cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Thomek on January 22, 2011, 01:33:07 am

Title: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 22, 2011, 01:33:07 am
I'm among those that find cavalry hopelessly screwed up in cRPG.

They have laughable charges, their horses can't take a beating etc, but they are also way too controllable.

My suggestion is simple:

Boost:
Charge damage
Horse hitpoints
Speed
Lance length (not as much as the LoC though)

Nerf:
Maneuverability. A lot. (enough so they can't stop or avoid a correctly timed and drawn pike when at near full speed.)

Reasoning is simple.

* The pro-cav in cRPG moves their horses around with millimeter precision. This is not realistic for anyone who ever rode a horse. They turn around on a dime, hitting you in the back about 3 seconds after you missed them. (Steppe horse at least) They can insta-stop..

* They get shot down from 2-3 hits from an archer or thrower. (But mysteriously survives a pike to the head..)

* They dodge arrows like a Ninja.. (This is the worst part, but vital for them of course, so I understand they have to do it)

* They run around in towns and mountains and rooftops and whatnot. Places where a horse would never be preferred.

Pikes would be MORE dangerous to cav, but cav would be MORE dangerous to non-pikemen. This could lead to more teamwork among cav players. (As the benefit is bigger, and 1 pikeman can only deal with 1 horse. Cav in general would be as powerful as it is now, except they wouldn't be super ninja accurate, and if you had awareness, you would be safer. This would reward awareness among infantry players, as well as make cav more of a "use your brains" thing. Been playing as cav on my alt, and there is a lot of power in the mere overview over the battlefield. (Splitting groups, kiting etc..)

If the maneuverability get nerfed enough, they might get equal back in power, and we may see the dawn of the horse charge once again. (Except against a group of prepared pikemen, of course, and as it should be.)

A practical example of a situation with my suggested changes. (Including fine tuning lance length)

* Horseman is riding with lance couched towards a pikeman. Both are really nervous because there is a microsecond for both to decide between life and death. (Should be slightly easier for the pikeman, because Horsemen get way more training in lancing than the average pikeman, I think that it is currently to easy for the pikeman though.)

* The horseman knows he has no chance of turning away last minute. It's hit or die (horse die at least)

* The side-thrust becomes really tricky because of the more straight path of the horse. It becomes only for the expert. Correctly judging the speed of the footman and the horse.

* 4 cav vs a group of infantry with 2 pikemen in them. They charge simultaneously, but knows that 2 of them will most likely be dehorsed, but it's hard to tell who. They will surely kill, or destroy shields, as well as trample damage the whole group.

What do you think?

(Also: a lot of horsemen will try to compensate by adding more riding skill, which is good because they'll have to sacrifice their footman skills for it, becoming more specialized. My toon can 1 shot lots of enemies with a couched lance.. That's with 0PS and 1 Polearm prof.. (HA)
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Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 22, 2011, 01:42:32 am
I don't think that horses should be balanced around pikes. Rather around awlpikes or warspears.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 22, 2011, 01:46:55 am
Ok, Doesn't really matter.

The point is that lances and spears should be balanced against each other, as they are the natural counter to each-other. If the cav decides to go for the peasant in front, then you should be able to stop it with a shorter wep of course.

I want to make riding more of a greater risk-reward game. Not just dodging backstabbing arrowdodging zealots. Infantry should fear them with their life, and cavalry should fear pikes/spears whatever with their life, and not simply turn away last moment.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 22, 2011, 02:15:50 am
Would be cool if cavalry would not do turn away with the thrust from side to gain reach.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gorath on January 22, 2011, 02:21:55 am
I really like the way you're brainstorming about cav re-design.  I agree with pretty much the whole thing.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Joker86 on January 22, 2011, 02:24:52 am
While I think you are on the right way (a complete class overhaul is the only thing to balance it finally), I think you still haven't found the best solution yet. Keep on searching, though  :D
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sultan_Khalifa on January 22, 2011, 03:13:26 am
I think this well make things work, i found cav hard in the last hotfix but with the resnt one its better now :) so i dont think we need anything

if u reduce manvurbalty we well be f***** so no thanks

ohh and what horsemen in his right mind would charge a pike thats just dumb
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Whalen207 on January 22, 2011, 09:46:23 am
I agree with sultan. You'd have to get an unsuspecting pikemen from the back to actually kill the little bastard.

~Lv.30 Medium Cavalry
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 22, 2011, 10:48:40 am
if u reduce manvurbalty we well be f***** so no thanks

This is a balancing question. How much hit points, speed, and charge bonus is a certain amount of less maneuverability worth?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ujin on January 22, 2011, 11:14:13 am
Thomek, your clan is  all about the movie heroes of VHS 80-90s in cRPG (no offence intended) and you're trying to use a realism argument when talking about balancing cavalry ? :D

Remove my maneuverability? So i will what, kamikaze-charge every pike /spear ? Where's the fun in playing a class  you can't control ?
 At the moment, wherever i go on my light cav guy, it's a bloody nightmare - throwers, spears, pikemen, horse throwers/xbowmen, archers etc.  And somehow people keep saying that cavalry is OP. Well, it's not-your battlefield awareness is underpowered people.
I need all the manueverability i can get just to avoid all the crap flying around me and my horse and all the pointy things trying to poke it.

And Thomek , i used to practice horse riding back in the days, but i think it has nothing to do with a videogame.


P.S. just give my heavy sarranid horse more hp plx- it dies from 1-2 throwing weapons :D.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Dravic on January 22, 2011, 11:24:13 am
I agree with 1st post. Good idea, good job.

Devs, think about it!

@Ujin

Do you know, that your speed, when you get hit from thrower, will revenge on you? Your speed = bonus dmg from throwing weapon, really.

My suggestion: don't ride too close to thrower, but that is what you know. Second thing is to slow down as much as you can, when you see thrower aiming in you. Really, it helps. (I am thrower ;) )
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ujin on January 22, 2011, 11:32:58 am
I agree with 1st post. Good idea, good job.

Devs, think about it!

@Ujin

Do you know, that your speed, when you get hit from thrower, will revenge on you? Your speed = bonus dmg from throwing weapon, really.

My suggestion: don't ride too close to thrower, but that is what you know. Second thing is to slow down as much as you can, when you see thrower aiming in you. Really, it helps. (I am thrower ;) )

It's all fine, but not when throwing weapons fly from all directions . :D

1 more thing, what Thomek drew on those schemes looks like  a = sarranid horse rider, b = courser rider. 
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Matey on January 22, 2011, 11:34:20 am
I agree that change is necessary.
I like the idea of lower base maneuver to force cav specialists into putting more points into riding. i think the hit point total is fine though. charge damage is fine too, cavalry do huge damage as is. the biggest thing that makes cav seem op, is the complete cluster fuck pant on head retarded scatter formation that teams usually adopt. when the patch first hit, cav raped, then everyone got a pike, and cav was meh, then cav got nerfed, and everyone stopped carrying a pike, and cav was scary, now cav is so expensive that its rare, but its still scary cause no one brings pikes. there is a hard counter for just about everything in crpg. pikes and siege xbows and throwing nonsense... all rip cav apart when used intelligently. just like axes and crushing weapons can deal with shields, and anything range can threaten 2handers/polearms. all in all, i say; lower the price on horses so that people can afford to play cav frequently... it really sucks for those who specialize in cavalry when they cant afford to bring their horse to the battlefield. secondly, maneuver nerf is a good idea, its retarded when you bust out the last second pike... and they skip merrily away to safety... it seems like its either pull it out too late and die, or if you pull it out at the last possible second... they can still disengage. another thing that i would LOVE to see, the ability to plant your pike/spear. seriously. you should be able to stick that sucker in the ground pointing out at cav and let them suicide into them. it would only be useful for teamwork.. but im guessing it would be hard to implement.. what about having a deployable pike as a siege shield type of thing? doable?

overall, cav as is, is super powerful but easily countered... except that no one brings pikes because its rare that anyone is willing to risk the 1k + repair cost to bring their horse. maybe just up pike damage a bit, lower cav maneuver a bit, and lower their maintenance costs a bit, and then just hope that people get smart and bring pikes... oh maybe lower pike price too, if its cheap enough that the repair cost wont hurt anyone, there should be enough people willing to bring them to counter cav.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: B3RS3RK on January 22, 2011, 11:36:43 am
I like the suggestion, even though Iam Cavalry.Major Buff in HP, Armor and Charge damage, but major nerf in Maneuverability.

Also, this would finally give a Reason for the Steppe Horse beeing so expensive(More Maneuver).


I really like this and I think chadz should try it.It should maybe be like in several racing games where with higher speed, your car gets more and more unmaneuverable.

Well, I dont think that a Change is necessary because atm its pretty ok balanced, but if we were to force a change I´d support Thomeks Idea.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Siiem on January 22, 2011, 11:41:33 am
Insta stop a horse, ctrl+j is your friend. Major buff in HP, armour... derp, why not give cav keys to the city to begin with.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sir_Ironlake on January 22, 2011, 11:54:59 am
Interesting idea.
 

++ for making stuff "unique" and powerfull in some instances weak in others


Consider possible problem: - side swings of swords / long swords by now much more manuverable inf. You might cause horses to be destroyed by non pike inf even more easly, because they can just dodge and slash, where horesman cant correct movment to lance the dodger or avoid slash = cav is dead and useless.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 22, 2011, 12:43:18 pm
well horses would have more HP, so it would be different.

They would also probably charge more straight on, and not do the millimeter accurate side-thrust.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: AdNecrias on January 22, 2011, 04:26:55 pm
well horses would have more HP, so it would be different.

They would also probably charge more straight on, and not do the millimeter accurate side-thrust.

There's also the problem of most long 2 handers' lolstabs outreach any polearm apart from the longest lances on horse. idk how much is that hp buff you're talking about but if the tears guys can keep 1 hitting charging horses it'll be heaven for them (and hell for shielders).
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Roran Hawkins on January 22, 2011, 04:34:37 pm
I agree completely.

Less manouvrability exept for expensive specialized horses, and more HP and charge damage. It's a 500kg horse going at 50km/h ffs.

Raise your hand if you have ever survived being trampled by a horse, or even warhorse!


