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Messages - Godfredus

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61
Suggestions Corner / Re: Implement roll after dehorse?
« on: July 31, 2014, 07:48:08 am »
yes, that would be fair
if infantry can roll when bumped, cavmen should be able this too when dehorsed

62
General Discussion / Re: Horse archery is too strong
« on: July 21, 2014, 10:10:03 pm »
Significanlty reduce the shooting angle for HA, like you already did to the attack angle of lancers.
Increase mounted archery penalty so they won't be accurate when riding. Forbid them to drive horse right or left, when drawing a bow.

63
Game Balance Discussion / Re: Buff [insert your current weapon here]
« on: July 13, 2014, 03:37:33 pm »
Yeah! Do this!

And while you're at it make all horses need at least 6 riding, apart from the donkey which will require 4...

I'd thank the skies even if it would be 7 or 8 riding skill needed at least.

64
1) all the 4D polearms should be unbalanced
2) and pretty slow
3) but each hit should be a shock hit.
4) they should stun for an X amount of time

All 'let's take all X and make them Y' are bad ideas, except nerfing archery of course  :lol:
I converted your preposition to 4 points and will say this:

1) Error, people learned to fight with polearms and weapon masters produced balanced good polearms, even for nobles.
I will take the poleaxe argument as my defence. Turning all the polearms to unbalanced will destroy the beauty of differences between polearms and styles of polearm users and the truth of class specification, I mean: hoplites like it with shield and pierce, knights use expensive balanced fast poleaxes and vikings use terrible deadly great stunning axes.
2) Speed reduction may be a good contra for using a powerful weapon (as it is for the great maul), but powerful axes are already do too much damage, so we can just slow great/long axes down, except poleaxes (which are supposed to be fast and balanced and dealing a lot of damage, they should be more expensive, though, like 20k. Or we can take away their stun effect but make them cheaper or crushthrough(!!!) in the secondary mode), and make them unbalanced.
3) We have already polearm stun which is deadly in battle due to 3vs1, if a player survives just the first hit, which is not always happen.
4) see 3)

I see a buff request behind this, and the one which will bring damage to the variety of arms and styles.

65
General Discussion / Re: ADD A FUCKING RANGED CAP ALREADY
« on: July 12, 2014, 01:04:52 pm »
I tried to deal with op archery again, joined battle several times today and yesterday but left it very soon because of shitloads of arrows flying in the air. I can't breathe arrows, I can't help it. Desperately annoying. Just saying. Nerf archers. Buff horses.

66
Game Balance Discussion / Re: Buff [insert your current weapon here]
« on: July 11, 2014, 06:50:27 pm »
Buff horses! Seriously, they need more hp and bumping damage.  Make bumped enemies fly to the sky as if they were shot with ballista!  :twisted:

67
Game Balance Discussion / Re: Ideas for fixing range
« on: July 11, 2014, 06:36:39 pm »
If longbow is going to be three slots, at least, make it worth to take.

It already is.

68
cRPG Technical problems / Re: cant log in to any server
« on: July 11, 2014, 04:56:11 pm »
I can't too. 'Incorrect serial number' message.

69
General Discussion / Re: changing/improving reward (XP/gold) system
« on: July 11, 2014, 12:51:19 pm »
I have a few ideas:
1) Very fast leveling up for the first gen. character of a new player - this will keep a newcomer comfortable to try mod further.
2) Faster leveling up 1-30 lvl so people would rather use their mains than STF, and this will let new players gain MW quick to match the old ones.
3) Every 100 score points double XP and gold. Personal multi. Will justify the use of heavy expensive armour.

70
General Discussion / Re: ADD A FUCKING RANGED CAP ALREADY
« on: July 09, 2014, 03:39:29 pm »
Archers can draw their bow AND move

This.

Reduce drawing-a-bow speed a bit and significantly reduce their MOVING SPEED WHILE DRAWING.
This will make archers to decide when cav closing to them: they're running or they're risking to get killed while shooting.
I mean: not archer will decide when cav will move shield away to take a swing but the attacking cav will dictate archer's timing if archer decided not to run away, and be able rout them safe for sure, as it should be in melee cavalry vs ranged.

This will restore cavalry as real ranged's scissors.
Also this will destroy kiting scenario since drawing a bow will mean almost a stopping ergo engaging in melee.

71
General Discussion / Re: ADD A FUCKING RANGED CAP ALREADY
« on: July 08, 2014, 09:40:33 pm »
Just let cavalry be capable of killing archers. Archers kill a horse with a few arrows in it's butt, that's nonsense.
And if you're closing to archer he will make you keep your shield prepared all the time so you'll be unable to hit him.
And if you finally succeeded to make him run he will run around your horse, shooting at it with no chance of you slash him, if you're not a real pro, which are not many.

72
Beginner's Help and Guides / Re: Solid Builds
« on: July 08, 2014, 08:37:26 am »
Hello, gentlemen. What 1h shielded cavalry with lance would you recommend?
In several short questions:
1) How many points should I give to 1h and Polearm? (I was thinking of 100+ for pole and 140+ for 1h) I need a right proportion.
2) How many Riding points will be enough for me with Champion horse (7 or 8 => 21agi or 24?) if I feel myself uncomfortable on a usual rouncey with 6 and 7 ridings?
3) How many hitpoints and armour it will be enough to survive at least three hits? I don't need athletics so I will invest points in IronFlesh.
4) Which lance would you recommend me?

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It looks like the questions appear to be not that short I was thinking them of.  :lol:

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