2H this next gen since I'll get to laugh at the tickle or arrow fire.  But in the interest of balance, this really needs to be fixed/reverted.
Title: Re: New ranged change
Post by: slimpyman on January 19, 2012, 03:28:52 pm

It was sad to see that spam is still very viable and that most polearmers still abuse stupid polestagger. Also most 2H still abuse hiltslash. Same ol', same ol'...

2h weapons outrange the non sheath able  polearms. and 2h weapons do admirable damage upclose.    they still need to figure out a way to balance polearms if they remove the hitstun.
Title: Re: New ranged change
Post by: Overdriven on January 19, 2012, 03:35:32 pm
Vote away:

http://forum.c-rpg.net/index.php/topic,24339.0.html
Title: Re: New ranged change
Post by: Leshma on January 19, 2012, 03:37:15 pm
2h weapons outrange the non sheath able  polearms. and 2h weapons do admirable damage upclose.    they still need to figure out a way to balance polearms if they remove the hitstun.

What about glaive?
Title: Re: New ranged change
Post by: Dezilagel on January 19, 2012, 03:48:08 pm
Amount of reach added to weapon length due to animation:

1h
Overhead = +0
Left-to-right = +0
Right-to-left = +19
Thrust = +61

2h
Overhead = +15
Left-to-right = +17
Right-to-left = +13
Thrust = +80

2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19

1h Polearms
Thrust = +50

Using this it's pretty easy to figure out what ourreaches what.

That said, the Glavie is kind of a silly weapon imho, but if you have trouble fighting it with a GS, try doing it with a polearm. Same shit, just worse because you don't have the stab.
Title: Re: New ranged change
Post by: [ptx] on January 19, 2012, 04:03:32 pm
The above doesn't seem right. Especially the thrust for 1h and 2h.
Title: Re: New ranged change
Post by: Xant on January 19, 2012, 04:08:56 pm
2h isn't due to the animation change. God knows what it is now.
Title: Re: New ranged change
Post by: Turkhammer on January 19, 2012, 06:13:48 pm
Amount of reach added to weapon length due to animation:

1h
Overhead = +0
Left-to-right = +0
Right-to-left = +19
Thrust = +61

2h
Overhead = +15
Left-to-right = +17
Right-to-left = +13
Thrust = +80

2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19

1h Polearms
Thrust = +50

Using this it's pretty easy to figure out what ourreaches what.

That said, the Glavie is kind of a silly weapon imho, but if you have trouble fighting it with a GS, try doing it with a polearm. Same shit, just worse because you don't have the stab.

Well, there you go.  Look at the difference between 2h and everyone else.  No wonder they've nerfed ranged.  The 2h are at such a disadvantage.
Title: Re: New ranged change
Post by: Joker86 on January 19, 2012, 08:28:56 pm
I'm not talking about an archer duel. But they require completely different skill sets. If you are to blind to see that then so be it.

Archers have to watch for melee as well. Now that there is no roofcamping and long range archery is mostly luck based, it's very easy for melee to catch archers out. Take a shield and just work your way around towards them, it's perfectly manageable. It is the most dangerous, but that doesn't make it the most difficult. If you use some brains you can survive quite easily. The people it's most dangerous for are the ones who charge straight in and end up fighting multiple people because not enough of their team is with them. If you stick with your team properly and work with clan members or even friends, it reduces any form of danger drastically. But regardless, they require different skill sets and each has their own difficulties. But one is not particularly harder than the other to get a lot of kills and damage out put.

Okay, I sum up:

- if you want to play infantry, you need to join a clan so you always have friends around you, so your class is not that vulnerable, because you outnumber the enemy.

- archers and infantry need different skill sets. Infantry needs to move the mouse in the proper direction within the blink of an eye to be able to block an attack, they need to be constantly pressing W,A,S or D to have some footwork, and always while fighting you don't only have to concentrate on the enemy you are attacking, but also on his mates sorrounding him. Infantry has to be aware of archers shooting them, cavalry backstabbing them and infantry attacking them from the sides while fighting, because as infantry usually you always have enemy infantry around you.

Archers need to move the mouse correctly to make their bow shoot where they think it should shoot to, if they miss nothing bad happens (in difference to a failed block), and all they need to do is to click with the left mouse button. They also have to be aware of cavalry and archers. Oh! And of infantry, of course, to see them approach in time, so you can move a few steps to the side to bring a friendly infantryman between you and the enemy. Or shoot him to bits with your archer friends. It's totally comparable to an infantryman standing 4 meters away who suddenly decides to attack you. And infantry ALWAYS has enemy infantry a few meters away. ESPECIALLY if both teams use to play together, as you suggest it.

Yes, both classes need different skill sets. But the archer skill set is much easier than the infantry one.
Title: Re: New ranged change
Post by: bonekuukkeli on January 19, 2012, 08:45:32 pm
Just keep talking. Maybe you suck at melee as you make it sound so hard.

Anyone can figure out different kind of views about this thing. As melee you often 1-hit your light armoured enemy or with couple hits even medium ones. Easy. As archer you need to hit moving target quite many times in a row. And as arrows go in one direction only when compared to "easymode" melee swing that nowdays hit even targets behind as well. Not easymode? Well I see mostly melee guys in top scores so they must be?

Lonely archer is quite weak. So they need to join clan as well if they want someone to protect them. Actually... it's easier for melee to stay in big clusters and move in them. Archers need to stop and shoot.

Also, archers are often engaged in melee as well (some true heroes that don't whine here at forums might know more about this, you can ask around) and at this point pure melee has huge advantage. If one good 2h melee can sweep 3 archers from ruins with ease, it must mean that 2h is op? Nerf!

Archers need quite a lot of awareness while playing. Melee that has any IQ left in their brain actually needs to find holes in ranged players awareness and exploit them. Different skillsets and as it's really rare that ranged tops scoreboards (not many players can do that, unlike cavs that do it often), I could say either is easier than other.

Biggest problem is lack of creativity and idiot players whining and demanding nerfing to other classes when they can't play their own. This leads to situation when players feel their toons are getting nerf after nerf and soon move to other games.

See? We all can twist this thing around one side or another. But fact is that ranged haven't been serious threat to decent players in long time (if you don't look at roofcamping and even that is manageable).
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 19, 2012, 08:57:12 pm
Joker I understand what you are saying :)

However...

- Archers are not like infantry in the sense that they on average deal far less damage (even before patch)
- hitting targets consistently at medium ranges can be difficult if the infantry is aware of you.

A lot of infantry play is difficult, yes blocking is not always easy, yes there are constant dangers of being flanked but its a completely different playstyle. There is just as much skill involved in predicting target movements, long ranged shots, (without ladders) taking good positions and being able to fight lightly armed (kiting archers are a bit of a bitch) .

In my opinion we have

- Tank infantry who sacrifice safety for a decent damage output and try to balance this with heavier armour.
- Shock infantry who go for speed and extremely powerful blows
- Heavy archers who hit hard and sacrificed armour for accuracy, but this accuracy and can afford to deal a medium damage from safety
- Light archers who are fast and can kite very well (annoyingly), light damage at short ranges and stay out of harms way.
- xbowmen who with their reloads and nerfed damage feel a bit redundant
Title: Re: New ranged change
Post by: Dezilagel on January 19, 2012, 10:37:04 pm
Well, there you go.  Look at the difference between 2h and everyone else.  No wonder they've nerfed ranged.  The 2h are at such a disadvantage.

Oh, forgot to add the values for ranged:

Throwing: +750

Bows: +9001

Xbows: +9001

Title: Re: New ranged change
Post by: Overdriven on January 20, 2012, 01:14:34 am
Yes, both classes need different skill sets. But the archer skill set is much easier than the infantry one.

Okey dokey then  :rolleyes:
Title: Re: New ranged change
Post by: XyNox on January 20, 2012, 03:28:55 am
As 90% of all melees dont seem to have brains and talk complete bs about archery, why dont we have a little event to proove it ? Lets say 5 known melees create skip the fun archery chars and 5 archers create melee chars and fight it out. It would be nice to see melees actually understand the basics of ranged combat, which is obviously not given at the moment. THEN we can go on with discussions about nerfing things.
Title: Re: New ranged change
Post by: Thomek on January 20, 2012, 03:56:25 am
Made an archer STF some time ago with zero archery. Managed an even K:D ratio easy, but it was so boring to play him that I didn't explore it to any depth.

What I think though, about this whole discussion is that there is a BIG difference between the
MW bow + MW Arrows + lvl 33-34 Archers, and the rest of them.

Of course, the leet archers play the most (To get those lvls and mw) and those are the ones we hate. They either hit very hard or very accurate and run very fast.

So even if there are many more average archers around, the main pressure is felt by the pro archers that play a lot.

Imo Ranged is too gear and perhaps lvl dependent... And they need to be kept down in numbers a bit.
Title: Re: New ranged change
Post by: justjr on January 20, 2012, 04:15:09 am
This is not the way to keep the archer numbers down. There's no such thing.
Remove archery is the only way to keep numbers really down, but too radical.
Title: Re: New ranged change
Post by: Tears of Destiny on January 20, 2012, 04:16:49 am
Made an archer STF some time ago with zero archery. Managed an even K:D ratio easy, but it was so boring to play him that I didn't explore it to any depth.

So what you are saying is that this was before the required 14wpf per PD, and well before the significantly slower arrow velocities?

So ancient history countless patches old?
Title: Re: New ranged change
Post by: Nehvar on January 20, 2012, 04:51:58 am
That 2h thrust info is outdated.  I believe it is something like +60 now.  Maybe less.
Title: Re: New ranged change
Post by: Jambi on January 20, 2012, 05:08:48 am
I've spectated Jambi, and I would like to know why he can't replicate that score again. :rolleyes:

I guess he is now no skill.  :shock:

Cool story bro, but ive not been playing normal CRPG for couple of days now. I havent played normal CRPG since that last score. I dont know who you spectated, but i certainly wasnt me.

I only play Strat as of lately.

It was a good patch, but CRPG is like 1 step forward for every 2 steps back. Mod is deceased
Title: Re: New ranged change
Post by: WaltF4 on January 20, 2012, 05:57:50 am
That 2h thrust info is outdated.  I believe it is something like +60 now.  Maybe less.

A thrust with a practice longsword (length 117) has almost identical reach as a thrust with a long awlpike (length 185.) I just tested this again with the 0.261 patch.
Title: Re: New ranged change
Post by: Thomek on January 20, 2012, 10:37:03 am
So what you are saying is that this was before the required 14wpf per PD, and well before the significantly slower arrow velocities?

So ancient history countless patches old?

Sorry should say zero archery experience.. sorry slip
Title: Re: New ranged change
Post by: Peasant_Woman on January 20, 2012, 11:32:28 am
Personally I like playing my old friend and arrow: Operation arrowstorm.
Title: Re: New ranged change
Post by: Jambi on January 20, 2012, 12:02:44 pm
Played a map this morning, new updated screenshot for the fans. Complete with arrow texture nerf etc.

visitors can't see pics , please register or login


1 more death.. but meh. Here ya go. Archery realy isnt as nerfed as many think. But i urge developers to focus on cav nerfs now.
http://www.youtube.com/watch?v=JcrwBh-f95U

Just cant be bothered to play normal crpg longer then 1 map anymore.
Title: Re: New ranged change
Post by: Vibe on January 20, 2012, 12:16:59 pm
Well, I guess that proves that good archers get good KD, bad whine?
Title: Re: New ranged change
Post by: Ylca on January 20, 2012, 12:40:09 pm
I love how we balance the game the absolute top 10% of players rather than the overall statistics? 1 archer posting amazing scores? Nerf archery.


Of course, it's strange because when 7 cav are taking up the top slots despite dying every round and the rest are filled with 2h/polearms no one has a problem.

CRPG players are honestly the worst and we're getting exactly the game we deserve. I can't wait till archery is nerfed into oblivion and some of your pet classes are the next on the chopping block, it's going to be hilarious when you find out what archers have been dealing with for months now.
Title: Re: New ranged change
Post by: Vibe on January 20, 2012, 12:42:43 pm
I love how we balance the game the absolute top 10% of players rather than the overall statistics? 1 archer posting amazing scores? Nerf archery.


Of course, it's strange because when 7 cav are taking up the top slots despite dying every round and the rest are filled with 2h/polearms no one has a problem.

CRPG players are honestly the worst and we're getting exactly the game we deserve. I can't wait till archery is nerfed into oblivion and some of your pet classes are the next on the chopping block, it's going to be hilarious when you find out what archers have been dealing with for months now.

I was saying that archery is fine as it is if a good player can still get a good score. Just like with cav and melee.
Title: Re: New ranged change
Post by: Ylca on January 20, 2012, 12:47:09 pm
I was saying that archery is fine as it is if a good player can still get a good score. Just like with cav and melee.

Okay, i'll put it this way- statistics doesn't work on a single data point. If one archer is posting great scores yet he's the one archer people keep posting (where are the other archers getting great scores?) then there's an issue, but CRPG logic states "that one guy is good and everyone else sucks, there is nothing wrong with the overall as long as one person can exel" which is the height of ridiculousness.

For my own 2cents, i used to avoid quality archers like martian_manhunter but now i simply ride towards them laughing my ass of as their arrows do less than 5 to 10% damage to me and even less to the horse.
Title: Re: New ranged change
Post by: Vibe on January 20, 2012, 12:50:18 pm
Okay, i'll put it this way- statistics doesn't work on a single data point. If one archer is posting great scores yet he's the one archer people keep posting (where are the other archers getting great scores?) then there's an issue, but CRPG logic states "that one guy is good and everyone else sucks, there is nothing wrong with the overall as long as one person can exel" which is the height of ridiculousness.

For my own 2cents, i used to avoid quality archers like martian_manhunter but now i simply ride towards them laughing my ass of as their arrows do less than 5 to 10% damage to me and even less to the horse.

Well they should adapt. As long as they aim for the head and not spam arrows mindlessly they should do just fine. One player is enough to see that this is entirely possible.

Can't hit head? Get skill then.
Title: Re: New ranged change
Post by: Ylca on January 20, 2012, 12:53:24 pm
Well they should adapt. As long as they aim for the head and not spam arrows mindlessly they should do just fine. One player is enough to see that this is entirely possible.

Can't hit head? Get skill then.

I too balance statistics around one data point.  :rolleyes: Meanwhile 10IF and 10 PS builds laugh as many weapons bounce and they kill on accidental glances and that's skillful and A-OK.

This mod has the worst community ever.
Title: Re: New ranged change
Post by: justme on January 20, 2012, 12:53:50 pm
i see all day archers (different) on the top of scorebord.. we know that u buffed them ;)
Title: Re: New ranged change
Post by: Mtemtko on January 20, 2012, 12:54:21 pm
And not a single fuck was given for HAs that day.. its like this nerf only affects normal archers...  :|
Title: Re: New ranged change
Post by: Vibe on January 20, 2012, 12:59:04 pm
I too balance statistics around one data point.  :rolleyes: Meanwhile 10IF and 10 PS builds laugh as many weapons bounce and they kill on accidental glances and that's skillful and A-OK.

This mod has the worst community ever.

What's wrong with one "class" being now harder to play than another? If you can't aim good enough to get kills then respec to 10IF/10PS, if you're all about getting easy kills. Just go with whatever is FoTM for the less skilled then.

I'm a 2h cav, do you think I play it because I get a thousand easy kills with it? I welcome the challenge.
But from what it seems most of the players here want to play easymode (Strat included).