I think it's a great idea, if both the nerf and the buff are only slightly, because:

-cav would become vulnerable to everything in common if manouvrability get's too low
-big cav charge damage increase would make cRPG community WHINE WHINE WHINE instead of thinking let's go stand behind that pikeman and help him, instead of mindlessy pursue that peasant


I think the best solution for charge damage will be is:

-return the multiplier to 2.0, instead of 1.5, prepatch it was 2.5
-use prepatch charge damage values

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Cepeshi on January 22, 2011, 04:46:24 pm
Cavalry is like bunch of superheroes, jumping on roofs, flying miles high and avoiding everything you have.

On a more serious note, above poster, imagine your horse runs at 50kmh and it runs ONTO my sword, do you think it should survive? Physics!

I am able to dehorse guys even with barmace, but when i see some skilled cav guy, i am starting to hide behind our pikeman. Good cav guys can kill me with lance even when i know about them and i am prepared for them, bad ones are losing horses and sometimes life, when they get too close. The maneuverability issue, i could not agree more on that, the horses are way too flexible as it is now. But i do not mind it either, bump damage is still annoying and the knockback usually gets you killed, if your enemy has good cav support.

The idea of cav actually having to make larger circles to be able to effectively annoy infantry, totally for!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bonze on January 22, 2011, 05:46:11 pm
I'm among those that find cavalry hopelessly screwed up in cRPG.

They have laughable charges, their horses can't take a beating etc, but they are also way too controllable.

My suggestion is simple:

Boost:
Charge damage
Horse hitpoints
Speed
Lance length (not as much as the LoC though)

Nerf:
Maneuverability. A lot. (enough so they can't stop or avoid a correctly timed and drawn pike when at near full speed.)

Reasoning is simple.

* The pro-cav in cRPG moves their horses around with millimeter precision. This is not realistic for anyone who ever rode a horse. They turn around on a dime, hitting you in the back about 3 seconds after you missed them. (Steppe horse at least) They can insta-stop..

* They get shot down from 2-3 hits from an archer or thrower. (But mysteriously survives a pike to the head..)

* They dodge arrows like a Ninja.. (This is the worst part, but vital for them of course, so I understand they have to do it)

* They run around in towns and mountains and rooftops and whatnot. Places where a horse would never be preferred.

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Have you ever played  cav for a longer time ??
I think NO. :rolleyes:

First make a topic "nerf swing speed ,  mach8 running ,  ueber jump and side step speed  for footsoldiers" then  come back and write somethings about  maneuverability and realism .

all your arguments are invalied


Seriously ? Millimeter precision against an enemy who  dancing/running with unreal 30 km/h ?
Footsoldiers have instant stop to ..curious. Special cravity only for horses??
Ive seen 1000.0000 players with bolts/arrows and throwing  stuff in their heads in their  legs but they runn runnnn runn with full speed .
True , Ninjas can dodge arrows  , bolts , bullets , a-10 strafing runs, nuclear strikes and black holes..ok enough . Now i understand why you want a speed buff...  (sarcasm off)
Ive never seen mountains in m&b,  just hills. Towns have street so they run around like devils.

The left pictures is far away from game reallity.  :lol:
 
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Xant on January 22, 2011, 05:50:14 pm
Nerfing infantry swingspeed would only make it unrealistic, brah

in fact, increase the speeds so it'll be realistic plz

http://www.youtube.com/watch?v=gwYi_uOwGtY
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sultan_Khalifa on January 22, 2011, 06:13:23 pm
sorry but if u lower manvurbilty weres the skill in being a good cav??

noob cav would be the same aas the pros without manvurbilty..

we aready get killed by ever one dont make it worse...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Storm[HUN] on January 22, 2011, 06:24:53 pm
Boost:
Charge damage
Horse hitpoints
Speed
Agree.

Quote
Nerf:
Maneuverability. A lot. (enough so they can't stop or avoid a correctly timed and drawn pike when at near full speed.)
...
This is not realistic for anyone who ever rode a horse.
It IS realistic for anyone who REALLY knows to ride, and not just thinks he can. That is abut 1 out of 1000 so called "horsemen".

Of course velocity counts as you can't suddenly turn around at very high speed but horses can still maneuver very well. High precision is also possible but requires a rider who is good not only in riding but in dressage (I mean the classical art, NOT the laughable "sport") as well.

However it is likely that in the middle ages most knights did not have much more clue about true riding art than sport rider today so in this light it makes sense that they could not achieve such perfection. We know some riding masters from later ages in Europe (Like for example Antoine de Pluvinel) but they taught only a very thin chosen "VIPs" like kings and princes, the ordinary knight did not have too much chance to access such knowledge. One notable master too from later ages is William Cavendish, First Duke of Newcastle Upon-Tyne who was not only one of the greatest warlords but also the greatest riding masters of his time - but this is another topic.

If you are by the way interested in early medieval combat, read King Duarte's manual titled Bem Cavalgar Toda Sela - though it is in Portuguese and sadly I do not know of any accessible English translation so I could not read it myself yet.

So, actually I was very happy to see how horse speed and maneuverability had been both raised compared to the first M&B game.

Quote
They can insta-stop.
With sliding stop you can stop a horse from full speed in a few seconds btw. It is more lame how they instantly stop and rear in one place when running into something.

Quote
* They get shot down from 2-3 hits from an archer or thrower. (But mysteriously survives a pike to the head..)
Well the archer part is realistic. Horses are very sensitive creatures and though they are relatively big and strong, an arrow or a well placed sword blow takes them out just as easily as a human. The pike, well... that should take them out too.

Quote
* They dodge arrows like a Ninja.. (This is the worst part, but vital for them of course, so I understand they have to do it)
This is a bit strong...

Quote
* They run around in towns and mountains and rooftops and whatnot. Places where a horse would never be preferred.
Rooftops and high cliff walls are unrealistic I agree. But what's your problem with towns?

Quote
Pikes would be MORE dangerous to cav, but cav would be MORE dangerous to non-pikemen.
That makes sense I agree.

My few cents...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: AdNecrias on January 22, 2011, 06:38:17 pm
Well the archer part is realistic. Horses are very sensitive creatures and though they are relatively big and strong, an arrow or a well placed sword blow takes them out just as easily as a human. The pike, well... that should take them out too.

Well oddly enough people are also able not only to survive a pike but also to keep running and jumping superhuman heights.

If you guys want realism, arrows or bolts should kill in 1-2 hits. Sword swings at heavy armor should kill in 2-3 hits from blunt trauma, the same weapons should 1 hit people with leather and bellow, piercing weapons should have the same effectiveness as arrows and bolts, throwing weapons larger than the darts should 1 hit kill (apart from the axes on armoured dudes, where they'd deal less damage than swords, And all the mauls and blunt weapons should kill in 1-2 hits. Riders should be damaged when they fall down from their horses, people should almost die when trampled by a horse... And also forget balance.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bonze on January 22, 2011, 07:46:09 pm

Nerfing infantry swingspeed would only make it unrealistic, brah

in fact, increase the speeds so it'll be realistic plz

http://www.youtube.com/watch?v=gwYi_uOwGtY

43 sec. vid  :mrgreen: Ok this guy without armor  is dead in a real battle . out of stamia in 5 min then R.I.P. xD
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ujin on January 22, 2011, 07:50:16 pm
Cavalry is like bunch of superheroes, jumping on roofs, flying miles high and avoiding everything you have.

On a more serious note, above poster, imagine your horse runs at 50kmh and it runs ONTO my sword, do you think it should survive? Physics!

I am able to dehorse guys even with barmace, but when i see some skilled cav guy, i am starting to hide behind our pikeman. Good cav guys can kill me with lance even when i know about them and i am prepared for them, bad ones are losing horses and sometimes life, when they get too close. The maneuverability issue, i could not agree more on that, the horses are way too flexible as it is now. But i do not mind it either, bump damage is still annoying and the knockback usually gets you killed, if your enemy has good cav support.

The idea of cav actually having to make larger circles to be able to effectively annoy infantry, totally for!

If i see a skilled guy who is prepared for me, i switch to a different target. It's a draw.

Maneuverability is what separates good horsemen who know how to use it from bad horsemen. It is more of a tool for survival than a killing tool, take that away and you can shove those extra hp/body armor points you-know-yourself-where.
 How about a "solution" for katanas -  give it + 7 damage and - 20 speed ? No ? Thought so. Maybe we should nerf katana chambers ? I mean , Khorin can chamber with a katana,wtf, there should be a "solution" to that.  What i'm pointing out here is that those "millimeter accurate side-thrusts" are  player-based skills , just like manual blocking and chambering.

Some horses are made entirely different, for example  on those 2 schemes you've drawn Thomek, scheme #1 somewhat looks like a sarranid horse, the other one - courser.  So what you are suggesting is imo a complete class-killer and an equaliser for bad players.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: PhantomZero on January 22, 2011, 07:51:05 pm
How about you first fix how pikes and spears are able to do insane damage to horses and people while standing right next to the horse, and the horse being stationary, by using the shovelling motion or spinning around really fast.

Then fix how everyone has a pike or long spear in their back pocket, from archers to throwers to two-handers, and they can go into a thrust second after changing weapons.

Finally make less maps that require the ungodly precision of cavalry by being more open and less urban.

EDIT: And I loved the subtle reference to YMCA.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sultan_Khalifa on January 22, 2011, 08:18:13 pm
If i see a skilled guy who is prepared for me, i switch to a different target. It's a draw.

Maneuverability is what separates good horsemen who know how to use it from bad horsemen. It is more of a tool for survival than a killing tool, take that away and you can shove those extra hp/body armor points you-know-yourself-where.
 How about a "solution" for katanas -  give it + 7 damage and - 20 speed ? No ? Thought so. Maybe we should nerf katana chambers ? I mean , Khorin can chamber with a katana,wtf, there should be a "solution" to that.  What i'm pointing out here is that those "millimeter accurate side-thrusts" are  player-based skills , just like manual blocking and chambering.

Some horses are made entirely different, for example  on those 2 schemes you've drawn Thomek, scheme #1 somewhat looks like a sarranid horse, the other one - courser.  So what you are suggesting is imo a complete class-killer and an equaliser for bad players.

i agree its a skill...

this is diffrencse between a good horsemen and a bad one if u see a horsemen charge i pike like thomke stated thats a bad one lol
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: TommyHu on January 22, 2011, 08:52:21 pm
ok so make cav less maneuverable because that's realistic...lets also make it so they veer away from hard objects like trees and buildings, lets make it so if you get trampled by a horse you're dead, I really doubt anyone would be in fighting condition after being hit by one...how about when you kill a horse charging you and it flies right through you. It should still have weight right? That should still count as a trample....what if it lands on you? Lets make it so you're stuck under the horse until your teammates come help it off you. or you could just carry around a pike, which costs $79 to repair, like everyone else is and you'll be fine.

Horses are hardly overpowered...The light ones can't survive more than a couple hits from projectiles. The whole idea that not everyone has a even chance to kill cav isn't a reason to change it. It's a reason to buy a pike or stay near your teammates who have one. Not to mention that we don't play random plains anymore so there are always some building you can get up against or into to completely negate the fact that there are even horses running about.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 23, 2011, 12:34:34 am
Jesus a lot of BS replies here.

Most of what you suggest is not possible to do because it's hardcoded by taleworlds. (Like fall-damage, horses avoiding obstacles etc.) (Ujin, there are swords with 7 less speed than katana, but they are also longer and have more damage, this is not about that at all. To the one criticizing my drawing, get some imagination, it's not a scale drawing, just an illustration to get the point out there, for those not able to read. )

What I'm suggesting is a TRADE OFF. It's NOT about nerfing cav in general.

to repeat myself:

1. NERF MANEUVERABILITY, by X amount
2. PUMP EVERYTHING ELSE, so that it makes up for that X amount of maneuverability nerf
3. POWER STAYS THE SAME
4. THIS X DOESN'T NEED TO BE EXTREME EVEN

I believe such changes will lead to more cooperation among horsemen, as well as infantry. And that terrain will be more important for cav than it currently is. It is also about forcing cav to use their brains, and get rewarded for that. Horsemen have so much power unused, they can kite, herd and split groups, they can surprise and manipulate the whole battlefield alone. They can have a great overview of the battlefield because they sit higher, they can function as scouts and report enemy movements to their team, they can choose their battles as no other class, the list goes on. 90% of them don't use that power.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sultan_Khalifa on January 23, 2011, 12:50:46 am
Jesus a lot of BS replies here.

Most of what you suggest is not possible to do because it's hardcoded by taleworlds. (Like fall-damage, horses avoiding obstacles etc.) (Ujin, there are swords with 7 less speed than katana, but they are also longer and have more damage, this is not about that at all. To the one criticizing my drawing, get some imagination, it's not a scale drawing, just an illustration to get the point out there, for those not able to read. )

What I'm suggesting is a TRADE OFF. It's NOT about nerfing cav in general.

to repeat myself:

1. NERF MANEUVERABILITY, by X amount
2. PUMP EVERYTHING ELSE, so that it makes up for that X amount of maneuverability nerf
3. POWER STAYS THE SAME
4. THIS X DOESN'T NEED TO BE EXTREME EVEN

I believe such changes will lead to more cooperation among horsemen, as well as infantry. And that terrain will be more important for cav than it currently is. It is also about forcing cav to use their brains, and get rewarded for that. Horsemen have so much power unused, they can kite, herd and split groups, they can surprise and manipulate the whole battlefield alone. They can have a great overview of the battlefield because they sit higher, they can function as scouts and report enemy movements to their team, they can choose their battles as no other class, the list goes on. 90% of them don't use that power.

yes but u want 2 nerf the only thing that lets us do all the things u listed munvarbilty i dont give a rats a** about hp or speed munvarbilty is the only thing thats worth being a horsemen right now it keeps me alive...

i think keep it like it is now its good...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: TommyHu on January 23, 2011, 01:08:06 am
I just don't think lowering cav maneuverability is a good idea for teamwork. In general, my main goal as cav is to protect the footmen on my team, not to go off and fight away from my teams horde. Ideally it would be a big mob of my inf/archers and myself riding along the edges engaging people moving in on my teammates. I pride myself on being able to protect a couple of my footmen teammates from a much larger horde moving in on them. Lowering maneuverability is going to mean I'll have to stay that much further from my teammates to be certain I'm not going to trample them.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Balton on January 23, 2011, 01:21:48 am
How about you first fix how pikes and spears are able to do insane damage to horses and people while standing right next to the horse, and the horse being stationary, by using the shovelling motion or spinning around really fast.

Then fix how everyone has a pike or long spear in their back pocket, from archers to throwers to two-handers, and they can go into a thrust second after changing weapons.

Finally make less maps that require the ungodly precision of cavalry by being more open and less urban.

EDIT: And I loved the subtle reference to YMCA.

This, it's so odd how I trample someone on my horse, but because they did a spin-around I get 1-shot killed on my horse from full health while they are underneath my horse's hooves. Or if I am blocking, then my horse dies and they just finish me off with one simple thrust while I am laying on the ground. Pike needs to be re-designed to eliminate huge damage from range that is way too close to even hit at all.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: panderson on January 23, 2011, 01:45:29 am
Jesus a lot of BS replies here.

Actually, I think your post was BS, but lets not mince words.   :rolleyes:

Cav has been balanced already due to upkeep.  The lighter horses that are now prevalent are pretty easy to kill.  It doesn't even take a pike.  Archers/throwers can easily take them down.   

The lighter horse coupled with the tighter maps on NA and lots of throwers means my horse dies often.  I actually have been getting most of my kills on the ground rather than on my cav.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 23, 2011, 03:47:03 am
Actually, I think your post was BS, but lets not mince words.   :rolleyes:

Cav has been balanced already due to upkeep.  The lighter horses that are now prevalent are pretty easy to kill.  It doesn't even take a pike.  Archers/throwers can easily take them down.   

The lighter horse coupled with the tighter maps on NA and lots of throwers means my horse dies often.  I actually have been getting most of my kills on the ground rather than on my cav.

(Didn't say ALL the posts were BS, but the majority were)

If the power stays the same, the upkeep stays the same..

The idea is to buff them in HP so they can take more hits from ranged, but lessen their maneuverability accordingly.

The situation now is absurd:

Throwing, xbows and Archers are the Anti-horseman medicine. Pikes are near useless against good horsemen, because they simply avoid them like the plague, and know exactly how to avoid them. Protecting your teammates with a pike is useless if the teammate stands 1.5m away. The horseman will simply swing to the side and do a side thrust. Sure I catch cav with my pike. Blind, lazy, stupid, noobcav that was never any danger to the team anyway.

I can't believe that cav players actually WANT it to stay like this. They play exactly like we ninjas do! Lurking around, looking for an easy kill or unaware/busy opponent, run away, kite and repeat. In my idea I'm simply trying to make the charge more powerful and survivable for the cav-players. (In the no-pike situations)

So that they don't have to play like backstabbing Ninjas anymore. (It looks retarded how they run away, sitting on that big horse and all :-)

In all, I think such changes would lessen the "feeling of randomness" in cRPG. If I die, I want it to be because I did a mistake. Not because some cav suddenly turned the corner with his lance ready to strike. Even the very best, most aware players get caught by passing cav that happened to be fishing around.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gorath on January 23, 2011, 04:05:38 am
Other balance idea:

If possible increase the thrust damage of spears/pikes.  This will let them do their job better of killing horses/riders.  *If possible increase the benefit they get from speed when it comes to damage rather than a sweeping buff to their overall damage in order to keep from potential melee combat OP'ness*

OR

Make it so that when a horse comes to a sudden stop (Pike, driving into a wall/tree/etc) the rider is thrown and takes fall damage equivalent to the speed they were going at when stopped.

And then leave the rest of the horse stats as they are now so Cav can continue to be a threat on the field and have fun circling on a dime bumpslashing/poking at people.

(Yup, I have riding and use the sarranid horse so it's not an infantry hate on cav thing)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 23, 2011, 04:06:23 am
Other balance idea:

If possible increase the thrust damage of spears/pikes.  This will let them do their job better of killing horses/riders.  *If possible increase the benefit they get from speed when it comes to damage rather than a sweeping buff to their overall damage in order to keep from potential melee combat OP'ness*

OR

Make it so that when a horse comes to a sudden stop (Pike, driving into a wall/tree/etc) the rider is thrown and takes fall damage equivalent to the speed they were going at when stopped.

And then leave the rest of the horse stats as they are now so Cav can continue to be a threat on the field and have fun circling on a dime bumpslashing/poking at people.

(Yup, I have riding and use the sarranid horse so it's not an infantry hate on cav thing)

or decrease damage of lances, so they don't  1hitkill people ?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 23, 2011, 04:16:31 am
on my rider with 0 powerstrike and a light lance, i frequently 1 hit people when it's couched. I got 3 riding and a steppe horse.. And people freak out about a backstab-dagger... 
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Siiem on January 23, 2011, 04:22:11 am
or decrease damage of lances, so they don't  1hitkill people ?

Lance beeing shoved into your body from something running at 40 km/h is porbably something balanced to 1 hit kill most things.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 23, 2011, 04:25:13 am
I don't think a 25cm blade being showed into your armpit, or through the vizier into your brain hurts much less Siiem.

Anyway back on topic, it's not about realism, but making cav somehow resemble cav, while keeping stuff balanced.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 23, 2011, 04:41:17 am
Lance beeing shoved into your body from something running at 40 km/h is porbably something balanced to 1 hit kill most things.

Not really. Even couched lance was not that effective.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: panderson on January 23, 2011, 06:38:49 am
I can't believe that cav players actually WANT it to stay like this. They play exactly like we ninjas do! Lurking around, looking for an easy kill or unaware/busy opponent, run away, kite and repeat. In my idea I'm simply trying to make the charge more powerful and survivable for the cav-players. (In the no-pike situations)
.

There are very few no-pike situations now-a-days.  Especially with the recent bout of new hilly or city maps, cav have a hard time.  If we aren't able to maneuver like we used to, we will just run right into a pike or lance. 

I honestly don't see what your issue is.  You seem to dislike cav because they are OMGoverpowered, but you claim that your changes will actually be a buff.

Edit:  Team bumping is another reason not to stop cav's maneuvering.  We need some precision to be able to go around our teammates and help hit the enemy.  It is hard enough as it is.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: TommyHu on January 23, 2011, 07:00:05 am
on my rider with 0 powerstrike and a light lance, i frequently 1 hit people when it's couched.