Yes indeed, this mod has the worst community ever.
Title: Re: New ranged change
Post by: SquishMitten on January 20, 2012, 01:03:04 pm
are 10IF/10PS really that common in NA? not many on EU
Title: Re: New ranged change
Post by: v/onMega on January 20, 2012, 01:09:11 pm
Well ylca....

And now think in that direction....

Archery gets easier and the same guys scoring awesome k/d now, would score even better.....

Archery can be deadly, it is possible in case u play it right.
If you dont score that well, your playing style is wrong, dont you think?

Its like trying to turnfight in a Fw 190 against a spitfire. Its not gonna happen....because you simply play it wrong.


And as a sidenote...:

How many really good melee players are out there?
Its the same thing there ;-)
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 20, 2012, 01:14:13 pm

This mod has the worst community ever.
Title: Re: New ranged change
Post by: Kafein on January 20, 2012, 01:17:53 pm
Okay, i'll put it this way- statistics doesn't work on a single data point. If one archer is posting great scores yet he's the one archer people keep posting (where are the other archers getting great scores?) then there's an issue, but CRPG logic states "that one guy is good and everyone else sucks, there is nothing wrong with the overall as long as one person can exel" which is the height of ridiculousness.

For my own 2cents, i used to avoid quality archers like martian_manhunter but now i simply ride towards them laughing my ass of as their arrows do less than 5 to 10% damage to me and even less to the horse.

Heh, melee asking for a removal of ladders were asked to "adapt" so I guess this was only very predictable.

The only true statistic we could base a sane debate on is the average W/L ratio of entire "classes" (that is, given sets of wpf/attribute/skill conditions). Everything else is meaningless, or at best, we don't know how meaningful it is. Like k/d. Greater is best, but how really does it influence your average multi ? And even W/L or average multi (which are univocally linked) don't capture the relative fun spoiling factor (for example I think most melee prefer fighting melee than having to chase archers, shielders included).
Title: Re: New ranged change
Post by: Gisbert_of_Thuringia on January 20, 2012, 01:26:37 pm
Heh, melee asking for a removal of ladders were asked to "adapt" so I guess this was only very predictable.


Many archers were pro removing ladders, but these things people tend to forget very fast
Title: Re: New ranged change
Post by: Overdriven on January 20, 2012, 01:38:03 pm
Well this thread has now reached more pages than the swing delay whine thread so I reckon it must be time to revert this.

1 more death.. but meh. Here ya go. Archery realy isnt as nerfed as many think. But i urge developers to focus on cav nerfs now.


WTF is with this circle jerk of nerfs? How can you even suggest nerfing cav again? You realise that it goes like this:

Nerf archers because to many of them
Nerf various melee weapons in various ways because one or more has become OP
Nerf cav because nerfing archers and various melee weapons made them OP
O no cav can't kill as many archers and they are hiding on roofs. Nerf archers again.
O wait another melee weapon has become OP because we nerfed it's counter. Nerf that.
Suggestion, cav is to strong because archers now suck...nerf cav AGAIN.

This keeps happening. How long are we going to keep nerfing classes because one outweighs another due to some previous nerf? Even with the odd buff thrown in there, they are usually to insignificant to make a difference.

And when is something going to be done about fixing HA. Damage nerf probably affected HA more than any other because headshots are by far the hardest for us.
Title: Re: New ranged change
Post by: Ylca on January 20, 2012, 01:40:20 pm
Well ylca....

And now think in that direction....

Archery gets easier and the same guys scoring awesome k/d now, would score even better.....

Archery can be deadly, it is possible in case u play it right.
If you dont score that well, your playing style is wrong, dont you think?

Its like trying to turnfight in a Fw 190 against a spitfire. Its not gonna happen....because you simply play it wrong.


And as a sidenote...:

How many really good melee players are out there?
Its the same thing there ;-)

Okay so great archers get a great k/d while all other archers inch back towards medicore. This is a problem Meanwhile we have this doublethink where we all accept that most CRPG players are terrible at melee and manual blocking, yet somehow it's very skillful to get in a fight where either

A. You have at ton of HP and armor and you can miss 10 blocks and kill with one

or

B. You have a ton of agi and can circle and dance and get plenty of kills cause no one can keep up.

These are examples of great skill whereas pulling fucking trajectory calculations on the fly as achers have to do while needing multiple shots to kill is still considered so OP that archery got another nerf. Again this is why i say this is a terrible beta community. Nerf the things you don't like into oblivion, ignore everything else until the game is completely unbalanced and worthless.

That right hand swing delay lasted for all of two seconds because people whined about it, now swinging right gets plenty of kills, yet no one complains about "skill" then.

Most people in CRPG are hypocrites who only want the best for their team and fuck the rest of the mod balance and the sad thing is that the devs listen while absolutely ignoring the few people who put in valid feedback, test issues, and actually go on servers and take the time to compile real data.

10 Nerf archery threads get a response but the two people who go on servers and show that arrows do next to no damage to most targets by testing, taking screenshots, and showing their data get completely ignored.

It's balance by mob and it's why there are massive changes every patch. Most games make incremental changes after months of playtesting, CRPG makes huge changes after weeks of one class bitching about a class they never play while ignoring other classes that are massively popular.

Is there any reason that a massive 2her should ever swing faster than a tiny 1h? No, but that's never going to be patched out because 2hers are popular.

Beta. What a fucking joke, this is a high school popularity contest.
Title: Re: New ranged change
Post by: cmp on January 20, 2012, 01:44:27 pm
10 Nerf archery threads get a response but the two people who go on servers and show that arrows do next to no damage to most targets by testing, taking screenshots, and showing their data get completely ignored.

Yes, liars get completely ignored.
Title: Re: New ranged change
Post by: Dezilagel on January 20, 2012, 01:44:53 pm
Okay so great archers get a great k/d while all other archers inch back towards medicore. This is a problem Meanwhile we have this doublethink where we all accept that most CRPG players are terrible at melee and manual blocking, yet somehow it's very skillful to get in a fight where either

A. You have at ton of HP and armor and you can miss 10 blocks and kill with one

or

B. You have a ton of agi and can circle and dance and get plenty of kills cause no one can keep up.

B. is obviously a case of you outplaying your opponent. I always have a chance, even on my str 1h.

But no, noone thinks A. is skillful. But then, you will never be able to beat anyone decent consistently with thatkind of "tactic". I honestly don't see the problem here. A nerf to str and armor? Sure you could argue for it, but the majority of the 2h community are NOT 30 str plate monsters.
Title: Re: New ranged change
Post by: v/onMega on January 20, 2012, 02:02:06 pm
Okay so great archers get a great k/d while all other archers inch back towards medicore. This is a problem Meanwhile we have this doublethink where we all accept that most CRPG players are terrible at melee and manual blocking, yet somehow it's very skillful to get in a fight where either

A. You have at ton of HP and armor and you can miss 10 blocks and kill with one

or

B. You have a ton of agi and can circle and dance and get plenty of kills cause no one can keep up.

These are examples of great skill whereas pulling fucking trajectory calculations on the fly as achers have to do while needing multiple shots to kill is still considered so OP that archery got another nerf. Again this is why i say this is a terrible beta community. Nerf the things you don't like into oblivion, ignore everything else until the game is completely unbalanced and worthless.

That right hand swing delay lasted for all of two seconds because people whined about it, now swinging right gets plenty of kills, yet no one complains about "skill" then.

Most people in CRPG are hypocrites who only want the best for their team and fuck the rest of the mod balance and the sad thing is that the devs listen while absolutely ignoring the few people who put in valid feedback, test issues, and actually go on servers and take the time to compile real data.

10 Nerf archery threads get a response but the two people who go on servers and show that arrows do next to no damage to most targets by testing, taking screenshots, and showing their data get completely ignored.

It's balance by mob and it's why there are massive changes every patch. Most games make incremental changes after months of playtesting, CRPG makes huge changes after weeks of one class bitching about a class they never play while ignoring other classes that are massively popular.

Is there any reason that a massive 2her should ever swing faster than a tiny 1h? No, but that's never going to be patched out because 2hers are popular.

Beta. What a fucking joke, this is a high school popularity contest.

Oh boy, you are overheating on that one.

You think that min / max arguementation will make you seem eloquent and objective?

No sir.

You state examples that make up for ~5 % of the playerbase....

About deflection gunnery....well I play Il2, and you deflect 40 degree angles or more at speeds well over 700 km/ h sometimes......WHILE USING a throttle, a joystick and peddals.

Now tell me you cant deflect shots on obj. that move @ 10 km/h or 40 km/h while using ur mouse.


Btw....in every shooter headshot aim seperates the casuals from the good players ;-)
Title: Re: New ranged change
Post by: Overdriven on January 20, 2012, 02:03:21 pm
Btw....in every shooter headshot aim seperates the casuals from the good players ;-)

It does...but that's because the accuracy usually allows for more headshots. In crpg it doesn't.
Title: Re: New ranged change
Post by: Ylca on January 20, 2012, 02:45:55 pm
Oh boy, you are overheating on that one.

You think that min / max arguementation will make you seem eloquent and objective?

No sir.

You state examples that make up for ~5 % of the playerbase....

About deflection gunnery....well I play Il2, and you deflect 40 degree angles or more at speeds well over 700 km/ h sometimes......WHILE USING a throttle, a joystick and peddals.

Now tell me you cant deflect shots on obj. that move @ 10 km/h or 40 km/h while using ur mouse.


Btw....in every shooter headshot aim seperates the casuals from the good players ;-)

I apologize,i should have said 8PS and 8IF and lower tier heavy armor i'm not talking black plate but even Dhurizina Elite is enough for me to laugh at all ranged now, is that better? Drop into a server one day and see how many people are in 50+ armor points with an obviously decent amount of PS. Then check how many archers are getting kills and how many agi builds there are. I play almost every day and i see the same thing every day.
Title: Re: New ranged change
Post by: Mtemtko on January 20, 2012, 02:46:17 pm

Btw....in every shooter headshot aim seperates the casuals from the good players ;-)

Btw....in every shooter headshot aim seperates the shitty internet connection from the good internet connection. That works too, doesnt it?
Title: Re: New ranged change
Post by: SquishMitten on January 20, 2012, 02:51:17 pm
I don't think archers should be getting a lot of kills, I think they are a support class meant for weakening other infantry, killing horses and finishing off wounded players
Title: Re: New ranged change
Post by: Gristle on January 20, 2012, 02:53:39 pm
Btw....in every shooter headshot aim seperates the casuals from the good players ;-)

This isn't Call of Duty, and my Crossbow is not a super accurate sniper rifle with a x12 scope (the zoom feature is hardly the same thing). This change was some poor developer's sloppy attempt to make archery more like a modern shooter. Is that really what we want? If so, please let me shoot while jumping again so I can properly bunny hop my way to victory.

I don't think archers should be getting a lot of kills, I think they are a support class meant for weakening other infantry, killing horses and finishing off wounded players

If I am playing a support class, then my weapons should be lowered in price to accurately depict that.
Title: Re: New ranged change
Post by: Jambi on January 20, 2012, 02:56:14 pm
Did YOU decide that? Did anyone ASK them if they wanted to be a support class? STFU with "support" class, there's no medics here, the job of archers is to RAPE 2handers, cav and shieldless polespammer. ABSOLUTELY RAPE them. RAPE them so easily, they must hide and wait for shielders. That WAS their job and still should be, not some luckshooters who have to hit head hitboxes in a game where head hitboxes are folded out of the material plane of excistance each time the target starts spamming feints. Archery has been effectively removed from the mod as a class. Some will hang on, the same ones who ppl think are good now, like Jambi and Hetman, because although they are not good at melee OR at fighting other archers, they are persistant. And that is THE ONLY way to play archer now: Surive untill most enemies are badly wounded and mop them up. Horse archery has been ACTUALLY removed from the mod: You see maybe 2 a day.

ALL of this because bundle of sticks 2handers and polespammers dont like that they are rock, and paper beats them. Game was built that way, and last year of patches has been trying to fix a nonexistant problem.

I dodnt even understand why any of this is under discussion: Just lock EU1 to melee only and then all heros can be happy. Fucking pussies. Just cause you cant fight it doesnt make it broken, it means you fail. Change your playstyle, not the game.

You sir, should do more research and less herpy derpy
Title: Re: New ranged change
Post by: mOus333 on January 20, 2012, 03:00:42 pm
yesterday i was on eu1 and see merc zerobot1 in action. Only one thing to say  NERF ARCHERS !!!!
Hs is OP!!!  :twisted:
Title: Re: New ranged change
Post by: Grumbs on January 20, 2012, 03:22:12 pm
yesterday i was on eu1 and see merc zerobot1 in action. Only one thing to say  NERF ARCHERS !!!!
Hs is OP!!!  :twisted:

lol I asked the guy to stop headshotting me yesterday. I think the most recent patch was very good for the game overall. Some tweaks could be done maybe but it overall it was positive for the game. You should have to work for long range kills..spamming at the body should not be rewarded how it was before
Title: Re: New ranged change
Post by: Tzar on January 20, 2012, 03:40:29 pm
Jambi have alone single handily made all the noob archers whining in here look like a fool i think its time we close the whine threads an move on....

No reason all the scrub archers keep posting tears when they should be more focused about adapting rather then crying..
Title: Re: New ranged change
Post by: mOus333 on January 20, 2012, 03:43:49 pm
FFS.. forum whit no whine is no forum !!!
NERF XBOWERS!!!!!!!!!!!
Title: Re: New ranged change
Post by: Overdriven on January 20, 2012, 03:53:38 pm
Jambi have alone single handily made all the noob archers whining in here look like a fool i think its time we close the whine threads an move on....

No reason all the scrub archers keep posting tears when they should be more focused about adapting rather then crying..

2h whine thread didn't get closed...so why would this?
Title: Re: New ranged change
Post by: Gristle on January 20, 2012, 04:35:28 pm
People must learn to never respond to Tzar on the subject of ranged classes, as doing so does not actually contribute to a healthy discussion. I have seen people make this mistake for as long as I've been playing cRPG.

Never change, Tzar. Never change.
Title: Re: New ranged change
Post by: Jambi on January 20, 2012, 07:15:13 pm
http://www.youtube.com/watch?v=CHSQlhozkiA#t=1m35s


*hands some to Tzar*  :P http://z0r.de/2933
Title: Re: New ranged change
Post by: justjr on January 21, 2012, 02:45:28 am
About cavs, they have always been OP.
. Run 20x faster then not cav (guessing)
. Have 2 life bars.

Just to list 2 things I remember now.

In the others hand, besides the money you pay for it, they get almost no down sides.
And don't tell me repair influence on balance, they can pay 1 million still imba.
Title: Re: New ranged change
Post by: Grumbs on January 21, 2012, 02:53:10 am
I think cavs not too bad atm. I quite like what they add to the battlefield personally. Got to be more aware of your surroundings and listen for them coming. Quite satisfying if you manage to kill them or their horse.

Main things I don't like is the force field on shields and how they seem to bump you a bit too easily with no downside to themselves. Also when they fall off the horse the game seems to guess where they are and get it wrong quite often..I see them sliding somewhere and then they stand up somewhere else. Overall though I much rather die to cav than ranged because I can usually feel like I made some mistake or other when I die to cav
Title: Re: New ranged change
Post by: Ylca on January 21, 2012, 09:53:44 am
Funny how when the right swing delay came in people complained until it was removed, but when archers get nerfed patch after patch the response is "adapt".  :rolleyes:


More stellar balancing from the CRPG community.
Title: Re: New ranged change
Post by: Hippy on January 21, 2012, 09:59:59 am
About cavs, they have always been OP.
. Run 20x faster then not cav (guessing)
. Have 2 life bars.

Just to list 2 things I remember now.

In the others hand, besides the money you pay for it, they get almost no down sides.
And don't tell me repair influence on balance, they can pay 1 million still imba.

Cavalry is the easiest thing to kill as long as you aren't dumb and over extend every time you try to attack it. And it's actually one health bar... You can still kill a horseman without even touching his horse.
Title: Re: New ranged change
Post by: seddrik on January 21, 2012, 12:33:59 pm
Throwing used to be fun.  Running would lessen ur aim a little but no too much.  Now, if u move while throwing its auto miss.  Ive repeatedly thrown THRU people while moving...  If by some fluke it hits it does no damage.  Only when standing still does it function fairly normally.  But with such limited ammo standing still is a regular death sentence.

I used to enjoy running and throwing.  Now its not so fun.

Throwing now needs a something to steady it while moving...
Title: Re: New ranged change
Post by: Vibe on January 21, 2012, 12:39:18 pm
Funny how when the right swing delay came in people complained until it was removed, but when archers get nerfed patch after patch the response is "adapt".  :rolleyes:


More stellar balancing from the CRPG community.

That's because the point of that delay was to "disable" hiltslashing, not to make 2h right swing possible to spam against (which is what it did).
Title: Re: New ranged change
Post by: Elmokki on January 21, 2012, 01:30:08 pm
Cavalry in general is fine. People just are dumb as fuck and die to it due to a) no awareness b) HERP DERP CAN'T TAKE A 2 SLOT BAMBOO SPEAR EVEN IF I HAVE SLOTS. Heavy horses do need some teamwork to kill too though. Heaviest horses could be made a bit - not much - more vulnerable to melee though since killing them can be ludicrously hard sometimes.
Title: Re: New ranged change
Post by: CaptainQuantum 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:
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.
Title: Re: New ranged change
Post by: MrShine on January 21, 2012, 05:28:59 pm
I would actually say this is a ranged buff, if you actually know what you are doing of course.

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.

This is an archery nerf, plain and simple.
Title: Re: New ranged change
Post by: CaptainQuantum 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.
Title: Re: New ranged change
Post by: justjr on January 22, 2012, 03:01:38 pm
If you use to shot with a long bow before the patch, you barely notice this buff, that's if you do notice.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 03:12:52 pm
The longbow has different appeals to it, it's bad for ranged duels, but I am told it is hardcoded that the longbow draw may be held for longer and hence is better against infantry. So I don't really see a problem with the longbow with these changes, I picked up a longbow yesterday and did as good as with my Rus bow, it seems still to be very effective. It certainly destroys high PD builds, which is probably for the best, that's what a crossbow is for.

For crossbows I think this nerf was very bad since they don't really have the same chance for the headshot as others. So maybe it would be a good idea to increase the damage on the arbalest so that it is still the beast to be scared of as is was pre patch. I do not play crossbow very often (I only have a level 25 alt), so I do not know what needs changing to balance them. However it is quite obvious that crossbows got nerfed to an almost unusable level, in some cases it fixes people bringing a crossbow for a sidearm which is good, but it also screws up the pure crossbow users.
Title: Re: New ranged change
Post by: Gristle on January 22, 2012, 03:19:15 pm
The bonus damage was far less, (175% multiplier), now I believe it is 300%?

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.

It went from a 75% increase to a 100% increase. Not a big buff to anything worth using.

What accuracy buff are you talking about?
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 03:25:45 pm
It went from a 75% increase to a 100% increase. Not a big buff to anything worth using.

What accuracy buff are you talking about?

Longbow got +1 accuracy. That was the only accuracy buff that I think happened. Hardly worth mentioning tbh.
Title: Re: New ranged change
Post by: Adamar on January 22, 2012, 04:30:22 pm
All I can say is that Im doing far less casualties with my mw longbow than with my normal horn bow. I feel betrayed more and more with what the devs are doing to this game.
Title: Re: New ranged change
Post by: Leshma on January 22, 2012, 04:38:48 pm
Yesterday I was playing on low populated server (EU4) and I must say that this change created a huge chasm between good archers and crappy archers. Sadly, there isn't that many good archers playing c-rpg.

Of course, on big server things change. On those servers cavalry rape everyone wearing light armor which includes archers.
Title: Re: New ranged change
Post by: MrShine on January 22, 2012, 05:04:10 pm
Yesterday I was playing on low populated server (EU4) and I must say that this change created a huge chasm between good archers and crappy archers. Sadly, there isn't that many good archers playing c-rpg.

Of course, on big server things change. On those servers cavalry rape everyone wearing light armor which includes archers.

I don't think you've been paying attention to the discussion.  You can't accurately aim for the head unless you're really close.  This is what you're probably seeing:

- Archer A aims normally, hits with 50% of their arrows in medium range, 90% of the successful hits hit the body.  Damage is dealt, but few kills.

- Archer B aims high, hits with 20% of the arrows in medium range, but over half of those hit the head and give a kill.  Total damage dealt from this archer might actually be lower than the other guys, but you (seeing the headshots and the kills) think "WOAH THIS ARCHER IS PRO!".





Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 05:26:00 pm
- Archer B aims high, hits with 20% of the arrows in medium range, but over half of those hit the head and give a kill.  Total damage dealt from this archer might actually be lower than the other guys, but you (seeing the headshots and the kills) think "WOAH THIS ARCHER IS PRO!".

Yeah I was spectating Jambi and noticed that's how he gets a lot of his kills. Most of them are point blank head shots. Hardly ever fires at even a medium range target unless they are completely stationary. So much for that Jambi score proving anything  :rolleyes:

If you have to fire at point blank range to sucessfully hit...there is something very wrong.
Title: Re: New ranged change
Post by: Kafein on January 22, 2012, 05:35:12 pm
Yeah I was spectating Jambi and noticed that's how he gets a lot of his kills. Most of them are point blank head shots. Hardly ever fires at even a medium range target unless they are completely stationary. So much for that Jambi score proving anything  :rolleyes:

If you have to fire at point blank range to sucessfully hit...there is something very wrong.

Long range fire needs to be done in volleys and large numbers to be effective, because bows aren't snipers (and they shouldn't be snipers). A clan might want to do some funny volley event with super cheap gear in order to outnumber the enemy, but I don't see that working very well with the damage reduction over long ranges.
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 22, 2012, 05:38:18 pm
Long range fire needs to be done in volleys and large numbers to be effective, because bows aren't snipers (and they shouldn't be snipers). A clan might want to do some funny volley event with super cheap gear in order to outnumber the enemy, but I don't see that working very well with the damage reduction over long ranges.

Sadly volleying is really only effective when you got the target relatively condensed, I cant see volley fire ever being a viable tactic in c-rpg unless a team 30 or so group behind a shield wall. Even then you might as well fire at will...
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 05:39:05 pm
Long range fire needs to be done in volleys and large numbers to be effective, because bows aren't snipers (and they shouldn't be snipers). A clan might want to do some funny volley event with super cheap gear in order to outnumber the enemy, but I don't see that working very well with the damage reduction over long ranges.

So bows are the medieval shotguns? I never knew...

Volley fire in pubby would be completely useless. That's a pretty daft idea Kafein.
Title: Re: New ranged change
Post by: SquishMitten on January 22, 2012, 05:39:57 pm
because bows aren't snipers (and they shouldn't be snipers).
+1
Title: Re: New ranged change
Post by: LastKaze on January 22, 2012, 05:43:47 pm
arbalest is a sniper, and it should take atleast 1-2 bolts to kill someone -.-
Title: Re: New ranged change
Post by: Tzar on January 22, 2012, 05:50:00 pm
Lets see here...

 :arrow:

Serious Sam 3: BFE   
Call of Duty: Modern Warfare 3   
Battlefield 3   
Rage   
Red Orchestra 2: Heroes of Stalingrad   
Resistance 3   
Dead Island   
Call of Juarez
Duke Nukem Forever   
Brink   Splash Damage   
Conduit 2   
Crysis 2   
Homefront   
Red Eclipse   
Killzone 3   Guerrilla Games   
Call of Duty: Black Ops   
UberStrike   
Halo: Reach   
Terrorist Takedown 3   
Quake Live   
Singularity   
Sniper: Ghost Warrior   
Terror Attack: Project Fateh   
Red Steel 2   
Metro 2033   
Operation Wolfsburg   
Battlefield: Bad Company 2   
NecroVisioN: Lost Company   
Aliens vs. Predator   
BioShock 2   
MAG   Zipper Interactive   
The Precursors   Deep Shadows   
Wolfschanze 2   City Interactive      
Rogue Warrior   Rebellion Developments   
Left 4 Dead 2   
Call of Duty: Modern Warfare 2   
Jonathan Kane: The Protector   
Shattered Horizon   
Painkiller: Resurrection   
Borderlands   Gearbox Software   
Operation Flashpoint: Dragon Rising   
Stealth Force 2   Midas Interactive      
Halo 3: ODST   Bungie Studios   X360   
Section 8   TimeGate Studios   
Delta Force: Xtreme 2   NovaLogic   
Raven Squad: Operation Hidden Dagger   
Wolfenstein   Raven Software   
Code of Honor 3: Desperate Measures         
Call of Juarez: Bound in Blood   Techland   
Battlefield Heroes

And the list goes on n on n on....

But yet archers still seems to think Mount And Blade war band cRPG is to be the best FPS game out there for some reason  :?:

Clearly chadz don't want this to be another shooter so why don't u pack your shit folks...

I don't fuckin get it... why don't the archers who wont adapt an does nothing but keep complaining an wanting to turn cRPG into some medieval shooter GTFO an play some of the billion fps games out there with better graphic effects guns ect ect ect....
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 05:51:15 pm
It went from a 75% increase to a 100% increase. Not a big buff to anything worth using.

What accuracy buff are you talking about?

I may have been a bit misleading when I said 175%, the number gets multiplied by 1.75 rather than an increase by 175%. And even with just 100% extra that's your damage (after armour) multiplied by 2, which is significant enough to warrant headshot kills at medium range. I can reliably pull off headshots at 10-20m which is the range I comfortably operate at anyway since I usually stay close to a good melee player so I can support them but get aid from them if I need it.  Even with body shots you stagger people, which is the main role of the archer anyway, to wound and make opening for melee.

The accuracy buff I am talking about is the accuracy buff we got this patch. The bows seem to be more accurate now than they were pre-patch.

I don't think you've been paying attention to the discussion.  You can't accurately aim for the head unless you're really close.  This is what you're probably seeing:

- Archer A aims normally, hits with 50% of their arrows in medium range, 90% of the successful hits hit the body.  Damage is dealt, but few kills.

- Archer B aims high, hits with 20% of the arrows in medium range, but over half of those hit the head and give a kill.  Total damage dealt from this archer might actually be lower than the other guys, but you (seeing the headshots and the kills) think "WOAH THIS ARCHER IS PRO!".

Archer A still does a lot of damage and gets a lot of kills, I aim for the head mostly but sometimes go for this style and gets me a few kills. This style caters more towards the stagger and run technique. This style supports melee a lot more due to the staggers.

Archer B gains their headshots and kills quite easily, but due to a lower hit rate staggers less hence aiding the team less. They also will likely miss when someone dodges.

Both styles are viable, although if you want to be a good archer you will choose to mix up the body shots with the headshots. I myself will body shot when someone is coming straight for me, since that will kill them before they reach me. However when I am aiding infantry and I see someone running in a predictable path I will go for the headshot.

Yeah I was spectating Jambi and noticed that's how he gets a lot of his kills. Most of them are point blank head shots. Hardly ever fires at even a medium range target unless they are completely stationary. So much for that Jambi score proving anything  :rolleyes:

If you have to fire at point blank range to sucessfully hit...there is something very wrong.

This is not true at all, Jambi has been tweaking his aim for headshots only for around a month. He seems to be able to aim at medium range and get a reasonable amount of headshots, you just need to know when to shoot for the head and when for the body. Jambi will get most of his kills in close range because he is focused by most people, and hence will not get much chance at the medium range shots. Archery should not be conducted at large ranges either, I have always played archery in close-medium range, any further and it's pointless. I do see people trying to spam arrows across the map which should not be viable since it takes no skill.

So bows are the medieval shotguns? I never knew...

Volley fire in pubby would be completely useless. That's a pretty daft idea Kafein.

In real life bows can be quite good snipers, but this game is about balance and not about "Oh look I fired my bow and the arrow magnetised to that guys face".
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 05:55:36 pm
And the list goes on n on n on....

But yet archers still seems to think Mount And Blade war band cRPG is to be the best FPS game out there for some reason  :?:

Clearly chadz don't want this to be another shooter so why don't u pack your shit folks...

I don't fuckin get it... why don't the archers who wont adapt an does nothing but keep complaining an wanting to turn cRPG into some medieval shooter GTFO an play some of the billion fps games out there with better graphic effects guns ect ect ect....

Jeez tzar you just keep on going with retarded nonsense don't you.

Because the whole point is to increase skill. If skill is shotgunning people in the head at point blank range, then that's a bloody weird concept. Hitting anyone in the head at even medium range is pretty much pure luck.

This is not true at all, Jambi has been tweaking his aim for headshots only for around a month. He seems to be able to aim at medium range and get a reasonable amount of headshots, you just need to know when to shoot for the head and when for the body. Jambi will get most of his kills in close range because he is focused by most people, and hence will not get much chance at the medium range shots. Archery should not be conducted at large ranges either, I have always played archery in close-medium range, any further and it's pointless. I do see people trying to spam arrows across the map which should not be viable since it takes no skill.

In real life bows can be quite good snipers, but this game is about balance and not about "Oh look I fired my bow and the arrow magnetised to that guys face".

When I watched him he had plenty of chances at medium ranged shots. But he just waited until people came close and headshotted them.

It's pointless because the accuracy is so damn bad. Because of the missle speed shooting at range would still be highly skillfull even if the accuracy was increased because it still requires perfect judgement to get the trajectories right. More skillfull than shooting close. But right now it is ruled by random chance if you just point in the general direction that you should.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 05:59:24 pm
Jeez tzar you just keep on going with retarded nonsense don't you.

Because the whole point is to increase skill. If skill is shotgunning people in the head at point blank range, then that's a bloody weird concept. Hitting anyone in the head at even medium range is pretty much pure luck.

That is what Tzar does to be honest. You are aware "shot-gunning" with a bow is not possible since you get bumped at the bow range. You don't need to be point blank for a headshot either since that's what you meant, I can pull off headshots reliably at reasonable distances, get your target at about 20m without him focusing on you and if you are good enough enjoy your free kill. This patch is to separate the good from the bad, and it seems to have done that since bad archers are at the bottom of the boards and good archers are at the top.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 06:01:50 pm
When I watched him he had plenty of chances at medium ranged shots. But he just waited until people came close and headshotted them.

It's pointless because the accuracy is so damn bad. Because of the missle speed shooting at range would still be highly skillfull even if the accuracy was increased because it still requires perfect judgement to get the trajectories right. More skillfull than shooting close. But right now it is ruled by random chance if you just point in the general direction that you should.

The accuracy is not so bad, it's actually not too far from the heavy bows in native now if you have 18/21 or 15/24. It's not random chance if you do it consistently, random chance means unpredictable randomness.