Only frequently? it should 1 hit people like 99%. The only reason it wouldn't is if you were riding slow and couched the enemy from behind as he runs with the hit, lessening the speed bonus.

From what I'm reading it sounds like you want cav to line up together and charge the enemy en mass, in line formation....I won't be getting in that line until cav gets 1 hit trample kills/incaps
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on January 23, 2011, 11:44:11 am
Less maneuver (meaning much less, even for sarranid/steppe/desert line of horses) but with more HP and charge would be an interesting experiment. But even more HP would more or less do squat, given with speed bonus a throwing something with high PT is a one-shot kill.

Not really. Even couched lance was not that effective.

:lol:


Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Siiem on January 23, 2011, 11:58:18 am
I don't think a 25cm blade being showed into your armpit, or through the vizier into your brain hurts much less Siiem.

Anyway back on topic, it's not about realism, but making cav somehow resemble cav, while keeping stuff balanced.

The chance of that happening is alot less then a couched lance smasheing into you. Because even if you can see a lancer coming you cannot protect yourself like you can vs a 25 cm blade.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 23, 2011, 01:06:00 pm
:lol:

You think it's like those guys in decent armors were just lucky, many of them ? Armor saved bruce. First, weapon had to strike with proper angle to penetrate for example coat of plates, mail and aketon. Second, blunt trauma was partially negated by armor. Third, even when it penetrated the would could be not fatal, you would be amazed how much beating can withstand guy pumped up with adrenaline.

And thrusting with lance lost much of it's energy during the process. Early lances (all bar couched lances in game) were built without empty core, so they were not that resilient so they were broken after some hits (in couching they were broken more often).
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ujin on January 23, 2011, 01:36:00 pm
You think it's like those guys in decent armors were just lucky, many of them ? Armor saved bruce. First, weapon had to strike with proper angle to penetrate for example coat of plates, mail and aketon. Second, blunt trauma was partially negated by armor. Third, even when it penetrated the would could be not fatal, you would be amazed how much beating can withstand guy pumped up with adrenaline.

And thrusting with lance lost much of it's energy during the process. Early lances (all bar couched lances in game) were built without empty core, so they were not that resilient so they were broken after some hits (in couching they were broken more often).
This topic is very amusing to read. Wonderful arguments used by Thomek and this guy too.

Tell me UrLukur, how many strikes of your 1handed sword are needed to take down a plated knight then ?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on January 23, 2011, 01:44:17 pm
You think it's like those guys in decent armors were just lucky, many of them ? Armor saved bruce. First, weapon had to strike with proper angle to penetrate for example coat of plates, mail and aketon. Second, blunt trauma was partially negated by armor. Third, even when it penetrated the would could be not fatal, you would be amazed how much beating can withstand guy pumped up with adrenaline.

True. However, people in sub-coat of plate armours (most of crpg) are going to be almost certainly dead or disabled (which is dead for purposes of crpg, since we don't have "incapacited" people by a couched lance. In fact, charging a packed infantry formation with couched lances is very likely to do more then just kill the front row (corpses are not ethereal in real life)  - but on the other hand, if you couch infantry like that, you're almost certainly going to fight with some other weapon for the rest of the battle. 1257 AD actually has breakable lances (and they almost always break on couch).

Also, anecdotal evidence regarding what people can take while overdosed with adrenaline is not really a good argument. There are documented cases of people in modern warfare receiving 5-6 shots with a firearm including one to the head and continuing to fight. Imagine someone 500 years from now extrapolating the deadliness of firearms based on written information about such cases but without statistics how lethal firearms generally were... he could get to some really bogus conclusions that way ;)

However, look at it this way: in a game where armour is so weak that you can kill someone in mail or such with a single stab (and sometimes slash) on foot and someone in mail gets sliced in two hits of a onehanded sword, well, lance from horseback killing you in one go is a lot more reasonable then that.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 23, 2011, 07:26:05 pm
If i see a skilled guy who is prepared for me, i switch to a different target. It's a draw.

Maneuverability is what separates good horsemen who know how to use it from bad horsemen. It is more of a tool for survival than a killing tool, take that away and you can shove those extra hp/body armor points you-know-yourself-where.

No Ujin, Maneuverability as we are discussing here is a stat on the horse.

No one says we want to take it away.. But remove some of it, so that horsemen don't drive go-cart around the maps anymore, and give that power back to them in speed, trample-damage, and longer lances.

Everyone always take every idea to the most extreme in their own minds, it's getting tiring.

Come with some ideas and real arguments, rather than just dismiss it.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 23, 2011, 08:10:42 pm
This topic is very amusing to read. Wonderful arguments used by Thomek and this guy too.

Tell me UrLukur, how many strikes of your 1handed sword are needed to take down a plated knight then ?

With correct technique 1. Just bashing, crapload. 2 good strikes in the head in short amount of time coupled with grappling do the trick most of the time. Neck strikes also hurts. Joint strikes are cool too. Much of this is skill dependent, but you have quite good control over those strikes and you can aim them better than on horseback

True. However, people in sub-coat of plate armours (most of crpg) are going to be almost certainly dead or disabled (which is dead for purposes of crpg, since we don't have "incapacited" people by a couched lance. In fact, charging a packed infantry formation with couched lances is very likely to do more then just kill the front row (corpses are not ethereal in real life)  - but on the other hand, if you couch infantry like that, you're almost certainly going to fight with some other weapon for the rest of the battle. 1257 AD actually has breakable lances (and they almost always break on couch).

Also, anecdotal evidence regarding what people can take while overdosed with adrenaline is not really a good argument. There are documented cases of people in modern warfare receiving 5-6 shots with a firearm including one to the head and continuing to fight. Imagine someone 500 years from now extrapolating the deadliness of firearms based on written information about such cases but without statistics how lethal firearms generally were... he could get to some really bogus conclusions that way ;)

However, look at it this way: in a game where armour is so weak that you can kill someone in mail or such with a single stab (and sometimes slash) on foot and someone in mail gets sliced in two hits of a onehanded sword, well, lance from horseback killing you in one go is a lot more reasonable then that.


Double mail, or aventail over surcoat over mail did the trick too, lamellar or kuyak over mail also. Or even double aketon with mail.

All weapons are meant to be lethal, sometimes after adrenaline wears off. But even people with mortal wounds can carry on fighting, people can shrug off pain reactions, if they dont have blackout or lost will to fight (and have capacity to move their body more or less like they wish to).

I was always pro decreasing lethality in warband.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on January 23, 2011, 10:38:34 pm
I was always pro decreasing lethality in warband.

Well... if people wanted to do that, ramping up armour rating by ~50%, accompanied with removing pierce from most weapons (bar spears/lances, with lower damage amount however) and upping cut damage on a few (arrows), would be an easy way to do the trick (so mail would be the equalivent of current plate, for instance, like in  RCM-type mods).

It would also cause epic whine, however.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Michael on January 23, 2011, 11:28:22 pm
I am not sure what your (Thomek) motivation is/ was for this topic.

Another cav nerf? Well, fine, we noblemen are the best anyway, so please give us a bigger challenge. =)

Balance? Realism?
Well, you might remember my war elephant. I had maps with about 40, 50 kills when I played "for real", using horse and lance. 38/47 of those kills were unaware people.
Every two minutes another vote-ban against me.
Similiar bad things happened to the Finn. (Not me, a different person).

The majority of crpg players is not capable to use their brain. In other words: anything above CAMP/ CHARGE/ shoot with a bow is too complicated for them.

So no, let it be.

(The only horses that are easy to maneuver are Sarranid, Steppe and Desert anyway, and those horses die easily by one javelin or 2 bolts/ arrows.)
All other horses are kinda hard to maneuver, even with riding 7. In some weeks I should have 8. I will see if that makes a difference, but for now, charging anyone except a turtler is risky. Charging a thrower is more luck than skill-based (hoping he gets nervous and misses). Same, not as extreme, but similiar for archers and crossbowmen.

Charging a 2h is suicide.

Polearms, even a pitchfork, can stop your horse. As long the horse doesnt get a "crushthrough" chance, and as long 2hstabs are not nerfed (yeah yeah yeah I wear heaviest armor jump 6 metre in the air and 1 stab both rider and horse lololol I am awesome) we wont/ cant change our playstyle - sneaking behind the enemy lines and back-stabbing, thats all we can do. 
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 24, 2011, 12:02:53 am
I am not sure what your (Thomek) motivation is/ was for this topic.
we wont/ cant change our playstyle - sneaking behind the enemy lines and back-stabbing, thats all we can do. 

I don't want to nerf cavalry. But make it different. (for the nth time)

I want to see if there is room in the game mechanics to see if another playstyle is viable and balanced.

Like it is now it's just silly.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bonze on January 24, 2011, 01:03:56 am

Well, you might remember my war elephant. I had maps with about 40, 50 kills when I played "for real", using horse and lance. 38/47 of those kills were unaware people.
Every two minutes another vote-ban against me.
Similiar bad things happened to the Finn. (Not me, a different person).

The majority of crpg players is not capable to use their brain.

Shut up! Michael wannabe cav expert.  troll another tread with your ego propaganda.


Polls against Finn every round or 2 minutes ??  Stop the dirty lies you brain-damaged douchebag . Finn was Pro cav . You = troll in game and forum . I am certain of it, troll in RL. 

New_Player_Noob
Kill: 638
Death: 245
Radio K/D: 2.6
Online: 1j 3h 56min 0s



TOP Weapons you use
580 x horseimpact
29 x spear
13 x maul


trash-talker ! 29 Spear kills .....
 
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bonze on January 24, 2011, 01:06:09 am
..
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Rumblood on January 24, 2011, 01:10:11 am
Well... if people wanted to do that, ramping up armour rating by ~50%, accompanied with removing pierce from most weapons (bar spears/lances, with lower damage amount however) and upping cut damage on a few (arrows), would be an easy way to do the trick (so mail would be the equalivent of current plate, for instance, like in  RCM-type mods).

It would also cause epic whine, however.

I would simply like to see it take 2 shots to die. If you get hit for 100% of your hit points in the first strike, you should have 1hp left. That would improve the game I think, though might slant more towards an Agi build.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on January 24, 2011, 01:22:16 am
That would improve the game I think

no

, though might slant more towards an Agi build.

Exactly.

People who say things like str/ironflesh is useless, armour is useless, etc, get oneshotted by a sniper crossbow / throwing whatever, a choice you make when creating your char and equipping it with cloth to be faster / have no wpf penalties.

As you say, your char gets oneshot by a sniper crossbow. Mine loses 50-60% hp. However, if there's a magical field protecting you from dying in one shot, then guess what, my armour/IF/str doesn't offer me extra protection over your clothes and magical oneshot protection.

If people want lethality to go down and things to make more sense, then buffing armour (and rebalancing some weapon damages) would be the way. I suspect it isn't, and I guess most people find the current stats more fun / interesting.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: panderson on January 24, 2011, 01:24:31 am
I don't want to nerf cavalry. But make it different. (for the nth time)

I want to see if there is room in the game mechanics to see if another playstyle is viable and balanced.

Like it is now it's just silly.

You claim you just want to make it different, but the fact is that maneuverability is the only thing that keeps cav alive.  Your proposed change would be nothing but a nerf.

Why should we completely change the playstyle when the current game works as is.

Any claims to realism is just a non-sequitir because this is a game.  Very few things in this game are realistic.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: EponiCo on January 24, 2011, 02:54:18 am
no

Exactly.

People who say things like str/ironflesh is useless, armour is useless, etc, get oneshotted by a sniper crossbow / throwing whatever, a choice you make when creating your char and equipping it with cloth to be faster / have no wpf penalties.

As you say, your char gets oneshot by a sniper crossbow. Mine loses 50-60% hp. However, if there's a magical field protecting you from dying in one shot, then guess what, my armour/IF/str doesn't offer me extra protection over your clothes and magical oneshot protection.

If people want lethality to go down and things to make more sense, then buffing armour (and rebalancing some weapon damages) would be the way. I suspect it isn't, and I guess most people find the current stats more fun / interesting.

No it's not good. What is bad on heavy armor is not that people can take more hits, but glances. Damage is random - and if the damage is too low attack will not interrupt him and his attack will hit you, even though you hit first. Sure, you can say you can get the same armor and get lucky, too, or get more str (which doesn't do that much actually, real solution is a blunt weapon, since it's less random). But the point is, the only one who gets something out of this mechanic is someone who keeps swinging away without regard for defense.
Raising hp (everyone gets +10 if extra f.i.) is a better solution if people want to take more hits.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 24, 2011, 12:16:16 pm
Well... if people wanted to do that, ramping up armour rating by ~50%, accompanied with removing pierce from most weapons (bar spears/lances, with lower damage amount however) and upping cut damage on a few (arrows), would be an easy way to do the trick (so mail would be the equalivent of current plate, for instance, like in  RCM-type mods).

It would also cause epic whine, however.

Not this way, rather change how armor soak hits from damage types. It's the table:
armor_soak_factor_against_cut       = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt     = 0.5

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt     = 0.75

Soak decrease damage by set amount (multiply it by armor value), reduction is percentage of leftover damage that vanish. So if you take 100c and you have armor with say 44 protection value, soak make it 65, reduction make it 39 damage. 100 c is not that rare, with 32c weapon with PS6 and 150 wpf you hit for about 59 with no speed bonus. With some speed bonus it could mean even twice the amount.

I think that reduction values need to be increased further, so percentage of leftover damage would be reduced more which will lead to lesser amount of instant kills with most weapons while it would leave current balance of turning into swing and sweet spots untouched.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Storm[HUN] on January 26, 2011, 05:58:25 pm
You know I am member of a gaming community with hondred members based upon a shooter, also low admin on one server there, and well... it is just the same as here:

98% of posts regarding what to change are nothing but low skill people whining because high skill people PWN them like hell. (And people who played only a few hourse and have only basic equipment whininh because people who spent weeks saving up for the warhorse or plate armor do bid damage and take low.)

For the remaining 2%, well... Try to make your voice stand out of the crowd... Good luck, you will need it.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on January 26, 2011, 06:07:53 pm
Dunno who you are talking about.

I've been in cRPG almost from the very beginning. (May.) There was a storm back then also. That you?

Think I got an ok feel for what could be changed. Just my opinion however.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Storm[HUN] on January 26, 2011, 06:19:17 pm
Quote
Sword swings at heavy armor should kill in 2-3 hits from blunt trauma
Sorry but totally BS. Have you ever seen REAL armor from close? Have you ever been hit with anything IRL while wearing solid armor?

Heavy armors are well designed.
1, If you git a plate, the force will be mostly evenly distributed by the plate on the surface of body part under it, makes it less N/cm2
2, They used to wear padded cloth, lather, etc. under it to further help the absorption and distribution of force from hits taken (and also help the distribution of armor  weight).

In real life, there is only two way to damage someone wearing a full plate (not counting in throwing him down from a high place. :P )
1, Attack unarmored spots - this was the main technique back then. In the base stance they held the sword with two hand, one on the handle and one holding the blade about at its half, using the sword like a short spear, trying to pierce and targeting spots not covered by plates (like armpit) or where armor parts join and not overlap properly (ex.: between breastplate and helm if there is no neck guard). There were also special swords designed directly for this.
2, Crushing through armor. This was the hard way, mostly preferred by those not skilled enough for the first, aka common soldiers. This is what war hammers, war picks, morning stars and axes were mainly used for. Heavy crossbows (those that used a mechanism to be drawn) were also strong enough to crush a bolt through most armor. Later when firearms appeared, after a while better or stronger hand cannons, pole cannons, later pistols, arquebuses etc. were also breaking through armor, that's why the use of armor disappeared. Though, in the early firearm stages strong, high quality armor were ABLE to stop a bullet from a pistol or a common carbine. At those times high quality armor were often tested by being shot at with a gun. If the bullet did leave a mark but not crushing through, the armor passed the test. Then often the mark of the test shot was surrounded by ornaments as a proof of quality.

So actually, heavy armor in M&B is still MUCH WEAKER than it would be realistic. But if it were realistic not too many could ever kill the players wearing it, right?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Storm[HUN] on January 26, 2011, 06:29:01 pm
Dunno who you are talking about.
Just look through the history of this topic, or trigger a discussion about this on a populated server.

Knight in Gothic Plate with 2H Sword kills 30 player alone, then he at last gets killed with someone using a heavy crossbow, and what happens? Guys starts whining and complaining how NOT FAIR is that crossbowman killed him and telling crossbows are too strong (After he one-hit-killed a few dozen poor players)....

Did you notice players almost NEVER complain about the strength of their own preferred weapon and style, but always about the weapons of those who used to kill him on the field?


My respect goes to the few who are not like this, and are really trying to improve the gameplay with their suggestions.


P.s.: Nah, it wasn't me. I always play games with the name Storm[HUN] with usually the |>B<| tag (http://bunker.aaxxs.com) added. In M&B spec chars not allowed so my name looks like __B__Storm_HUN (Optionally with a number at the end in case of cRPG characters)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Janis_Corp on January 26, 2011, 08:42:34 pm
Light cav is not easy to play for many peoples.
you pay almost every 3-5 round over 1100 gold pieces
the health for light cav are poor,rushes you from the horse then its over because u need 3-5 sec to stand up after the horse get smashed. in this seconds enemy throwing ,pikemen,arrows and sword cuts.
so when u horse falls its over,and light cav falls damn fast.2 arrows or 1 throwing javelines are enough
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: KaMiKaZe_JoE on January 28, 2011, 03:02:24 am
First off, I'm a medium cavalry guy (courser, lammelar armor, heavy lance), and I love playing as cavalry. It's epicly fun.

The non-fun issue with cavalry is survivability. As my name suggests, cavalry currently is NOT the proffession one should seek if one desire long life. The problems is a combination of factors:

-Throwing weapons are very popular. Throwing weapons allow any infantryman to easily counter cavalry in such a way that the cavalry cannot fight back. They can hit at a distance, we cannot. If we try to close that distance to attack, we make ourselves vulnerable to a storm of darts, axes, and javelins.

-High teir throwing weapons do a disproportionate amount of damage with regard to horses hit points. It takes one or two axes or lances to kill a horse.

-Horse HP is not high. It is certainly not high enough to survive direct encounters with throwers. It is not high enough to charge into a group of infantry and expect to survive.

-Not only are horses rather delicate, but they are very expensive. Perhaps a bit unfairly so, although it is certainly not impossible to use a horse every round.

-Most people use the more delicate horse (courser), because said horse has a higher chance of surviving than a much more expensive Destrier. Destrier has more HP, but that is useless, given the circumstances. Any non-tank horse is too delicate to fulfill the role of a decisive, hard charging unit. So instead people have to ninja with their horses, which is fun, but kind of weird.

What do I actually suggest? Idk. Perhaps increase horse HP by a tiny bit? We certainly pay enough gold. Perhaps make some of the high-tier throwing weapons less powerfull, or eliminate them entirely (there is no reason to have a lolkill weapon like throwing lances). Either way it's a damage/hp relationship that's the problem. Either the horse is to squishy, or the darts too pointy. Or I'm just really bad.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 28, 2011, 01:17:30 pm
First off, I'm a medium cavalry guy (courser, lammelar armor, heavy lance), and I love playing as cavalry. It's epicly fun.

The non-fun issue with cavalry is survivability. As my name suggests, cavalry currently is NOT the proffession one should seek if one desire long life. The problems is a combination of factors:

Sure. Nobody live forever.

-Throwing weapons are very popular. Throwing weapons allow any infantryman to easily counter cavalry in such a way that the cavalry cannot fight back. They can hit at a distance, we cannot. If we try to close that distance to attack, we make ourselves vulnerable to a storm of darts, axes, and javelins.

True, but when they will be fixed it will be better. You can also play cav thrower, it's hard to play class but very powerful. Plazek is great example how to play like one.

-High teir throwing weapons do a disproportionate amount of damage with regard to horses hit points. It takes one or two axes or lances to kill a horse.

That is throwing and soak and reduction values problem, not horse health problem. Infantry is also one or two hit killed by those, you as cav have it better than those without horses.

-Horse HP is not high. It is certainly not high enough to survive direct encounters with throwers. It is not high enough to charge into a group of infantry and expect to survive.