//Sorry for the double post

PS: On headshot pre-patch it was 1.75*1.2*effective damage my mistake I misread the if statement. Also I guess they didn't change the damage equation here but in an earlier stage in damage calculation, so it means that you could actually have a higher effective damage than an extra 100% because more damage gets through the armour.

On a side note: Jambi is actually enjoying the ranged changes, so it's quite clear more than 1 of us thinks this is actually a good move who actually play archery.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 06:10:03 pm
On a side note: Jambi is actually enjoying the ranged changes, so it's quite clear more than 1 of us thinks this is actually a good move who actually play archery.

That's because it benefits him enourmously on the play style I just described. And anything below 10m or so is shotgunning.
Title: Re: New ranged change
Post by: Dezilagel on January 22, 2012, 06:16:13 pm
That's because it benefits him enourmously because he doesn't suck at archery
Title: Re: New ranged change
Post by: Adamar on January 22, 2012, 06:16:39 pm
The devs disregarded both realism and so called ballance with what they have been doing to archery.
And archers in CRPG were never snipers! That's the main feature that drove me to play this mod, the fact that the crosshair is way wider than in native and thus grants us a more realistic challange. But what's the point behind that when damage is so gimped that only a handful of players can score a positive score? And we still have to put up with mindless trolls, both in game and in here, saying that archery is fine, just so that their particular classes dont have to suffer.
It feels quite useless to even adress the dev team at this point, but this issue needs fixing. For once, ballance this mod in a way that each player gets the same chances of inflicting casualties to the enemy team, no matter their class. Which is obviously not the case at present.

Do your own testing if you think Im exagerating about the kill counts, but dont come here feeding crap to people who have first hand experience.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 06:17:02 pm


Archery is called ranged no? So then it should be used at range.
Title: Re: New ranged change
Post by: Dezilagel on January 22, 2012, 06:17:44 pm
Archery is called ranged no? So then it should be used at range.

Anything outside melee range is ranged, duh
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 06:21:48 pm
That's because it benefits him enourmously on the play style I just described. And anything below 10m or so is shotgunning.

Then by this definition it's not skill-less, since once a target gets below this range you start to worry and the target will dodge at this range much more. So actually headshotting a target at this range is actually quite hard. This change does not benefit his playstyle solely either since Jambi is possibly the best archer in cRPG, he can easily play any playstyle and does the mixing of the archer A & B style as I mentioned earlier. If it's so easy to play like this then why is Jambi and a few other archers the only ones using it? Like Tzar said, adapt to the change, I would not see it as a nerf since it stops me from being spammed in the body by truly skill-less archers who are firing at me from across the map or just firing randomly into a group or location. 

Quote
That's because it benefits him enourmously because he doesn't suck at archery.

Nice edit there :)

And Overdriven I use a bow at range, I can't stab my twohander's great sword 20m away now can I? As I said I can reliably headshot at 20m and possibly more, so it's not melee range.

But what's the point behind that when damage is so gimped that only a handful of players can score a positive score? And we still have to put up with mindless trolls, both in game and in here, saying that archery is fine, just so that their particular classes dont have to suffer.

You are aware positive means >0? So I hope everyone gets a positive score, what you mean is a non-fractional score, which for archery is hard to get, but it is so for most other classes. The trolls can be annoying but every class gets it, how many times have I seen people call Phyrex a 2h spamming noob? I lost count, and that's aimed at one of the best two handers in Europe.

Do your own testing if you think Im exagerating about the kill counts, but dont come here feeding crap to people who have first hand experience.

I did my own, I play archery on my alt. I have no looms and hence I have a huge disadvantage since looms have more importance for a ranged char, still I get good scores as an archer, if I am in the right mind-set I can outscore Jambi sometimes. Archery is fine and that's from my testing.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 06:25:23 pm
Then by this definition it's not skill-less, since once a target gets below this range you start to worry and the target will dodge at this range much more. So actually headshotting a target at this range is actually quite hard. This change does not benefit his playstyle solely either since Jambi is possibly the best archer in cRPG, he can easily play any playstyle and does the mixing of the archer A & B style as I mentioned earlier. If it's so easy to play like this then why is Jambi and a few other archers the only ones using it? Like Tzar said, adapt to the change, I would not see it as a nerf since it stops me from being spammed in the body by truly skill-less archers who are firing at me from across the map or just firing randomly into a group or location. 


Nice edit there :)

And Overdriven I use a bow at range, I can't stab my twohander's great sword 20m away now can I? As I said I can reliably headshot at 20m and possibly more, so it's not melee range.

Because most archers try to use it at a decent range. As soon as anyone comes close they chicken out and put more distance between them and the target. Jambi has the close shooting thing down yes. I didn't say it was skillless obviously it still requires skill, just that if you removed the random chances, scoring successful hits at range would be more skillfull, especially since people dodge at that range as well. I just think long ranged archer is a little to punished here.

20m is pretty much the start of medium range. That's not even a particularly large distance. Melee could close that gap in no time at all.
Title: Re: New ranged change
Post by: Dezilagel on January 22, 2012, 06:28:31 pm
risk vs. reward

If you don't have the balls to stay near your target then you shouldn't do massive damage.

Simple as that.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 06:33:05 pm
If you don't have the balls to stay near your target then you shouldn't do massive damage.

Exactly, ranged shouldn't be about running around and firing at that last guy until you have ran out of arrows. For example if a shielder reaches me I don't run away I take the risk to sidestep his shield and sometimes hit, if I fail I manual block until I can get some range again through use of my team mates, if it hits I am free to try again or get back to my team.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 06:35:23 pm
When did I say anything about massive damage? Even getting a bodyshot on any body at long range is incredibly difficult with the current accuracy.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 06:39:04 pm
When did I say anything about massive damage? Even getting a bodyshot on any body at long range is incredibly difficult with the current accuracy.

I think he meant that you should have a low chance of actually dealing any damage. Getting a bodyshot at long range should be hard since if I kill an archer he will generally rage and focus me from across the map. This change just forces you into a range where you are reachable, like Dezi said Risk vs Reward, the same applies to every other class in the game, now it applies to ranged too.
Title: Re: New ranged change
Post by: bonekuukkeli on January 22, 2012, 06:50:14 pm
This is just hilarious. There's few melee players whining about archery and defending nerf with all possible ways and explanations.

So... archers need to adapt to it? Can I ask...

What you did before patch?

No, you didn't adapt. Still you didn't learn to dodge, you didn't buy shield, you didn't move behind shielder. You were whining here at forums about how archery is all mighty and powerful. And it was all good before nerf for those who knew how to deal with them.

Now it's just couple archers doing well, and rest have to adapt?

So... let's nerf melee and buff archery. Chase and companions are doing well anyway, so rest need to deal with it? Fair? No. Stupid? Yes.

Most likely whining will start soon again, as melee idiots really haven't learned anything. Archers are going to adapt in idiotic game system and sure they will do better soon again and that's when you start whining again. But is this new "only headshots count for good damage" really that well planned?

Sure, heavy armour should be able to take punishing and quite much ignore arrows that arent made for penetrating them, but they should also move much slower to compensate that. But when I move around in my pilgrim robe and can take few arrows to my chest while laughing at archers, something isn't right. Sure you wannabe heroes are happy with that, it's better score for you (free kills anyway till they learn to headshot only and most don't with latency issues etc.) but some of us here actually want to have balanced and _fun_ gameplay. And... now if you want to make headshot, you NEED quite high WPF yes? So what about hybrids?
Title: Re: New ranged change
Post by: Joker86 on January 22, 2012, 06:59:27 pm
Perhaps there was a need for infantry to adapt to archers, and sure as hell you are right that many infantry players didn't adapt, but where had archers to adapt to infantry?

Not everyone can afford to invest money, upkeep, item slots, item weight and skill points into wearing a shield, you can't expect every infantryman to be a shielder. (Same applies for pikes against cavalry).

Now you still can't completely ignore archers, as they still inflict damage and they can headshot you, but also archers have to adapt to infantry and the fact that they can't score kills over half the map and over safe distance. Everyone has to adapt to everyone. Sounds fair to me.
Title: Re: New ranged change
Post by: Adamar on January 22, 2012, 07:01:51 pm
I did my own, I play archery on my alt. I have no looms and hence I have a huge disadvantage since looms have more importance for a ranged char, still I get good scores as an archer, if I am in the right mind-set I can outscore Jambi sometimes. Archery is fine and that's from my testing.

Irrelevant. A noob, armoured melee guy has even more chances of killing, than a seasoned archer does, as the patches keep comming.

I focused my looms in my longbow to specificaly be a heavy hitter in range, now I have to change to a hornbow and start all over again with a headshooting style I dont even like?

 This elitistic crap has to end.

Now you still can't completely ignore archers, as they still inflict damage and they can headshot you, but also archers have to adapt to infantry and the fact that they can't score kills over half the map and over safe distance. Everyone has to adapt to everyone. Sounds fair to me.

So if they nerf ranged damage again we have to adapt again? If they compensated somehow with more accuracy and more arrows then you could talk about adapting, but a nerf is a nerf, people dont adapt, they suffer from it.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 07:15:02 pm
Irrelevant. A noob, armoured melee guy has even more chances of killing, than a seasoned archer does, as the patches keep comming.

Irrelevant? You asked for someone to try archery and test and you say my opinion is irrelevant, that's called data omission. A "noob armoured melee guy" will not get consistent kills since he will get killed by cavalry, infantry or ranged. A "noob archer" will have little chance to kill consistently but will occasionally get an arrow in which will kill a target, this chance is probably less than that of the swordsman, but the archer will be of slightly more support to a team aswell.

If they compensated somehow with more accuracy and more arrows then you could talk about adapting, but a nerf is a nerf, people dont adapt, they suffer from it.

They did compensate for accuracy from what I can see.

This is just hilarious. There's few melee players whining about archery and defending nerf with all possible ways and explanations.

So... archers need to adapt to it? Can I ask...

What you did before patch?

No, you didn't adapt. Still you didn't learn to dodge, you didn't buy shield, you didn't move behind shielder. You were whining here at forums about how archery is all mighty and powerful. And it was all good before nerf for those who knew how to deal with them.

Now it's just couple archers doing well, and rest have to adapt?

So... let's nerf melee and buff archery. Chase and companions are doing well anyway, so rest need to deal with it? Fair? No. Stupid? Yes.

Most likely whining will start soon again, as melee idiots really haven't learned anything. Archers are going to adapt in idiotic game system and sure they will do better soon again and that's when you start whining again. But is this new "only headshots count for good damage" really that well planned?

Sure, heavy armour should be able to take punishing and quite much ignore arrows that arent made for penetrating them, but they should also move much slower to compensate that. But when I move around in my pilgrim robe and can take few arrows to my chest while laughing at archers, something isn't right. Sure you wannabe heroes are happy with that, it's better score for you (free kills anyway till they learn to headshot only and most don't with latency issues etc.) but some of us here actually want to have balanced and _fun_ gameplay. And... now if you want to make headshot, you NEED quite high WPF yes? So what about hybrids?

The problem is that nerfing melee damage and speed has already been done to the point it's horrible. The only other change would be to health and athletics, health I would support and athletics would nerf archery too.
Title: Re: New ranged change
Post by: Joker86 on January 22, 2012, 07:16:44 pm
So if they nerf ranged damage again we have to adapt again? If they compensated somehow with more accuracy and more arrows then you could talk about adapting, but a nerf is a nerf, people dont adapt, they suffer from it.

I think one of the basic problems of cRPG is, that infantry is a class with a high skill ceiling, probably the highest of all classes, but at the same time it is a really difficult class to play, due to cavalry and archers simply having better starting conditions by default.

(Archers attack from safe distance and can choose whatever target they want, cav has high mobility which brings a lot of adcantages, and they can at least choose which target they want to approach to attack, whereas the life of an infantryman always feels like running the gauntlet: you start, right after spawning until the end of the round you have to watch out for cavalry and archers, when you approach the enemy lines you also have to watch out for infantry, you have to block correctly and have good footwork, while still having to watch out for combat archers and backstabbing cavalry, and once the round apporached its end you have to approach those surviving archers or to fight cavalry which either stabs you if you want to attack or runs you down if you block. Trust me, it's really hard.)

The only way to even things out was either to buff infantry or to nerf cavalry and archers. Unless you can say me how becoming an average infantryman for the average player is as easy as becoming and average archer or cavalryman, the only thing left to do was nerfing the other classes. In my eyes cRPG is close to achieving a final balance, you only need to nerf cavalry a bit (by buffing spearmen, I would say), and there you go.

It is always the question of HOW MUCH you have to adapt. This should of course be to the same degree for all classes. You can also adapt to a pure nerf, for example as soon as heavy horses became unplayable for a longer time with the upkeep patch most cavalry changed to lighter horses and doesn't attack so mindlessly any more. It's adapting to a pure nerf. Doesn't mean they suffer. Because I could say that infantry suffered from the beginning of cRPG.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 07:18:29 pm
They did compensate for accuracy from what I can see.

How so? There was a +1 accuracy increase on the longbow  :|
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 07:57:00 pm
How so? There was a +1 accuracy increase on the longbow  :|

On top of that my bow seems much more accurate post patch. There was no patch notes on this but my crosshair definitely looks tighter.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 07:57:36 pm
On top of that my bow seems much more accurate post patch. There was no patch notes on this but my crosshair definitely looks tighter.

Mine looks no different with either longbow or horn bow and that's with the +1 increase for longbow  :|
Title: Re: New ranged change
Post by: Adamar on January 22, 2012, 08:13:40 pm
Irrelevant? You asked for someone to try archery and test and you say my opinion is irrelevant, that's called data omission. A "noob armoured melee guy" will not get consistent kills since he will get killed by cavalry, infantry or ranged. A "noob archer" will have little chance to kill consistently but will occasionally get an arrow in which will kill a target, this chance is probably less than that of the swordsman, but the archer will be of slightly more support to a team aswell.

There's data omission on your side, since I told you to consider the kill rates. Look at the score boards and consider the average archer vs the average 2hander/pole guy and tell me if that's in any way fair. Telling me that YOU did well with your own style is irrelevant and overused.
Title: Re: New ranged change
Post by: SixThumbs on January 22, 2012, 08:19:43 pm
Look at the scoreboard and tell me those numbers actually mean anything.
Title: Re: New ranged change
Post by: SquishMitten on January 22, 2012, 08:22:44 pm
Telling me that YOU did well with your own style is irrelevant and overused.

Yeah man, I want to spam arrows across the map and get lots of kills. Screw how the high scoring archers are playing.
Title: Re: New ranged change
Post by: Adamar on January 22, 2012, 08:27:52 pm
Look at the scoreboard and tell me those numbers actually mean anything.

Yes? They register the kill ratio of different people with different styles.
And most archers are usualy listed below the average melee guy, but I shouldn't have to tell you that if you play the game.


Yeah man, I want to spam arrows across the map and get lots of kills. Screw how the high scoring archers are playing.

 I for one just want as much a chance of getting kills as anyone else.
Title: Re: New ranged change
Post by: XyNox on January 22, 2012, 08:31:07 pm
Regarding the ranged discussion, please take a look:

http://forum.c-rpg.net/index.php/topic,24662.0.html
Title: Re: New ranged change
Post by: The_Bloody_Nine on January 22, 2012, 08:31:18 pm
As I said in the other thread from my point of view (2h, 8 athletics) the change was just a huge ranged nerf hidden behind an attempt to "add more skill" (which doesn't effect my point of view adnd I don't know if this was a succes). Before patch headshot was deadly in 95%, now it is deadly in 300% while headshots happen a bit more but not much due to high ath (difference=0). Every other hits though are drastically weaker.