Horse hp is fine, problem lies in damage system, and more precisely, in mechanic behind armor.
If you attack alone in group, don't count on sure survival. Lone infantry is also doomed charging such group, use teamwork against those, organised charge own such groups.

-Not only are horses rather delicate, but they are very expensive. Perhaps a bit unfairly so, although it is certainly not impossible to use a horse every round.

Expensive ? Not really, they don't cost a lot. Rouncey cost 9k, Destrier 26k. Thats not much. With current upkeep you can count on rouncey, and use destrier from time to time. Or even all the time destrier if you are good enough to tip the balance.

-Most people use the more delicate horse (courser), because said horse has a higher chance of surviving than a much more expensive Destrier. Destrier has more HP, but that is useless, given the circumstances. Any non-tank horse is too delicate to fulfill the role of a decisive, hard charging unit. So instead people have to ninja with their horses, which is fun, but kind of weird.

You can charge from the front and many successful players do this, just don't count on your horse to survive 1221 hits. You 1 or 2 hit kill with your lance.

What do I actually suggest? Idk. Perhaps increase horse HP by a tiny bit? We certainly pay enough gold. Perhaps make some of the high-tier throwing weapons less powerfull, or eliminate them entirely (there is no reason to have a lolkill weapon like throwing lances). Either way it's a damage/hp relationship that's the problem. Either the horse is to squishy, or the darts too pointy. Or I'm just really bad.

It's armor mechanic problem coupled with machinegun throwers who have insane amount of ammo. Tommyyy do just fine on his horse, so it's just you who don't dodge projectiles and can't use range of his lollance.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Magikarp on January 28, 2011, 01:53:10 pm
I support boosting horse survivability and charge, but I want more diversity. For instance:
The step from going from an unarmoured horse(Destrier) to an Armoured horse(Warhorse. should give the following ups and downs
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Rendar1970 on January 28, 2011, 04:26:49 pm
I like all of Thomeks ideas.  But have a question.


Do horsemen using 1h weapons gain any bonus from charge? I know they get the speed bonus, but what about from charge?

If not, then there should be some horses with the improved HP and Armor, with alot less charge, and slightly same maneuverability as now, but if possible restrict lances from being used on it.  Like a dedicated 1h weapon horse.

Just a thought.  Cause mounted sword and boarders would be penalized greatly for less maneuverability, and it seems like a huge charge bonus wouldnt help that much.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: UrLukur on January 28, 2011, 08:16:12 pm
I like all of Thomeks ideas.  But have a question.


Do horsemen using 1h weapons gain any bonus from charge? I know they get the speed bonus, but what about from charge?

If not, then there should be some horses with the improved HP and Armor, with alot less charge, and slightly same maneuverability as now, but if possible restrict lances from being used on it.  Like a dedicated 1h weapon horse.

Just a thought.  Cause mounted sword and boarders would be penalized greatly for less maneuverability, and it seems like a huge charge bonus wouldnt help that much.

Sword and board from horseback already owns.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thtb on January 29, 2011, 08:09:10 pm
More hp would be nice, my heavy palfrey gets 1 hit killed by nearly all throwing weapons used, 2hit by bows and cheap x-bows. And falling equals dead, so very often even my teammates would chop mercilessly at my falling form, triggering there dead horse, kill rider - instinct.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Beauchamp on January 31, 2011, 12:19:06 am
this idea goes against skill of individual horseman. having strong unguided tank that runs only in wide circles...

about your question how much is manuevrability worth in exchange for additional HP and CHARGE damage? i can't say really because it would make here many people's pants wet. no really - its worth 10HP/1point manuvrability and +10points in making game more lame being a horseman.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Whalen207 on January 31, 2011, 12:22:22 am
HORSES COST TOO DAMN MUCH.
My courser costs more than all my equipment combined x4.
wtf.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sultan_Khalifa on January 31, 2011, 03:33:23 am
this idea goes against skill of individual horseman. having strong unguided tank that runs only in wide circles...

about your question how much is manuevrability worth in exchange for additional HP and CHARGE damage? i can't say really because it would make here many people's pants wet. no really - its worth 10HP/1point manuvrability and +10points in making game more lame being a horseman.

1+

and thomek if u want to realy fix horsemen

suggest lowering the upkeep for us not adding hp and lowering muvirbalty on light horses its already done Heavy cav!!

but we cant use HC because we dont want to pay 6k every round :)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: PhantomZero on February 01, 2011, 05:30:39 am
Giving the Great Lance it's thrust back now that the LoC is gone would go a long way to helping cavalry.

Heavy Cavalry is already really slow and if anything could stand to use an increase. Even though I could afford to use my heavy charger I almost never do because it is just too slow to deal with other cavalry and dodge throwers/arrows/peasants.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Whalen207 on February 01, 2011, 06:20:45 am
I say reduce horse upkeep to 3.75% instead of 5%
Either that or reduce base price.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Beauchamp on February 02, 2011, 12:41:50 am
I say reduce horse upkeep to 3.75% instead of 5%
Either that or reduce base price.

nah its ok, at least horses aren't so common
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: KaMiKaZe_JoE on February 02, 2011, 01:17:58 am
I think a small decrease to horse base price would be nice. 19k gold for a courser is... alot. I can understand horses being expensive, however I would like to point out that my 19k courser gives me far less survivability, utility, and all round bad-assery than a 19k heraldic transitional armor. Had I done the smart thing I would be an infantry tank and get quite a few more kills than with armor of equal price to the horse I use now. The armor doesn't have a chance of dissappearing half way through a round, like my horse does when it's hit in the face with a dart or two.

I buy the horse over the armor because I like riding horsies and being a cavalry asshole.

It just doesn't feel like horses are appropriatly priced. Maybe I'm justa bitch though. 990 upkeep for a single item which can be killed rather easily seems like alot.

/end whine
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on February 02, 2011, 02:09:21 am
I think a small decrease to horse base price would be nice. 19k gold for a courser is... alot. I can understand horses being expensive, however I would like to point out that my 19k courser gives me far less survivability, utility, and all round bad-assery than a 19k heraldic transitional armor. Had I done the smart thing I would be an infantry tank and get quite a few more kills than with armor of equal price to the horse I use now. The armor doesn't have a chance of dissappearing half way through a round, like my horse does when it's hit in the face with a dart or two.

So you think, I bought that 22K plate (2 more armour rating then transitional). It's more or less worthless except vs arrows, you die from two (three at most) throwing projectiles, and sometimes as little as 2 2h sword hits. Basically, minor improvement over 7.7K mail (18 str / 6 IF, not some good for nothing agispammer either).

Horse > armour.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: justme on February 02, 2011, 02:25:06 am
why horses dont get damage from charging, at least one that dont have heavy armor? like courser.. if everyone insist on realistic approach..
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Snatch on February 07, 2011, 08:28:27 am
...but they are also way too controllable.


Nerf:
Maneuverability. A lot. (enough so they can't stop or avoid a correctly timed and drawn pike when at near full speed.)



Wrong, give us more maneuverability. It is far easier to control a horse then you bundle of stickss think.

Case in point:
http://www.youtube.com/watch?v=2YXusV8q1cI

http://www.youtube.com/watch?v=7RzdwAhwgBI&feature=related
and the comments on this one, fuck i don't even know where to begin. Bunch of people talking about dressage.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: zagibu on February 07, 2011, 12:22:52 pm
Eh? In this vid, nowhere I see a horse at reasonable speed doing manoeuvers. You really think this prancing around would be useful in battle?

I think the OP suggestion is valid. Give them lots more HP, so they don't die to projectiles so easily, increase the bump damage again, but make them less maneouverable. Could work. Also, I think there should be an X mode for spears that would have to be used to rear horses. Regular thrusts would hurt a horse, but not rear it.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Sultan_Khalifa on February 07, 2011, 02:59:44 pm
Eh? In this vid, nowhere I see a horse at reasonable speed doing manoeuvers. You really think this prancing around would be useful in battle?

I think the OP suggestion is valid. Give them lots more HP, so they don't die to projectiles so easily, increase the bump damage again, but make them less maneouverable. Could work. Also, I think there should be an X mode for spears that would have to be used to rear horses. Regular thrusts would hurt a horse, but not rear it.

i dont know if u guys are fooling around but have u seen the heavy cav!!!

they have armor they have lots of HP!!!

they are suppose to charge in to formations

light cav was never used to charge and attack troops

light cav is for harrasment

!! just lower the upkeep of heavey cav or at least one of heavey cav so people well use them!!!

u want to make light cav in 2 heavey cav wtf are u thinking!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Patricia on February 07, 2011, 03:01:59 pm
yo wtf u tinkin makin hevy hurses so exponsurive?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on February 07, 2011, 06:09:42 pm
His riding skills are exceptional :mrgreen:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 12, 2012, 09:42:25 pm
Bump.

Time for cav change.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Joker86 on May 12, 2012, 11:04:10 pm
Bump.

Time for cav change.

I disagree  :P

It's time for an infantry change.

Cavalry is heavily UNDERPOWERED on the paper. The horses are expensive, fragile and there are many mechanics in disadvantage for cav, like the limited attack angles or the increased horse leg damage.

Yet, in reality, cav is massively OVERPOWERED as class. And the explanation is very simple: cav is UP, because if its fought properly it would have no chance to win. The problem is, it's not fought properly, because it's not being fought at all.

90% of all players on the servers act like there was no enemy cavalry. But in fact your first priority target after spawning should be: fight enemy cav! Instead of autowalking towards the enemy, watch out for cav. Instead of shooting into the enemy infantry blob, shoot the horses at the flanks. Instead of running off with your shield and one handed weapon to have fun fighting three enemies at once, stick to teammates with spears. Instead of follwing the first two handed Kuyak wearer to support him with your pike, move along the flanks and the back of your team to form a protection screen against cav with the other pikemen.

Now that we can't expect the common public server lemmings to suddenly grow more clever, you have to do something about it game wise, offering feature which encourage the desired behaviour. As I already proposed, change the mod description, make some good tutorial videos, implement a working commander system, perhaps even change the battle mode to something similar like a conquest mode, so that killing is not the ultimative goal, to cut this suicidal "Enemies! Go a straight line to kill them as fast as possible... all 15 at once!"-behaviour.

Do this, and you won't need to nerf cav any more, if anything you can buff it by buffing armoured horses again and/or lowering upkeep.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Overdriven on May 12, 2012, 11:19:38 pm
Yeah suggestions are a bit daft. Besides, charging courser is a bitch to turn out from a sharp object. Unless on a very open map, a full speed courser does not turn on a dime. It sounds as though this thread is purely dealing with the Arabian.

The only way I would support this is if polearms didn't stop a horse. Otherwise the nerfed manoeuvrability would make polearms vs cav way to OP and insta kill every time, regardless of the increased HP. There would also have to be a complete overhaul in the maps in rotation. 90% (shitty village maps ect), would be awful for the changes you are proposing, thus negating an entire class of players for a lot of it. The maps would need to be much more open as a whole to give cavalry a chance of actually doing something as these changes would nerf them insanely on closer/hillier maps.

I love the idea of big cav charges ect. And on paper it sounds great...but that only works with clan organisation. Pubby implementation of these changes would be appalling.

Edit: Epic resurrection btw  :P
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Teeth on May 12, 2012, 11:43:31 pm
Yes, make horses way stronger, but less maneuverable. So its not just about killing the unaware. It gives cav a better change against infantry, but it will require anticipation to succeed. +1
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Chagan_Arslan on May 13, 2012, 12:57:48 am
Yes, make horses way stronger, but less maneuverable. So its not just about killing the unaware. It gives cav a better change against infantry, but it will require anticipation to succeed. +1

i agree a global +900 hp and -2maneuver for all horses is only fair, also we know horses arent go-karts like in the game

visitors can't see pics , please register or login
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: SoA_Sir_ODHarry on May 13, 2012, 01:07:20 am
i agree with that thomek should be an Dev
also Ninja gameplay can be compared with Al Adin
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 13, 2012, 03:26:59 am
But in fact your first priority target after spawning should be: fight enemy cav! Instead of autowalking towards the enemy, watch out for cav. Instead of shooting into the enemy infantry blob, shoot the horses at the flanks. Instead of running off with your shield and one handed weapon to have fun fighting three enemies at once, stick to teammates with spears. Instead of follwing the first two handed Kuyak wearer to support him with your pike, move along the flanks and the back of your team to form a protection screen against cav with the other pikemen.

And other idealist dreams. Go take a look at EU1. This has been discussed to death. Awareness my ass! You simply cannot be aware of all the cav and ranged and melee enemies, and duel 2+ people while still keeping a lookout for cav. The human brain is not capable of it.

Fact is there is more and more cav on EU1, and gameplay is getting lamer and lamer.

And certain horses and builds are still like go-karts.
And there is still easy as fuck to lance-headshot people as cav. (Aim mouse at right angle and keep it there)
And still heavy lance 1 hit people to the body not couched.
And still cav can choose their targets and run away at will. (which they should be able to, but they dont have to use)
And still the true Ninjas of this game are cav players.  (sneaky approach, 1hit kill backstabs, speedy escape, choosing their targets at will)

I predicted this 1 year ago, and here we are. Nothing has changed, every cav nerf has been compensated by an indirect buff. (Nerf to ranged, nerfs to pikes.)

Now the metagame is more ranged&cav than anything else. The only ones sticking to melee are those who love melee and have the skills to survive there.

Cav is boring to die to and boring to play, same as ranged. I'm not suggesting a nerf per se, just suggesting that it should be changed so they would have to be teamworkers in stead of backstabbing vultures.

As mentioned before somewhere, if 2 cav players had the intelligence to run a rape train, they could bump-couch for the win. Why are they not doing it?

Because they don't even have to try.

My suggestions would make terrain matter more, timing matter more, they would profit more from teamplay, and horses would behave more like a real horse in stead of a super precise homing missile with anti-bullet avoidance programming.

GK can go cry moar, everyone knows very few of you have any skills at all off the horse.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Overdriven on May 13, 2012, 03:30:58 am
...

Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...
Opinion...

All of which your entitled to. But there are plenty of people who will disagree.
As long as melee are still getting the majority of over all kills on EU1 week in week out then I see no problem.

Next time you go on EU1 watch this before hand, play it whilst gaming, and enjoy dancing all over the place instead of always raging about cav and abusing your admin powers against it: http://www.youtube.com/watch?v=vxIOUJ7by6U
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Joker86 on May 13, 2012, 03:33:13 am
And other idealist dreams. Go take a look at EU1. This has been discussed to death. Awareness my ass! You simply cannot be aware of all the cav and ranged and melee enemies, and duel 2+ people while still keeping a lookout for cav. The human brain is not capable of it.

Still you forget that with a better infatry more cav would die, sorting out the bad cav players and encouraging to change their class. That way awareness would work again.

And I play on EU1, and the class I die least to is cav. Because I know how to be aware.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Xant on May 13, 2012, 03:35:21 am
And other idealist dreams. Go take a look at EU1. This has been discussed to death. Awareness my ass! You simply cannot be aware of all the cav and ranged and melee enemies, and duel 2+ people while still keeping a lookout for cav. The human brain is not capable of it.
More or less. This is what makes cav so gay and random. Once you engage in a melee fight, you simply can't watch behind you and to the sides if you want to block your opponent. So then it's only down to chance whether or not there's a cav around who'll come to bump you/lance you. And then you die. Wohoo, fun fun fun.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 13, 2012, 03:37:33 am
Good for you Joker, but personally I hate being in an adrenaline pumping duel with shit flying everywhere just to get backstabbed by a noob on a horse.

Overdriven, show some respect and come with real arguments.

Really, I'm not trying to destroy cav,

BUT TO CHANGE IT

I don't see why you are resisting it so much. It's not like gameplay isn't already a bit stale for us vets :)

I want to change a bit the playstyle how it works, then buff it so the new playstyle is as effective as it is now.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Overdriven on May 13, 2012, 03:38:44 am
Overdriven, show some respect and come with real arguments.


The only way I would support this is if polearms didn't stop a horse. Otherwise the nerfed manoeuvrability would make polearms vs cav way to OP and insta kill every time, regardless of the increased HP. There would also have to be a complete overhaul in the maps in rotation. 90% (shitty village maps ect), would be awful for the changes you are proposing, thus negating an entire class of players for a lot of it. The maps would need to be much more open as a whole to give cavalry a chance of actually doing something as these changes would nerf them insanely on closer/hillier maps.

I love the idea of big cav charges ect. And on paper it sounds great...but that only works with clan organisation. Pubby implementation of these changes would be appalling.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 13, 2012, 03:42:00 am
Yes I agree Overdriven.

But this is details :D

There should be very few weapons able to stop a horse, weapons that don't double super-effectively to melee duels. In any case..

IT'S NOT SO HARD TO SPOT AND AVOID A PIKE.

(click to show/hide)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Joker86 on May 13, 2012, 03:44:07 am
Good for you Joker, but personally I hate being in an adrenaline pumping duel with shit flying everywhere just to get backstabbed by a noob on a horse.

Well, 2 points:

1st: you are a Ninja, which means you are running around in light armour with a rather short weapon and without shield far off the rest of your team, which makes you the perfect lancer victim. 2 lancers or more and you are dead. Always check whether you could be biased against cav or not. I can't really judge it, but I just noticed this fact.

2nd: actually I am not against your suggestion. It is definitely interesting, and I don't say it couldn't work. I just think that it's the better way to change something about the way the infatry plays the game, before you completely rework an entire class.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Overdriven on May 13, 2012, 03:48:52 am
Agreed it's not to hard to avoid a pike with most of the horses now. But if this was implemented it would make it a lot harder. And we have way to many bottleneck village maps with lots of fences and buildings that would be a pike players wet dream with these changes. If every map was open plains and included a significant amount of team work (massive clan tourny for example) then it would work well. But the manoeuvrability is needed because of the way pubby game play works by nature. Every player is an individual and will rarely work as a team. Due to the higher speed nature of cav, working as a team is much harder because usually you are far more separated and its a lot harder to stick together and gage another randomers mentality. GK only manages it because we are on TS or are generally used to working together. So it is much more on the individual player and his horse than ganking melee is which is generally forced blob team play naturally.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 13, 2012, 03:53:10 am
Well.. Joker..

1. I'm not a good player but I top the charts often enough. I'm wearing Lordly lamellar with +2lamellar gloves sitting at 48 body armor at lvl33 (no IF 18STR).
That's a more like a heavy medium armor near plate. I'm almost never getting lanced when alone in the open, people see I carry jarids and that I know how to throw them. Most cav players make that mistake only once.

2. I don't see how to change how infantry works. Make them smarter? Read my better battles idea..

Less maneuverable, more powerful cav is what I imagine could work. If it doesn't work? Make them moar powerful. (Longer lances, more charge damage)

Until it is balanced.


There are not THAT many village maps either.. 4? :) Most cav builds work fine on foot, use the opportunity to save some cash for a more expensive horse.
OR adapt your tactics in the village maps.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on May 13, 2012, 03:54:30 am
Personally, I don't mind cav much. Many of them are avoiding me if they don't have huge advantage (3 cav or more vs one little me). Yes, it's boring to watch for your back all the time but I got used to it. Hate throwers and pikes way more than cav and other ranged.

I wanted to become cav but couldn't make it. Thomek is right, cav is boring to play and quite horrible after all these "changes". I do backstab people as melee quite a lot but at least I have a choice not to. As cav you have no choice, you're always backstabbing. Boring.

Cav was pretty cool before lance nerf, I could toy with noob pikemen even if they were aware. Good times.

HC is a lot more fun than lancer/1h cav.

What would I do? Change cav to how it was. Lower couch damage but wide lance angle. Noob cav will suffer, good ones won't feel a thing. There will be no more one hit kills by couching, something that noob cav like so much, you'll have to aim for head which is something not every cav is able to do every time.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Joker86 on May 13, 2012, 04:06:32 am
2. I don't see how to change how infantry works. Make them smarter? Read my better battles idea..

Well, to be honest, I read it, but I didn't get it. Perhaps due to lingual problems, perhaps because I never played a strat game, but I didn't get it  :oops:

Judging from what I understood it's about organized battles, and that would be my solution, too. Implement a commander system with...