If a nerf was necessary in my eyes a tiny overall damage reduction would be better, especially because this would effect HA's and throwers not that much. HA's are only to be pitied now, even before patch they did little harm. The fun/challenge in killing one has been drastically reduced.
Title: Re: New ranged change
Post by: CaptainQuantum on January 22, 2012, 08:36:40 pm
Archers should not get scores as high as 2h/pole/cav, they are a support class, and hence are harder to top the boards with. It is the same with a shielder, they have a harder time scoring top on the boards because they are also support as well as a killing class.

Also you need to consider the 2h kill rates of an average 2h, which is very low since they will be picked off due to bad awareness. There are no average two handers topping the boards consistently, same as any other class other than cavalry but cavalry has other reasons to be easier to get kills.

Yes? They register the kill ratio of different people with different styles.
And most archers are usualy listed below the average melee guy, but I shouldn't have to tell you that if you play the game.


 No! I just want as much a chance of getting kills as anyone else.

Learn the role of your class, support + killing, compared to cav/2h/polearm just killing. If you are getting as many kills as a 2h of the same skill as you then your class is not balanced, since you are getting as many kills and assisting others. The scoreboard is not entirely representative of how much you helped your team, ranged can pick off very important members of the enemy team whereas cavalry only kills indiscriminately.

As I said in the other thread from my point of view (2h, 8 athletics) the change was just a huge ranged nerf hidden behind an attempt to "add more skill" (which doesn't effect my point of view). Before patch headshot was deadly in 95%, now it is deadly in 300% while headshots happen a bit more but not much due to high ath (difference=0). Every other hits though are drastically weaker.

If a nerf was necessary in my eyes a tiny overall damage reduction would be better, especially because this would effect HA's and throwers not that much. HA's are really only to be pittied now, even before patch they did little harm. The fun/challenge in killing one has been drastically reduced.

I don't think the devs wanted to disguise anything, in my eyes this has made ranged more skilful. It did break crossbows admittedly and I do hope they will re-balance them but overall the change was a good idea. Maybe archery will need a buff to accuracy but I hope the change itself stays. Yes HA is broken and I really do wish they would change that but the HA is a class which is hard to balance since it relies heavily on attrition of arrows.
Title: Re: New ranged change
Post by: Kafein on January 22, 2012, 08:38:37 pm
This is just hilarious. There's few melee players whining about archery and defending nerf with all possible ways and explanations.

So... archers need to adapt to it? Can I ask...

What you did before patch?

No, you didn't adapt. Still you didn't learn to dodge, you didn't buy shield, you didn't move behind shielder. You were whining here at forums about how archery is all mighty and powerful. And it was all good before nerf for those who knew how to deal with them.

Then what do you have to say to people that totally adapted against range (cav + 1h/pole and shield) yet never got any decent result against it to actually justify the price of that adaptation ?

Before the patch, range had no melee/cav counters and was effective against everything except shielders (yet still effective if the shielders have to kill the ranged). Now, range still has no melee/cav counters, but at least isn't as effective against everything as before.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 08:39:23 pm
Basically the effects of the HA skill need to be increased massively since we already had damage+accuracy reduction.

TBefore the patch, range had no melee/cav counters and was effective against everything except shielders (yet still effective if the shielders have to kill the ranged). Now, range still has no melee/cav counters, but at least isn't as effective against everything as before.

Wait what? Cav is a perfect counter to range. Especially because ladders were removed.
Title: Re: New ranged change
Post by: The_Bloody_Nine on January 22, 2012, 08:47:08 pm
I don't think the devs wanted to disguise anything, in my eyes this has made ranged more skilful. It did break crossbows admittedly and I do hope they will re-balance them but overall the change was a good idea. Maybe archery will need a buff to accuracy but I hope the change itself stays. Yes HA is broken and I really do wish they would change that but the HA is a class which is hard to balance since it relies heavily on attrition of arrows.
ye, I don't think that either, just tried to tell how the change affects me when playing. I really can't tell (even theoretically) if it made ranged more skillful and if this is a good thing or not.
Title: Re: New ranged change
Post by: Kafein on January 22, 2012, 08:56:47 pm
Basically the effects of the HA skill need to be increased massively since we already had damage+accuracy reduction.

Wait what? Cav is a perfect counter to range. Especially because ladders were removed.

Yeah you got a point. But this is still very situational. Good archers don't position themselves in the middle of a street or just near the corner and never looking around them to make the job easy for enemy cav. And even on flat ground, a camp of 5-6 archers is pretty much impossible to attack since your horse is dead before you reached them. This didn't changed as now a front headshot = certified horse death. Finally, don't forget that just like in RL, humans weight 10g and can evade a full speed light horse while drawing a bow without any problems. The best way to bump those pixies is actually to slow down but then you die to other projectiles. Even now, attacking ranged is much more dangerous than attacking melee, for cav.
Title: Re: New ranged change
Post by: XyNox on January 22, 2012, 09:11:12 pm
Then what do you have to say to people that totally adapted against range (cav + 1h/pole and shield) yet never got any decent result against it to actually justify the price of that adaptation ?

Before the patch, range had no melee/cav counters and was effective against everything except shielders (yet still effective if the shielders have to kill the ranged). Now, range still has no melee/cav counters, but at least isn't as effective against everything as before.

As much I am for constructive criticism, this is, with all respect, the biggest bullshit Ive read so far on the whole topic. A ranged fighter is the most fragile target that walks the ground and is always the first thing focused by cav, melees and other ranged that have visual contact. Hell most melees would even run across the whole map and chase them to the borders just to get that kill. Now that archers have to get even closer due to the fact that a lvl 30 archer with a pure archer build still cant hit shit consistantly thats further away than 20 meters, thus being forced to headshot in order to do damage at all, those encounters are even more common and with the lack of melee support of the average, unorganized team archers are just as easy to kill as peasants. Peasants with bows that is. And dont get me started about the new arrow models which you cant see midair, leaving it up to you to take a guess where your arrows are going.

Seriously someone post a video in the guide section please so melee actually get an idea what they are talking about.

No offence intended.
Title: Re: New ranged change
Post by: Adamar on January 22, 2012, 09:11:56 pm

Learn the role of your class, support + killing, compared to cav/2h/polearm just killing. If you are getting as many kills as a 2h of the same skill as you then your class is not balanced, since you are getting as many kills and assisting others. The scoreboard is not entirely representative of how much you helped your team, ranged can pick off very important members of the enemy team whereas cavalry only kills indiscriminately.


You could have just started by saying that you dont think archers should be damagers, instead of saying that you had little problems with it.

As far as roles go, horsemen should be killers, shielders should be survivors, and 2handers who run around without anything short of plate should die by the arrow! Instead we turn them into walking pin-cushions until we are either forced to run, or do them a favor by risking a point blank headshot. Its a matter of defence vs damage, and archers are bad in both.
Title: Re: New ranged change
Post by: XyNox on January 22, 2012, 10:06:21 pm
Another thing:

support class, support class, support class, support class is all I read for pages now. Can anyone tell me how archers can "support" their team right now ? They either oneshot enemies or dont support at all.

Is the slow missile speed helpful for you team, causing those arrows to take more than a full second to hit a close/mid range target, so friendlies get the opportunity to "catch" them right before they would have hit the enemy ? Is this why archers are a supportclass ? I think not.

Maybe then it is the fact, that archers can weaken enemies from afar in order for inf to get easier kills. Well wait, with the recent nerf its 1HS or 12Bodyhits ( including dodging, hitbox errors, bowshotgunning it takes about 70% of all arrows you are carrying ) to kill a single enemy. Melees most likely wouldnt even need a single strike less to those targets you hit before.

But lets investigate further ... I could imagine its because archers can pinpoint enemies that are sneaking up behind fellow teammates, saving their lives or at least stunnig then for a second, right ? Sadly, behing a 45(30) year old guy, who spent half his life on training his archery skill does not mean youre able to operate a bow properly, leading to a high chance your bow will spaz out, headshotting your teammate that stands 90° to your right as you attempt to fire at enemies. The next shot might hit yourself in the knee.

Is it one of the "capabillities" above that make archers a support class ? Is there more the eye can see ? Please tell me.
Title: Re: New ranged change
Post by: Kafein on January 22, 2012, 10:07:17 pm
As much I am for constructive criticism, this is, with all respect, the biggest bullshit Ive read so far on the whole topic. A ranged fighter is the most fragile target that walks the ground and is always the first thing focused by cav, melees and other ranged that have visual contact. Hell most melees would even run across the whole map and chase them to the borders just to get that kill. Now that archers have to get even closer due to the fact that a lvl 30 archer with a pure archer build still cant hit shit consistantly thats further away than 20 meters, thus being forced to headshot in order to do damage at all, those encounters are even more common and with the lack of melee support of the average, unorganized team archers are just as easy to kill as peasants. Peasants with bows that is. And dont get me started about the new arrow models which you cant see midair, leaving it up to you to take a guess where your arrows are going.

Seriously someone post a video in the guide section please so melee actually get an idea what they are talking about.

No offence intended.

I think you need a video guide that would explain that an archer in rags runs faster than a shielder, even if the shielder is in rags too and magically survived the battle until he starts chasing the archer.

Ranged are focused by melee/cav when the opportunity is given because opportunities are nearly the only way. An archer may be fragile, that doesn't make him unable to dodge cav and outrun melee he is aware of. Possibly while kiting. You stressed on that, but I think this is exactly what makes your argument weaker. If ranged weren't dangerous, there would be no need to go after them. The fact you are pointing out is that melee and cav are focusing ranged. This is more a symptom of ranged power, rather than of a lack of it. I personally don't chase peasants or anyone that I consider weak enough not to be worth my time.

No offense intended.
Title: Re: New ranged change
Post by: Dezilagel on January 22, 2012, 10:08:43 pm
There's one thing I don't get from the archers: Since when did 2/3 damage equate no damage at all omgomgomg? Yes, it's a heavy damage nerf, it turns a 2-shot into a 3-shot but it's not rendered bodyshots completely useless. You still have damage, and you still have the stun.
Title: Re: New ranged change
Post by: Kafein on January 22, 2012, 10:10:51 pm
There's one thing I don't get from the archers: Since when did 2/3 damage equate no damage at all omgomgomg? Yes, it's a heavy damage nerf, it turns a 2-shot into a 3-shot but it's not rendered bodyshots completely useless. You still have damage, and you still have the stun.

Yep. Those horrible arrowstun-deathblow combos when you are quietly duelling some guy aren't gone. But I guess this is where the support role thing comes in.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 10:22:30 pm
There's one thing I don't get from the archers: Since when did 2/3 damage equate no damage at all omgomgomg? Yes, it's a heavy damage nerf, it turns a 2-shot into a 3-shot but it's not rendered bodyshots completely useless. You still have damage, and you still have the stun.

Depends on the bow...but for example with my MW hornbow, it used to take 5-6 barbed arrows to kill a guy in something like say...brigandine. Once you add the extra damage on post patch, that's now effectively 7-8 arrows needed. Not gonna happen ever.

Most of my grumbling come purely from the HA side of things. Although I do feel the normal archer nerf wasn't needed. I just want something done about HA because we really did get screwed over the most along with throwing. Particularly as 90% of the time an HA is shoot and move. We were already an annoyance due to our accuracy/damage reductions before the damage nerf...now we may as well not exist.

Edit:

I think they should add assists to the scoreboard. Then it would at least be a bit less frustrating. Yeah yeah yeah the scoreboard is for epeen blah blah blah. But lets face it, we all like to see ourselves in the upper sections of it.
Title: Re: New ranged change
Post by: Dezilagel on January 22, 2012, 10:29:37 pm
Depends on the bow...but for example with my MW hornbow, it used to take 5-6 barbed arrows to kill a guy in something like say...brigandine. Once you add the extra damage on post patch, that's now effectively 7-8 arrows needed. Not gonna happen ever.

Most of my grumbling come purely from the HA side of things. Although I do feel the normal archer nerf wasn't needed. I just want something done about HA because we really did get screwed over the most along with throwing. Particularly as 90% of the time an HA is shoot and move. We were already an annoyance due to our accuracy/damage reductions before the damage nerf...now we may as well not exist.

Well, I've actually tried some HA too (27/12 or 24/12, can't remember), and a good tactic is just to ride slowly up to/away from your target whilst shooting. (Negating HA penalty) Sure you're open to cav attacks, but no more than infantry, and besides maneuverable (i.e horses with good accel) horses are the best for HA.

just adjust your style a bit and you can get great acuuracy and be able to get even closer than footarchers since you are so much faster than a footsoldier.
Title: Re: New ranged change
Post by: bonekuukkeli on January 22, 2012, 10:31:35 pm
Then what do you have to say to people that totally adapted against range (cav + 1h/pole and shield) yet never got any decent result against it to actually justify the price of that adaptation ?

Before the patch, range had no melee/cav counters and was effective against everything except shielders (yet still effective if the shielders have to kill the ranged). Now, range still has no melee/cav counters, but at least isn't as effective against everything as before.

Adapted, but didn't learn. So it's more l2p issue than anything else. I never had problem against ranged and I have been playing now for 16 gens here listening some kind of whining about ranged. It's same thing as don't eat yellow snow, don't walk in open.

And same as guys are saying now. Chase and other melee have been doing really fine all this time, killing 30+ guys in map and such. So it really IS l2p issue. (fun when I compare it to one of pro players just like guys now compare to Jambi?)
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 10:35:08 pm
Well, I've actually tried some HA too (27/12 or 24/12, can't remember), and a good tactic is just to ride slowly up to/away from your target whilst shooting. (Negating HA penalty) Sure you're open to cav attacks, but no more than infantry, and besides maneuverable (i.e horses with good accel) horses are the best for HA.

just adjust your style a bit and you can get great acuuracy and be able to get even closer than footarchers since you are so much faster than a footsoldier.

But that's the thing, HA shouldn't have to ride slowly in order to hit something. Though you'd have to with your strength build  :P You may as well just be a foot archer if you are going to do that and it pretty much ruins the gameplay of HA. You don't go as HA to ride slowly whilst shooting, you go for the fast riding and shooting and the intensity of it. Plus if you are in the cavalry fights, which most HA will be because it's one of the fundamental jobs of HA, you have to be able to shoot whilst riding fast and actually hit something for damage.

Like I posted in the other thread, it took 9 shots to a destrier, with a lancer finishing it off to kill it. 5 to a desert horse and 5 to an already damaged arabian. With horse head hitboxes as buggy as they are, an HA's main job has pretty much been cancelled out now.

Atm the best tactic is a shotgun style, risky but it works quite well. Notch the arrow just before you get there, drift you horse in close to the left, shoot from the side and then swoop out to the right. And there's always horse bumping as well. But considering we are forced to use a lower powered bow, and rarely will get a headshot if moving at speed, the damage nerf is very noticeable.
Title: Re: New ranged change
Post by: XyNox on January 22, 2012, 10:37:04 pm
I think you need a video guide that would explain that an archer in rags runs faster than a shielder, even if the shielder is in rags too and magically survived the battle until he starts chasing the archer.

Ranged are focused by melee/cav when the opportunity is given because opportunities are nearly the only way. An archer may be fragile, that doesn't make him unable to dodge cav and outrun melee he is aware of. Possibly while kiting. You stressed on that, but I think this is exactly what makes your argument weaker. If ranged weren't dangerous, there would be no need to go after them. The fact you are pointing out is that melee and cav are focusing ranged. This is more a symptom of ranged power, rather than of a lack of it. I personally don't chase peasants or anyone that I consider weak enough not to be worth my time.

No offense intended.

No offense taken.

1.
No matter how fast the archer runs, without help or serious lack of skill on the shielder side, shielders will always be a 100% invulnerable for ranged attack. Not that great balance.

2.
The problem I see is, cav ALWAYS has the opportunity to pick their targets due to their superior mobility. Theres nothing that hinders them to ride along the borders coming in backstabbing any archer that focuses on giving firesupport. Also archers have to stay somewhat stationary to shoot effectivly, so they are attracting quite some projectiles. Of course I turn around in panic immediatly when I hear cav approaching from behind and do 360° degree checks for enemy ranged and melees. But there is definitly no way to have "no melee/cav encounters" as you stated.

3.
One of those things I think Ill never understand regarding melees. When you know that archer can put you down with one arrow in your head, allthough it might not be very likely to happen, why are you charging them upfront as a 2h/pole ? Im sure there are shielders/other ranged/cav in your team still alive who could do the job with much lower risk. Why for gods sake do some melees always have to beg to get shot in the face ? If you cant kill it leave it alone, or it will kill you.

4.
Pretty simillar to "3.". At this moment we can actually wittness how the nerf circle closes again. "Because archery is too strong, its a big threath, therefore I have to eliminate it. I failed at doing so, so nerf archery. *NERF* Now that archery is nerfed, I have to take even less effort to kill archers. Damn allthough they got nerfed I still cant kill them without ease, meaning they need to get nerfed again ..."
Title: Re: New ranged change
Post by: bonekuukkeli on January 22, 2012, 10:51:11 pm
One of best posts in this whole thread. Thank you.
Title: Re: New ranged change
Post by: Lech on January 22, 2012, 10:52:34 pm
No offense taken.

1.
No matter how fast the archer runs, without help or serious lack of skill on the shielder side, shielders will always be a 100% invulnerable for ranged attack. Not that great balance.

2.
The problem I see is, cav ALWAYS has the opportunity to pick their targets due to their superior mobility. Theres nothing that hinders them to ride along the borders coming in backstabbing any archer that focuses on giving firesupport. Also archers have to stay somewhat stationary to shoot effectivly, so they are attracting quite some projectiles. Of course I turn around in panic immediatly when I hear cav approaching from behind and do 360° degree checks for enemy ranged and melees. But there is definitly no way to have "no melee/cav encounters" as you stated.

3.
One of those things I think Ill never understand regarding melees. When you know that archer can put you down with one arrow in your head, allthough it might not be very likely to happen, why are you charging them upfront as a 2h/pole ? Im sure there are shielders/other ranged/cav in your team still alive who could do the job with much lower risk. Why for gods sake do some melees always have to beg to get shot in the face ? If you cant kill it leave it alone, or it will kill you.

4.
Pretty simillar to "3.". At this moment we can actually wittness how the nerf circle closes again. "Because archery is too strong, its a big threath, therefore I have to eliminate it. I failed at doing so, so nerf archery. *NERF* Now that archery is nerfed, I have to take even less effort to kill archers. Damn allthough they got nerfed I still cant kill them without ease, meaning they need to get nerfed again ..."

1. Unless there are 2 ranged against 2 shielders, then unless archers screw up, shielders are doomed. God forbid there are more than 2 archers versus more than 2 shielders.

2. Unless he position himself correctly, or have -you know- teammates?

3. So we should RUN AWAY, when our only hope is killing the threat ?

4. Strawman.
Title: Re: New ranged change
Post by: Dezilagel on January 22, 2012, 10:55:28 pm
But that's the thing, HA shouldn't have to ride slowly in order to hit something. Though you'd have to with your strength build  :P You may as well just be a foot archer if you are going to do that and it pretty much ruins the gameplay of HA. You don't go as HA to ride slowly whilst shooting, you go for the fast riding and shooting and the intensity of it. Plus if you are in the cavalry fights, which most HA will be because it's one of the fundamental jobs of HA, you have to be able to shoot whilst riding fast and actually hit something for damage.

Like I posted in the other thread, it took 9 shots to a destrier, with a lancer finishing it off to kill it. 5 to a desert horse and 5 to an already damaged arabian. With horse head hitboxes as buggy as they are, an HA's main job has pretty much been cancelled out now.

Atm the best tactic is a shotgun style, risky but it works quite well. Notch the arrow just before you get there, drift you horse in close to the left, shoot from the side and then swoop out to the right. And there's always horse bumping as well. But considering we are forced to use a lower powered bow, and rarely will get a headshot if moving at speed, the damage nerf is very noticeable.

According to whom?

And my build did great vs. cav. I didn't need a lot of shots to bring the horses down, and even if my crosshair went to shit at higher speeds, horses were big enough targets.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 10:59:39 pm
According to whom?

And my build did great vs. cav. I didn't need a lot of shots to bring the horses down, and even if my crosshair went to shit at higher speeds, horses were big enough targets.

Ruins the fun. Why would you want to ride a trot just to score a couple of kills? Also completely negates the point of the HA skill. Even if a horse is a big target, if your playing against smart cav, you need the accuracy to be able to score decent hits.

I'm not even suggesting that HA needs to be a heavy hitter. But they were in a good place before the nerf and could hold their own. Particularly if you were on your A game. Now they are very underpowered. At least the traditional build is.

Plus in an HA vs HA fight 24(27)/12 builds would just be funny.
Title: Re: New ranged change
Post by: bonekuukkeli on January 22, 2012, 11:04:56 pm

3. So we should RUN AWAY, when our only hope is killing the threat ?


You are talking a lot about teamwork. Think more and you might learn something really cool.

It's not like I as shielder would run around open fields trying to hunt horses or do that as archer. Why 2h melee should run over open fields to archer group?

Or should be able to do without problems.
Title: Re: New ranged change
Post by: XyNox on January 22, 2012, 11:12:15 pm
1. Unless there are 2 ranged against 2 shielders, then unless archers screw up, shielders are doomed. God forbid there are more than 2 archers versus more than 2 shielders.

2. Unless he position himself correctly, or have -you know- teammates?

3. So we should RUN AWAY, when our only hope is killing the threat ?

4. Strawman.

1. Imagine a 2d map with 2 points. These 2 points are the archers. Since arrows fly in an almost straight line and dont penetrate shields let alone players, everything behind a shielder is safe. If you draw a line between these 2 points/archers, this is the space where the shielders have to move/position them selfes in order to protect their buddie from 99% of all arrow hits. Or in a simpeler manner: they just have to protect their backs. I dont see the problem. Common sense ...
Edit2:
+ what Overdriven said. Its funny that teamwork seems to be a lot more intuitive among archers than melees. I once was one of 3 last man standing, all archers. 2 armored guys approached. IMMEDIATELY we formed a PERFECT triangle around them without anyone saying/writing a word, outplaying them masterfully. This is why Im proud to be an archer *wipes tears*  :D

2. Granted you have some sort of building, sure. Open ground however does not let you position your self in a way to be safe from cav. Also Ive very rarely seen melees defending archers on a public. Theyre more likely focused on killhunting. Still cav can pretty much move whereever they want, from which side they want, backstab and be gone. Even if you hit the rider the horse will just bump you for 1/4 of your health.

3. As stated: If your are a 2h that is very susceptible to arrows it is not best idea charging archers is it ? Shielders for example are more suitable for that. This is the idea behind different classes I would guess.
Edit:
+ what bonekuukkeli said

4.lawl
Title: Re: New ranged change
Post by: Gristle on January 22, 2012, 11:13:00 pm
3. So we should RUN AWAY, when our only hope is killing the threat ?

Yes, shieldless characters should have to fear and avoid some things. Archers are forced to run away all the time.
Title: Re: New ranged change
Post by: copper on January 22, 2012, 11:14:41 pm
Quote
They did compensate for accuracy from what I can see.

Who gives a fuck? I could hit a moving target from across the map before the patch. I don't want the mechanics to be easier; I want them to be the way they were. I spent a long time becoming a good archer and I don't want archery to be easy to pick up. Now, instead of just having a high learning curve the devs just make it easier and deal no damage. Thanks dicks, I guess I'll just play melee as you clearly want everyone to do.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 11:14:59 pm
3. So we should RUN AWAY, when our only hope is killing the threat ?

And that is the problem with all this whining from inf if people think like this.

YES.

If you are facing an archer without a shield, yes you should run away, or you should expect to die. The archer should easily have the advantage and upper hand. As it is agi builds can dodge all over the place, at least reducing some of the arrows they take. But if you do not have a shield, you should not expect to be able to 1vs1 an archer without taking a lot of damage, or dying.

1. Unless there are 2 ranged against 2 shielders, then unless archers screw up, shielders are doomed. God forbid there are more than 2 archers versus more than 2 shielders.

Only if the shielders are morons and don't work together. If they work together then they will easily be able to survive against the archers. It's just a matter of angling your shields to cover each other backs. It's perfectly doable. Yeah they may not be able to catch up to the archers, but they can at least make them waste most of their arrows doing this and if they do run out of arrows, then hunt them down. The problem arises when the shielders don't work together and just charge off after one of the archers each, leaving their backs open to the opposite archers.

But guess what...those archers are essentially working together to kill you by using the angles to their advantage. Shielders would have to work together to survive that. The problem is...they don't.
Title: Re: New ranged change
Post by: Joker86 on January 22, 2012, 11:47:34 pm
I don't think that any class should be running away from another. Especially not if the other class can shoot after the running one.

That's another reason why I hate horse archers that much. There are several classes that can't defend against a horse archer, or are even completely defenseless, and there isn't even a chance to run away. You are completely at their mercy. And I don't like this, because the horse archer can defend himself very well against all classes.

Either all classes have absolute counters, or none. Either all classes have to adapt, or none. Either all classes require teamwork, or none.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 11:51:52 pm
I don't think that any class should be running away from another. Especially not if the other class can shoot after the running one.

That's another reason why I hate horse archers that much. There are several classes that can't defend against a horse archer, or are even completely defenseless, and there isn't even a chance to run away. You are completely at their mercy. And I don't like this, because the horse archer can defend himself very well against all classes.

Either all classes have absolute counters, or none. Either all classes have to adapt, or none. Either all classes require teamwork, or none.

But that's the point. Archers have to run away from melee if they get to close because archers have very crap melee capabilities. 2h can try charging archers down, and with enough dodging they can catch up, especially against a bow as slow as a longbow for example, but they should expect to take damage in the process, because as soon as that melee gets close, they will be the ones dealing the damage, not the archer.

I think most classes do pretty much have absolute counters. But the interesting part is that skill can throw all of that off and that's how it should be.

Yeah but that's why HA were nerfed way back. Because everyone complained they were OP. Now we are more of an annoyance than particularly lethal.
Title: Re: New ranged change
Post by: Tzar on January 22, 2012, 11:53:35 pm
Now we are more of an annoyance than particularly lethal.

Like it should be :wink:
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 11:55:31 pm
Like it should be :wink:

By now I meant pre-damage nerf.

NOW we are very underpowered.
Title: Re: New ranged change
Post by: Joker86 on January 22, 2012, 11:56:13 pm
But that's the point. Archers have to run away from melee if they get to close because archers have very crap melee capabilities. 2h can try charging archers down, and with enough dodging they can catch up, especially against a bow as slow as a longbow for example, but they should expect to take damage in the process, because as soon as that melee gets close, they will be the ones dealing the damage, not the archer.

I think most classes do pretty much have absolute counters. But the interesting part is that skill can throw all of that off and that's how it should be.

Yeah but that's why HA were nerfed way back. Because everyone complained there were OP. Now we are more of an annoyance than particularly lethal.

The problem are the little differences: infantry has to come CLOSE to have archers run, while archers can deal damage all the time, even if the infantry is running.
Title: Re: New ranged change
Post by: Overdriven on January 22, 2012, 11:59:21 pm
The problem are the little differences: infantry has to come CLOSE to have archers run, while archers can deal damage all the time, even if the infantry is running.

Yes I was considering that. But then archers have arrow limits. Agi builds could have more ath than archers who use the stronger bows. 2h can pump a couple of points into the shield skill easily and can also take heavy armour.

There are little things that can make the differences count for less. But obviously not everything can have an advantage over everything else, and skill and preparation, whilst closing the gap, won't always be enough. No degree of balance can make all classes equal in a 1vs1 fight. Particularly not in a mod that has such a huge variance of builds.

A lot of it is also situational of course. Environment dependent and the like.
Title: Re: New ranged change
Post by: Gristle on January 22, 2012, 11:59:52 pm
The problem are the little differences: infantry has to come CLOSE to have archers run, while archers can deal damage all the time, even if the infantry is running.

In an open field with zero cover, you are right. Of course, cav will be the bigger issue on that random plain.
Title: Re: New ranged change
Post by: Taser on January 23, 2012, 12:58:52 am
I don't think that any class should be running away from another. Especially not if the other class can shoot after the running one.

That's another reason why I hate horse archers that much. There are several classes that can't defend against a horse archer, or are even completely defenseless, and there isn't even a chance to run away. You are completely at their mercy. And I don't like this, because the horse archer can defend himself very well against all classes.

Either all classes have absolute counters, or none. Either all classes have to adapt, or none. Either all classes require teamwork, or none.

Joker joker.. man dude. Every class does have to adapt. HA's have a few counters. Archers, xbowmen, and throwers. All three of those can counter HA's. Especially if they focus on the HA and prevent the HA or HAs from doing anything to the rest of the team. HAs are crap against archers on a 1v1 (unless they horse bump/shoot to death). HA cannot defend well against all classes especially after being nerfed almost to oblivion.

You're not the guy to talk to about balancing ranged anyway. You hate the fact that ranged exists and want all ranged to be gone or using cotton balls on sticks as ammo.
Title: Re: New ranged change
Post by: Kafein on January 23, 2012, 01:06:53 am
1. Imagine a 2d map with 2 points. These 2 points are the archers. Since arrows fly in an almost straight line and dont penetrate shields let alone players, everything behind a shielder is safe. If you draw a line between these 2 points/archers, this is the space where the shielders have to move/position them selfes in order to protect their buddie from 99% of all arrow hits. Or in a simpeler manner: they just have to protect their backs. I dont see the problem. Common sense ...

I suggest you try that as a shielder, because it is completely unrealistic. Both having to run towards a kiting archer and following what he does to make sure not to be shot on the sides of the shield, while simultaneously watching your back to make sure you are covering your teammate, that's not easy. Furthemore, since our archers are faster than the shielders, especially when the shielder is forced to block, nothing prevents any of the archers to sidestep slightly and fire into the other shielder. Even more problematic : how are the shielders supposed to reach that line between the archers in the first place ? The archers can both kite backwards and make this impossible. On average, the shielders are doomed

We haven't been playing the same game you and I. The mere fact that what you describe never happens, even with the best shielders should atleast raise a bullshit alarm in your head.

Edit2:
+ what Overdriven said. Its funny that teamwork seems to be a lot more intuitive among archers than melees. I once was one of 3 last man standing, all archers. 2 armored guys approached. IMMEDIATELY we formed a PERFECT triangle around them without anyone saying/writing a word, outplaying them masterfully. This is why Im proud to be an archer *wipes tears*  :D

Teamwork is a lot more intuitive among archers than melees, because the game engine is like that. Arrows don't travel sideways, and there is no risk for your archer teammates, no matter how skilled you are. The triangle thing is also very natural for everyone, melee do that all the time when outnumbering, trying to get in the back of the enemy. Hell, even me as a totally noobish archer I do that when I team up with other ranged. Thing is, it is a lot harder to do when you are up close and have to block and time everything you do correctly to avoid hitting teammates. Archers don't have to worry about their teammates at all because the risk of shooting them is usually negligible, except when firing into melee. That's not outplaying, that's relying on your speed and range advantages to get an easy victory.

2. Granted you have some sort of building, sure. Open ground however does not let you position your self in a way to be safe from cav. Also Ive very rarely seen melees defending archers on a public. Theyre more likely focused on killhunting. Still cav can pretty much move whereever they want, from which side they want, backstab and be gone. Even if you hit the rider the horse will just bump you for 1/4 of your health.

Most decent archers pull off horse/rider headshots to those that try to kill them with ease. I guess they have a secret. Or is it just awareness ?

3. As stated: If your are a 2h that is very susceptible to arrows it is not best idea charging archers is it ? Shielders for example are more suitable for that. This is the idea behind different classes I would guess.
Edit:
+ what bonekuukkeli said

Running away doesn't solve anything. The archer just follows you at a safe distance until you die. I guess sometimes it works because an ally ninja'ed the archer. But then to be fair there should be two archers. And this starts to look like what I've explained in my first paragraph. As a shielder, it is arguably my role to chase archers. However, I can't force him to stop and fight me since he's faster. I'm merely locking both of us in a less defendable stance, but I can't do anything else. Furthermore, this little jogging will more than likely end up in the enemy team for me, with the archer unscathed.


The problem for me isn't the strength of ranged against shieldless infantry. It's how shielders and cav are poorly equipped to counter archers. Shielders being too slow, and cav lacking arrow protection and being too easily dodged.
Title: Re: New ranged change
Post by: bonekuukkeli on January 23, 2012, 01:30:58 am

The problem for me isn't the strength of ranged against shieldless infantry. It's how shielders and cav are poorly equipped to counter archers. Shielders being too slow, and cav lacking arrow protection and being too easily dodged.


No point continuing this discussion. Yes. We have been playing different game.

If you charge solo, you die and that's how it should be. Shielder even if he can't catch up archer, can "lock" archer from doing anything for whole round _easily_. If he escapes to his teammates you have 2 options. Engage and try to survive or then fall back to your own team-mates. You are really talking like this game would always be 1 vs 1 or something like that.

Anyway... yesterday I charged 3 archers and killed them all. How did I manage to do it with only 2h weapon and crappy pilgrim robes? I didn't cross open field! I went behind them from bush to next, from corner to another. And when I was near them, I waited till they were shooting someone else further away and at that point I engaged. They had only 2 options. Try to run away or fight back with retarded melee abilities. 1 tried to fight and died, 2 were trying to aim me but with their 1 guy trying to fight in melee between them and me, they were unable to do it. Point is... they tried to shoot me, so they HAD to stand still. I killed one after another using this same "meatshield" tactic and killed them all.

Sure they all were noobs and should have escaped, separated etc? Yeah.... but people aren't perfect when someone suprises them like this, they tend to panic.

I must be superhero! No. I just figure out how to deal with them. Mindless rushing has never worked for me so I tried something else. You should try that as well. Playing like this worked before patch as well and as told, I NEVER had problems with archers if I do what ninjas do "Mind is my armour".

Melee has to learn to use reflexes and their muscles, but I also suggest they should try to use brains.
Title: Re: New ranged change
Post by: XyNox on January 23, 2012, 01:40:42 am
Well Kafein, once again I find it hard to agree with most of your statements, might it be because I dont think it is correct or I just have another point of view. I dont want to reexplain my position the 3. time here so ill just accept that its your opinion. Maybe we do played a different game there.
Title: Re: New ranged change
Post by: Kafein on January 23, 2012, 02:03:47 am
No point continuing this discussion. Yes. We have been playing different game.

If you charge solo, you die and that's how it should be. Shielder even if he can't catch up archer, can "lock" archer from doing anything for whole round _easily_. If he escapes to his teammates you have 2 options. Engage and try to survive or then fall back to your own team-mates. You are really talking like this game would always be 1 vs 1 or something like that.

So for you "locking" someone is effectively countering it ? Then I wonder why archers aren't just repelling 2h instead of killing them. Actually, the 1v1 hypothesis helps you, since if there were two archers and two shielders, it would be worse, and so on.

Anyway... yesterday I charged 3 archers and killed them all. How did I manage to do it with only 2h weapon and crappy pilgrim robes? I didn't cross open field! I went behind them from bush to next, from corner to another. And when I was near them, I waited till they were shooting someone else further away and at that point I engaged. They had only 2 options. Try to run away or fight back with retarded melee abilities. 1 tried to fight and died, 2 were trying to aim me but with their 1 guy trying to fight in melee between them and me, they were unable to do it. Point is... they tried to shoot me, so they HAD to stand still. I killed one after another using this same "meatshield" tactic and killed them all.

Sure they all were noobs and should have escaped, separated etc? Yeah.... but people aren't perfect when someone suprises them like this, they tend to panic.

I must be superhero! No. I just figure out how to deal with them. Mindless rushing has never worked for me so I tried something else. You should try that as well. Playing like this worked before patch as well and as told, I NEVER had problems with archers if I do what ninjas do "Mind is my armour".

Totally wonderful, except this isn't a "charge". Anybody can kill unaware players of any class, what you said doesn't prove anything. Decent archers either follow their melee teammates or have good awareness. Sneaking on people isn't a valid tactic, simply because you can't do that on a large scale, and you are completely dependant of your luck since if somebody spots you you'll soon have the whole team attacking you. Imagine a whole team of archers against a whole team of ninjas. That isn't going to work. No matter how you approach the issue, other classes on average deal with archers by outnumbering them.

Well Kafein, once again I find it hard to agree with most of your statements, might it be because I dont think it is correct or I just have another point of view. I dont want to reexplain my position the 3. time here so ill just accept that its your opinion. Maybe we do played a different game there.

I think we agree about that.
Title: Re: New ranged change
Post by: Tears of Destiny on January 23, 2012, 02:08:25 am
I really like the new MW skin for my Rus Bow.
Title: Re: New ranged change
Post by: Joker86 on January 23, 2012, 02:18:46 am
I just want to state that in my eyes balance needs to take both into consideration: the average player, who uses his possibilities in by his average level. If the average player of a certain class uses less teamwork than the players of other classes, you have to balance accordingly, or the gameplay on the servers will suffer from it.

But you also have to take into consideration the maximum possible performance of other players. You must not allow some "nerds" to become absolutely dominant and unkillable, and you also have to take care that all classes have about the same skill ceiling and efficiency. Otherwise all good player who want to maximize their performance would change to that one particular class.

You are probably right that most infantry players play less intelligently (?) than they should. But you can't just accept it, shrug and see how only cavalry and archers decide the outcome of a battle and the infantry being downgraded to the "lemming grunts" and "cannonfodder".

That's why I think that the argument "if the class would use more teamplay they wouldn't have that problem" is not valid. And thus there needs to be done something about. In my eyes nerfing/buffing the effectivity of a certain class does not work well, because it also affect the skill ceiling. I rather prefer solutions that change the behaviour of players. For example some kind of command system with rewards, that would make infantry stick together more, allowing them to deal better with archers and cavalry.
Title: Re: New ranged change
Post by: Taser on January 23, 2012, 02:59:50 am
I just want to state that in my eyes balance needs to take both into consideration: the average player, who uses his possibilities in by his average level. If the average player of a certain class uses less teamwork than the players of other classes, you have to balance accordingly, or the gameplay on the servers will suffer from it.

But you also have to take into consideration the maximum possible performance of other players. You must not allow some "nerds" to become absolutely dominant and unkillable, and you also have to take care that all classes have about the same skill ceiling and efficiency. Otherwise all good player who want to maximize their performance would change to that one particular class.

You are probably right that most infantry players play less intelligently (?) than they should. But you can't just accept it, shrug and see how only cavalry and archers decide the outcome of a battle and the infantry being downgraded to the "lemming grunts" and "cannonfodder".

That's why I think that the argument "if the class would use more teamplay they wouldn't have that problem" is not valid. And thus there needs to be done something about. In my eyes nerfing/buffing the effectivity of a certain class does not work well, because it also affect the skill ceiling. I rather prefer solutions that change the behaviour of players. For example some kind of command system with rewards, that would make infantry stick together more, allowing them to deal better with archers and cavalry.

Now this I can get behind. I disagree with a few things like the teamplay aspect and changing the game because some players are not smart/organized/etc enough to work together. Good post though, makes your position more understandable. Even if you do still hate ranged  :(.
Title: Re: New ranged change
Post by: Overdriven on January 23, 2012, 03:29:01 am
I suggest you try that as a shielder, because it is completely unrealistic. Both having to run towards a kiting archer and following what he does to make sure not to be shot on the sides of the shield, while simultaneously watching your back to make sure you are covering your teammate, that's not easy. Furthemore, since our archers are faster than the shielders, especially when the shielder is forced to block, nothing prevents any of the archers to sidestep slightly and fire into the other shielder. Even more problematic : how are the shielders supposed to reach that line between the archers in the first place ? The archers can both kite backwards and make this impossible. On average, the shielders are doomed.

Teamwork is a lot more intuitive among archers than melees, because the game engine is like that. Arrows don't travel sideways, and there is no risk for your archer teammates, no matter how skilled you are. The triangle thing is also very natural for everyone, melee do that all the time when outnumbering, trying to get in the back of the enemy. Hell, even me as a totally noobish archer I do that when I team up with other ranged. Thing is, it is a lot harder to do when you are up close and have to block and time everything you do correctly to avoid hitting teammates. Archers don't have to worry about their teammates at all because the risk of shooting them is usually negligible, except when firing into melee. That's not outplaying, that's relying on your speed and range advantages to get an easy victory.

Most decent archers pull off horse/rider headshots to those that try to kill them with ease. I guess they have a secret. Or is it just awareness ?

Running away doesn't solve anything. The archer just follows you at a safe distance until you die. I guess sometimes it works because an ally ninja'ed the archer. But then to be fair there should be two archers. And this starts to look like what I've explained in my first paragraph. As a shielder, it is arguably my role to chase archers. However, I can't force him to stop and fight me since he's faster. I'm merely locking both of us in a less defendable stance, but I can't do anything else. Furthermore, this little jogging will more than likely end up in the enemy team for me, with the archer unscathed.

The problem for me isn't the strength of ranged against shieldless infantry. It's how shielders and cav are poorly equipped to counter archers. Shielders being too slow, and cav lacking arrow protection and being too easily dodged.



It's difficult but it's doable. We've done similar things with our hoplite builds, but on TS admittedly. Especially with a decent shield. If you want good protection, pay more and get more shield skill. Aka it's pretty bloody easy with a huscarl for 2 shielders to just stand there and soak up ALL of those archers arrows and not take a single hit. Then pretty much game over for the archers. The only reason the shielders would be doomed are either:
1. Their shields suck and break from arrows.
2. They stop covering eachother.
3. The archers are far better players.

Usually when this situation happens the archers aren't all that close. So sidestepping doesn't happen so frequently. All the shielders have to do is hold their shields high and their feet will be protected by forcefield and their team mates back/head are protected. Yeah it's a pain having to stand there waiting. And trying to move will probably be pretty useless. But eventually the archers will have to stop, other team mates will come to help ect ect. Even if it's the end of the round the shielders can win the waiting game.

I'll agree that for completely random pubbys, the instinct to work together for ranged is more prevalent than for melee for some of the reasons you described as well as others. But then that's where inf need to display some awareness and ability to learn. It's all very well saying archers now have to adapt for headshots because damage is nerfed. But that's not going to stop the shielder situation from happening as described if the shielders don't work together. Inf needs to be a little more aware to.

It's the same reason cav has such an easy time. Because the usual anti-cav/general inf with pointy sticks just don't pay attention. For some reason even though your carrying a big arse pike, or some other pointy stick, it doesn't seem to scream to players 'look out for horses and help your team!!!'. Instead it screams 'poke that guy from a distance that my team mate is attacking in the hope i'll get a kill and end up poking my teammate instead'. With a little more awareness from certain classes inf could cut the losses from cav/archers 10 fold. But that's never going to happen  :rolleyes:

Most of the time the archer won't bother following. Seeing as we have so many village maps and stuff it's easy to disengage an archer and get away. It would only be an issue on the really open maps. Even if you attempt to chase one down and then give up, they'll often still keep running just to find a new position and they won't even bother with you, seeing as the shield protects you. But the fact you kept that archer from doing anything for a significant time helps the team.

I still think cav is perfectly well equipped for it unless there's a horde of archers. Yes there are some archers who can shoot you off your horse or get a perfect headshot on the nose. But they are rare. Most chicken out, miss horribly and panic as soon as they see a horse coming their way. Even if they do get a shot on the horse, the likelihood of it hitting the buggy head hitbox out of random chance (due to panic shot) is minimal and it's far more likely to hit the body, in which case with the damage nerfs it's hardly a scratch. Whilst infantry does have a harder time against archers, the fact that they are now all forced to the ground allows for them to be caught out quite easily. Even if they start running, it's easy for a team to force them onto more of your team, or out into the open for cav to kill.

So for you "locking" someone is effectively countering it ? Then I wonder why archers aren't just repelling 2h instead of killing them. Actually, the 1v1 hypothesis helps you, since if there were two archers and two shielders, it would be worse, and so on.

Totally wonderful, except this isn't a "charge". Anybody can kill unaware players of any class, what you said doesn't prove anything. Decent archers either follow their melee teammates or have good awareness. Sneaking on people isn't a valid tactic, simply because you can't do that on a large scale, and you are completely dependant of your luck since if somebody spots you you'll soon have the whole team attacking you. Imagine a whole team of archers against a whole team of ninjas. That isn't going to work. No matter how you approach the issue, other classes on average deal with archers by outnumbering them.

I think the point is that archers aren't so much of a counter that armour, skill ect doesn't come into play. As it should be. On paper, a good archer should own a good 2h any day. But things rarely work on paper. So there could be plenty of situations with a whole number of variables where the 2h comes out on top instead of the archer pumping him full of arrows. Most 2h are probably willing to take that chance, but seeing as lots of them will die (as they should) they start whining about it. I can understand previous frustration of ranged due to the roofcamping and not being able to reach them. But now there's not really an excuse for any melee whine.

You do realise (this goes for everyone) all of what each of you and me are describing is entirely situational. It's all very well writing paragraphs and paragraphs describing this situation and that. But there are any 1000000000's combination of what could happen in any given situation due to maps, builds, skill levels ect ect and after writing all that I have decided it was a little pointless.

So I guess I'll just finish now by saying I still think the nerf was to harsh. If it stays the same, accuracy should increase by a bit. And now, unless it's for lobbying for HA to be fixed, I'm done with the ranged thing.
Title: Re: New ranged change
Post by: Lt_Anders on January 23, 2012, 05:53:14 am
Horse Crossbow sucks. Shot a nude guy with both of us riding towards each other. He survived.(MW Light xbow+ MW Steel bolts). That same nude guy was a horse thrower who used lances. He hit my champ destrier and it didn't even do a 1/4 damage.(low speed but it sill should do more that like 15% or so)


Also, with this nerf, my HC causes me to get griefed (http://forum.c-rpg.net/index.php/topic,24725.0.html) incessantly (http://forum.c-rpg.net/index.php/topic,24506.msg353993.html#msg353993) since people just don't die.
Title: Re: New ranged change
Post by: Dezilagel on January 23, 2012, 07:48:35 am
Ruins the fun. Why would you want to ride a trot just to score a couple of kills? Also completely negates the point of the HA skill. Even if a horse is a big target, if your playing against smart cav, you need the accuracy to be able to score decent hits.

I'm not even suggesting that HA needs to be a heavy hitter. But they were in a good place before the nerf and could hold their own. Particularly if you were on your A game. Now they are very underpowered. At least the traditional build is.

Plus in an HA vs HA fight 24(27)/12 builds would just be funny.

For the HA maybe... If you're a lamer who wants your class to be totally immune to 2/3 of the playerbase  :rolleyes:

Going dragoon style to me at least seems more reasonable. You still have the HUGE advantage over foot archers of being able to run away from all infantry without effort, but the style at least requires you to have some basic situational awareness. And from my point of view regular HA's were kind of fine balance-wise before the "nerf" (because, as said if you go dragoon style with a more agi-orientated build, you can get closer to your target than any footarcher and score headshots) but 1. they were too annoying and 2. loomed ha's were not fine (I got 3/4-shotted by fricking HA's on several occations, not balanced).

On paper, a good archer should own a good 2h any day.

Nononononono. NO.

Why do people think that warband should be some R>P>S bullshit?

"Looks like you picked the wrong class, sorry but you're completely fucked now"

NO!
Title: Re: New ranged change
Post by: Tears of Destiny on January 23, 2012, 08:10:31 am
Like it or not, a "good" AGI archer will own any "good" 2Her now due to headshots making your head go supernova due to the HS bonus, helmet armour or HP be damned.
Title: Re: New ranged change
Post by: Dezilagel on January 23, 2012, 08:14:33 am
Like it or not, a "good" AGI archer will own any "good" 2Her now due to headshots making your head go supernova due to the HS bonus, helmet armour or HP be damned.

I'd rather have that than these random prepatch "strolling around... bam! 80% from a random str-archer".

Also, it makes the choice of helmet more of a style-thing which is great :p
Title: Re: New ranged change
Post by: Fartface on January 23, 2012, 08:17:21 am
Have you ever seen archers play without protection and teamplay.
They wil get abosuletely devastated, there an big part of the battlefield and strong when used smart but crpg usualy lacks the teamplay to finish them.
How hard is it to take 2 point away from wm or if and get 2 shield? I still see almost all 2handers and polearmers without an shield.
But archers are at there best if they use teamplay great like an crossfire, or an line of archers protected by inf.
But if you got fail teamplay by the enemy team and good by yours you can just let the shielders walk first and you wil stay behind them.
Yes the archers might make like 2 -3 kills then but when you managed to get close its an slaughterparty for your team.
My point in crpg you cant take down that archer easily without teamplay but just like every class it also gots hit counter go 12/24 shielder or cav:D
Title: Re: New ranged change
Post by: Fartface on January 23, 2012, 08:19:06 am
I'd rather have that than these random prepatch "strolling around... bam! 80% from a random str-archer".

Also, it makes the choice of helmet more of a style-thing which is great :p
I stopped wearing helmets since patch lol.
Title: Re: New ranged change
Post by: Taser on January 23, 2012, 08:20:17 am
Wear a felt cap or a hood for the lulz. Felt cap crew.
Title: Re: New ranged change
Post by: Overdriven on January 23, 2012, 12:28:37 pm
For the HA maybe... If you're a lamer who wants your class to be totally immune to 2/3 of the playerbase  :rolleyes:

Going dragoon style to me at least seems more reasonable. You still have the HUGE advantage over foot archers of being able to run away from all infantry without effort, but the style at least requires you to have some basic situational awareness. And from my point of view regular HA's were kind of fine balance-wise before the "nerf" (because, as said if you go dragoon style with a more agi-orientated build, you can get closer to your target than any footarcher and score headshots) but 1. they were too annoying and 2. loomed ha's were not fine (I got 3/4-shotted by fricking HA's on several occations, not balanced).

Nononononono. NO.

Why do people think that warband should be some R>P>S bullshit?

"Looks like you picked the wrong class, sorry but you're completely fucked now"

NO!

2/3 of the playerbase how? You're more susceptible to cav, because you're in the cav fight at speed, more susceptible to infantry because moving at speed means corrections are a lot harder to make quickly if inf appears and you have to ride close to actually hit them. Yes archers have a hard time hitting you, but it's still perfectly doable as you have to come in close to kill them.

Dragoon style to me just seems to ruin the class. Who wants to play an HA dragoon style when you should be doing it like this:
http://www.youtube.com/watch?v=TPKgSC7JPIk .

Or even faster:
http://www.youtube.com/watch?v=ralvcO6bAoE

In my opinion going dragoon style needs far less situational awareness. You are moving slowly or not at all, don't overly have many threats as you can just move slightly out of the way of anything all the time. Riding at speed provides more opportunity for screwing up, people to catch you off guard ect and that's part of the fun.

2h, pikes, archers, hoplites...they are all annoying in their own situation. HA has been nerfed already and in no way was it OP. Not even loomed HA were. Those HA's were evidently using bodkins. But most can't because it's crippling for upkeep with the horse ect on top. If they were using barbs or even tartars it would have taken more. Which is why the nerf for horse archery was not needed in anyway though we seem to agree on that in part at least. It's a class that was already screwed over a while back and tbh was in about as good a place as it could be for balance.

It's still very situational, skill based, prepartion based, environmental based. There's always a chance for the 2h. But you're delusional if you think everything can be balanced for everything else to have a fair chance. It's pretty much impossible to do so due to the sheer number of builds. Now if you throw a good vs average ect ect then things can mix it up. But the archer in that situation should have the advantage and should be able to, on paper, kill the 2h. Doesn't mean it's going to happen though.

But that's part of the issue...if people think that everything should be able to fight everything fairly, it would explain why everthing gets nerfed constantly. It's a hopeless dream.
Title: Re: New ranged change
Post by: rufio on January 23, 2012, 12:37:36 pm
all we need now is to nerf draw speed, and give archers a movement speed cap. remove polestun, nerf pike stabspeeds and finally the game will be ballanced
Title: Re: New ranged change
Post by: Tzar on January 23, 2012, 12:54:06 pm
all we need now is to nerf draw speed, and give archers a movement speed cap. remove polestagger, nerf pike stabspeeds and finally the game will be ballanced

Pretty 100% correct there Rufio thumbs up.  :wink:
Title: Re: New ranged change
Post by: Dezilagel on January 23, 2012, 02:51:34 pm
2/3 of the playerbase how? You're more susceptible to cav, because you're in the cav fight at speed, more susceptible to infantry because moving at speed means corrections are a lot harder to make quickly if inf appears and you have to ride close to actually hit them. Yes archers have a hard time hitting you, but it's still perfectly doable as you have to come in close to kill them.

Dragoon style to me just seems to ruin the class. Who wants to play an HA dragoon style when you should be doing it like this:
http://www.youtube.com/watch?v=TPKgSC7JPIk .

Or even faster:
http://www.youtube.com/watch?v=ralvcO6bAoE

In my opinion going dragoon style needs far less situational awareness. You are moving slowly or not at all, don't overly have many threats as you can just move slightly out of the way of anything all the time. Riding at speed provides more opportunity for screwing up, people to catch you off guard ect and that's part of the fun.

2h, pikes, archers, hoplites...they are all annoying in their own situation. HA has been nerfed already and in no way was it OP. Not even loomed HA were. Those HA's were evidently using bodkins. But most can't because it's crippling for upkeep with the horse ect on top. If they were using barbs or even tartars it would have taken more. Which is why the nerf for horse archery was not needed in anyway though we seem to agree on that in part at least. It's a class that was already screwed over a while back and tbh was in about as good a place as it could be for balance.

It's still very situational, skill based, prepartion based, environmental based. There's always a chance for the 2h. But you're delusional if you think everything can be balanced for everything else to have a fair chance. It's pretty much impossible to do so due to the sheer number of builds. Now if you throw a good vs average ect ect then things can mix it up. But the archer in that situation should have the advantage and should be able to, on paper, kill the 2h. Doesn't mean it's going to happen though.

But that's part of the issue...if people think that everything should be able to fight everything fairly, it would explain why everthing gets nerfed constantly. It's a hopeless dream.

1. If you somehow manages to get killed by melee inf as HA, then you fucked up. Badly.

2. I want it to be as fair as possible, I understand perfect balance is not possible ofc, but it's pretty simple to make sure every class stands a chance. Forcing HA to slow down to shoot efficiently would accomplish that. They still would be next to immune to melee infantry, but they'd have to expose themselves to lancers.

3. It's your notion of "should" annoys me. Yeah sure you might find it great fun to zoom around the battlefield playing a jetfighter midst comparably stationary targets, but how is that fair/fun to them? "Fighting" a HA is the most frustrating thing to do as melee infantry. You ffectively stand no chance and all you're doing is hoping to delay him for as long as possible until he either gets sick of shooting you or just for the purpose of delaying him. That's why I like the idea of slowing down to shoot. You still have the battlefield mobility, you still have the positional advantage but you're forced to actually expose yourself for a second. How close do you dare to go? Risk vs. reward. And don't give me any bs about how avoiding inf is hard as a HA. You can virtually ignore them if you just plan half a step ahead.
Title: Re: New ranged change
Post by: MrShine on January 23, 2012, 02:57:27 pm
all we need now is to nerf draw speed, and give archers a movement speed cap. remove polestagger, nerf pike stabspeeds and finally the game will be ballanced

Increase archer damage, missile speed, and accuracy and I would be ok with most of this.   Except for the movement speed cap thing... perhaps have some sort of slowdown with a bow out... but don't just 'cap' their speed.
Title: Re: New ranged change
Post by: Lorenzo_of_Iberia on January 23, 2012, 02:58:23 pm
I find a shield makes dealing with a ha fine  8-) GK ha's have tried and tried to get rid of my hoplite build but they cant do shit about it, lancers get some good hits in if I am distracted.

Ha are no where near as accurate as standard archers so the concept that infantry should fear them seems ridiculous to me... just hold you shield up if you arnt in combat and dont let the ha flank you. If you are in combat a ha's accuracy means hes just as likely to hit your opponent as he is you. Even if you dont have a shield, dodging arrows isnt overly difficult, do the 'just try and hit me dance'.
Title: Re: New ranged change
Post by: Overdriven on January 23, 2012, 03:07:13 pm
1. If you somehow manages to get killed by melee inf as HA, then you fucked up. Badly.

2. I want it to be as fair as possible, I understand perfect balance is not possible ofc, but it's pretty simple to make sure every class stands a chance. Forcing HA to slow down to shoot efficiently would accomplish that. They still would be next to immune to melee infantry, but they'd have to expose themselves to lancers.

3. It's your notion of "should" annoys me. Yeah sure you might find it great fun to zoom around the battlefield playing a jetfighter midst comparably stationary targets, but how is that fair/fun to them? "Fighting" a HA is the most frustrating thing to do as melee infantry. You ffectively stand no chance and all you're doing is hoping to delay him for as long as possible until he either gets sick of shooting you or just for the purpose of delaying him. That's why I like the idea of slowing down to shoot. You still have the battlefield mobility, you still have the positional advantage but you're forced to actually expose yourself for a second. How close do you dare to go? Risk vs. reward. And don't give me any bs about how avoiding inf is hard as a HA. You can virtually ignore them if you just plan half a step ahead.

Situational once again. Village maps with little open space are pretty easy to die by melee from if there's enough of them.

Playing my HA now. Several people have commented how long it's taking me to take down destriers. I put 9 arrows into one and that was with a headshot included. Also I used 18 arrows on 2 guys with red tunic over mail to kill them (those are the arrows that hit). One of them I finished with a head shot.

Funny thing is there was an HA slowing down to shoot...I just rode circles round him on my courser and pumped him full of arrows. And that's what I mean. Dragoon HA is good for some things, like packing a punch on inf. But for what HA is useful for (taking down cav) it now currently sucks balls. Right now cav is going largely unchecked except for the odd pikemen because ranged is so useless. I used about 40 arrows that hit in one round on a desert map all against horses and only downed one. That was with some horse headshots included as well. Pre nerf I would have been able to take down 4-5.

It's frustrating sure. But HA's dont pack much of a punch. They didn't before the nerf and they REALLY don't now. They are annoying, frustrating but dangerous? Only if they are very persistant. But it's unlikely that an HA vs melee at the end of a round will win. Right now the risk is also there. If you are moving fast your accuracy is bad, you have to ride close to melee, often on the very edge of their weapon range in order to score hit after hit. One slip, missed arrow, midjudgement or well timed attack from the melee and they will have a hit on you as you have to rely on scoring an arrow hit to stun them and prevent them from attacking.

It's a misconception that HA don't risk much. Due to the accuracy we are forced to in order to get the hits. But if the accuracy is bad, then the damage should be better. Or vice versa. If you slow down to shoot, you don't need to go close. That's the point. Dragoon HA can sit at range and get as many hits as a foot archer. The risky HA are the ones who ride at speed and need the close ranged swooping attacks to get the hits. I'd say dragoon HA actually risk far less due to the better accuracy from slowing down. But again that's build dependent.
Title: Re: New ranged change
Post by: bonekuukkeli on January 23, 2012, 03:16:51 pm
He just wants to catch up HA next. Something that melee can't do, they whine about.

I sense some serious l2p issues here.

I don't understand why melee should ever be able to challenge HA unless they hide, wait around corners etc (what people do all the time and it works quite well).

Also... lancer can catch HA if he uses his brain or invests enough in riding skill. When you ride behind someone, you can always take shorter route when HA tries to turn. It's not really that hard to dodge arrow HA is trying to shoot, just move to "dead angle" and it's easy. And following someone around like idiot who you can't catch... let him go, try something else.

But yes, let's hear more whining till this nice thing in this game is nerfed to ground as well. Less challenge, more fun for melee heroes.

Title: Re: New ranged change
Post by: Overdriven on January 23, 2012, 03:18:02 pm
He just wants to catch up HA next. Something that melee can't do, they whine about.

I sense some serious l2p issues here.

I don't understand why melee should ever be able to challenge HA unless they hide, wait around corners etc (what people do all the time and it works quite well).

Also... lancer can catch HA if he uses his brain or invests enough in riding skill. When you ride behind someone, you can always take shorter route when HA tried to turn.

But yes, let's hear more whining till this nice thing in this game is nerfed to ground as well. Less challenge, more fun for melee heroes.

There's enough lancers these days as well that it's very easy to pin an HA in. 3 lancers can quite easily catch an HA and kill him something that happens quite often to HA who get embroiled in the cav fight.

Edit:
Just found a second HA who slows down to shoot. Guess what...he died to. Several times from me and others from lancers. He can't keep up in a high speed fight and if he stops then I just circle him endlessly shotgunning him. Thats not to say they don't have their uses. But HA is a great counter to lancers and right now that's a very difficult role due to the damage nerf and dragoon HA simply can't fill it. I also have some screens of horse headshots which really should kill but didn't.