... capable commanders being put in charge (I suggest forum votes, every automated system would deliver inferior results)
... every player starting "in" the command system, having to leave it actively, instead of having to join actively
... following orders giving rewards
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on May 13, 2012, 04:09:33 am
Personally, I don't mind cav much. Many of them are avoiding me if they don't have huge advantage (3 cav or more vs one little me). Yes, it's boring to watch for your back all the time but I got used to it. Hate throwers and pikes way more than cav and other ranged.

I wanted to become cav but couldn't make it. Thomek is right, cav is boring to play and quite horrible after all these "changes". I do backstab people as melee quite a lot but at least I have a choice not to. As cav you have no choice, you're always backstabbing. Boring.

Cav was pretty cool before lance nerf, I could toy with noob pikemen even if they were aware. Good times.

HC is a lot more fun than lancer/1h cav.

What would I do? Change cav to how it was. Lower couch damage but wide lance angle. Noob cav will suffer, good ones won't feel a thing. There will be no more one hit kills by couching, something that noob cav like so much, you'll have to aim for head which is something not every cav is able to do every time.

I can't remember the last time I didn't hit the head with a thrust from horseback (unless the enemy was bumped on the ground :wink:). Jousting vs. a great sword user is much harder than just stab him in the head, and it's a lot cooler too. Rather nerf thrust damage on lances but buff the damage you can get from speed bonus. Would make lances worse for ground use and slow trot but stronger on medium to high speed

You can still toy with bad pikemen/hoplites, but it depends on the horse/build. Was easymode with 7 riding and an arabian, not as easy with 5 riding and a destrier.

I wouldn't mind cav being different, but they shouldn't be nerfed compared to current state. The leg damage on horses now is retarded, and make heavy horses pretty shit. Old lance angle would be nice, would encourage more cav vs. cav which leaves less cav for backraping too. Also, those cav duels can be pretty tense and cool. However, I would like to see a change to the bump mechanic. Either you should have to get into higher speed to knock someone down or the damage should be reduced by quite a bit. The bumps are overpowered as they are now, and is usually and insta-win button against any infantry (barely walk over the inf and he's defenseless for almost 2 seconds)

Also, cav spawning 30 seconds later would be nice too. I hate seeing people die 2-4 seconds after spawning, without being able to do anything. :(

(click to show/hide)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Rumblood on May 13, 2012, 05:48:11 am
16 months after the original post, this isn't even the same damn game. You people are still arguing like it is.  :rolleyes:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 13, 2012, 10:36:32 am
16 months after the original post, this isn't even the same damn game. You people are still arguing like it is.  :rolleyes:

That was the whole point of the bump. Some things never change..
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Chagan_Arslan on May 13, 2012, 10:58:16 am
That was the whole point of the bump. Some things never change..

yeah ;/ like 2h being the most damaging and popular class with least nerfs out of them all, some things just dont change
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kafein on May 13, 2012, 11:55:17 am
The problem with Thomek's idea is that is just doesn't work. Maneuver already is the number one bottleneck of cav, and unrealistically so (humans weight 10 grams and horses are in fact 60T trucks projected from a world of marmelade). Increasing everything else and nerfing maneuver will lead to more backstabbing, not less. Here are the reasons :

- People aware of you will try to dodge and attack you. It is currently already very easy to acheive for anything but 1h and xbows that need reloading. Xbowmen just take their sidearm, and 1h can still do it if they take advantage of the low maneuverability of cav. When I'm dehorsed I just chamberblock lancers and do a right swing+left jump if they try to do a couched lance.
- When you attack people as melee cav you usually don't take damage from them, but only due to the possible proximity of enemy ranged. In most cases taking damage means you failed completely. You don't need a lot of horse health.
- Bumpkills require less skill than couched lance kills, tend to be more reliable (not magically missing) and allow horsemen to kill many enemies in one strike.
- Having a more sturdy horse doesn't help you at all when your enemies can stop it with polearms.
- Speed only helps for attacking people without them having the time to react to the sound of the horse. Currently it only works with coursers but if you buff speed more horses will be "silent"


Buffing horse health, armor and charge while nerfing maneuver would actually buff ranged cav and be detrimental to melee cav.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 14, 2012, 09:55:08 am
The problem with Thomek's idea is that is just doesn't work
Here are the reasons :

- People aware of you will try to dodge and attack you. It is currently already very easy to acheive for anything but 1h and xbows that need reloading. Xbowmen just take their sidearm, and 1h can still do it if they take advantage of the low maneuverability of cav. When I'm dehorsed I just chamberblock lancers and do a right swing+left jump if they try to do a couched lance.

This is what I'm suggesting, no more lone Ninja cav. Go with 2 or 5 or 10 other cav, with higher speeds and more horse HP. (not a problem considering the amount of cav on servers these days)
- When you attack people as melee cav you usually don't take damage from them, but only due to the possible proximity of enemy ranged. In most cases taking damage means you failed completely. You don't need a lot of horse health.

Im not sure I understand.. Of course horse HP is worth something. Especially if maneuver is nerfed.
- Bumpkills require less skill than couched lance kills, tend to be more reliable (not magically missing) and allow horsemen to kill many enemies in one strike.

Bumpkills will need to be better executed than now. It will be harder to do.
- Having a more sturdy horse doesn't help you at all when your enemies can stop it with polearms.

In my idea, perhaps only a few polearms will be able to stop cav. Its not hard to spot a Pike or a longspear..
- Speed only helps for attacking people without them having the time to react to the sound of the horse. Currently it only works with coursers but if you buff speed more horses will be "silent".

* Yes, but they will not be able to climb around on mountains like goats either.. Terrain will matter much more.
Buffing horse health, armor and charge while nerfing maneuver would actually buff ranged cav and be detrimental to melee cav.

* No, ranged cav would need way more arrows and time to shoot down a horse. If this becomes a problem, then of course one would need to do balancing adjustments.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kafein on May 14, 2012, 11:20:25 am
This is what I'm suggesting, no more lone Ninja cav. Go with 2 or 5 or 10 other cav, with higher speeds and more horse HP. (not a problem considering the amount of cav on servers these days)

Charges, even coordinated, don't tend to work well. Not because horses have bad "charge" stats, but because of the stopping mechanics. One pike is enough to stop a horse and all those that follow. Also, maybe the first charge will have an effect, but what follows will inevitably be a chaos of horses going in all directions and stopping each other, causing great causualties for both sides.

Im not sure I understand.. Of course horse HP is worth something. Especially if maneuver is nerfed.

HP is worthless if you can't inflict damage. I don't think it's a good idea to rely on your survivability to increases the chances of taking advantages of bigger mistakes. But I'll expand on that at the end.

Bumpkills will need to be better executed than now. It will be harder to do.

It is already not that easy against aware people that are not somehow limited in movement (near a wall, in a mopb of teammates...), up to the point it is practically impossible to bump aware agi archers. It will be even harder with less maneuver.

In my idea, perhaps only a few polearms will be able to stop cav. Its not hard to spot a Pike or a longspear..

That's just a detail and probably very personal but it is harder to spot a long shaft of wood than say a weapon with a lot of metal like a poleaxe when the background is grass or trees. When I'm dehorsed by pikes and long speara it usually happens because they were held in such a way it was just a point from my perspective. Spotting the polearm thrust animation instead of the weapon tends to be more effective.

This will paradoxally make compact formations less effective against cav than spread ones, because people can dodge individually but not as a group

* Yes, but they will not be able to climb around on mountains like goats either.. Terrain will matter much more.

Worst idea ever. Map makers think calradia is somewhere between the moon and mars, with hills, cliffs and mountains absolutely everywhere. Horses (any) are already slower than people when climbing 5 degree slopes so definetly no. Not until maps are  realistically flat, or at least more flat than now.

* No, ranged cav would need way more arrows and time to shoot down a horse. If this becomes a problem, then of course one would need to do balancing adjustments.

It would nerf ranged cav versus cav, but also be a great buff to the ranged cav versus infantry and foot ranged abilities, if bumps become more deadly. Range cav is the only class capable of locking people down by aiming and bump them at the same time.




I think cav should be more skillbased than now and I suppose the majority agrees. Nerfing maneuver and buffing everything else is exactly the way to acheive the opposite. Maneuver defines your freedom of action. The more freedom, the more skillbased the gameplay is, as the best players will use that freedom to the fullest, whereas the worst will only use a fraction of it. Let's say you nerf maneuver so much horses become unable to turn. In such a game, there is no difference between a good and a bad cavalry player. Of course this is not what you want, but a maneuver nerf would go in that direction nonetheless. The right thing to do is buffing maneuver, and balancing it by adding a malus to horsemen linked to their armor weight, in both speed and maneuver.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 16, 2012, 02:54:33 am
Charges, even coordinated, don't tend to work well. Not because horses have bad "charge" stats, but because of the stopping mechanics. One pike is enough to stop a horse and all those that follow. Also, maybe the first charge will have an effect, but what follows will inevitably be a chaos of horses going in all directions and stopping each other, causing great causualties for both sides.

In your scenario, yes. But if the cav learn to "teamplay" like they force infantry to do, then a well executed charge with increased horse hp, and less horse stopping weapons available, would be very much viable.

Again, you argue against the terms in my suggestion. Is it so hard to imagine?
For my idea to work, everything would of course have to be tested and balanced again.

HP is worthless if you can't inflict damage. I don't think it's a good idea to rely on your survivability to increases the chances of taking advantages of bigger mistakes. But I'll expand on that at the end.

What on earth makes you think horses will not be able to deal damage i my suggestion?
The idea is to NERF maneuver, and BUFF everything else accordingly, including speed. I never said how much.. This is something the devs would have to test.

It is already not that easy against aware people that are not somehow limited in movement (near a wall, in a mopb of teammates...), up to the point it is practically impossible to bump aware agi archers. It will be even harder with less maneuver.

About bumping.. I think it's way too easy right now. That high agi characters can avoid a bump is only fair. How often don't you backstab archers anyway?

That's just a detail and probably very personal but it is harder to spot a long shaft of wood than say a weapon with a lot of metal like a poleaxe when the background is grass or trees. When I'm dehorsed by pikes and long speara it usually happens because they were held in such a way it was just a point from my perspective. Spotting the polearm thrust animation instead of the weapon tends to be more effective.

So you are saying spotting a pike is difficult. Hmm.

Worst idea ever. Map makers think calradia is somewhere between the moon and mars, with hills, cliffs and mountains absolutely everywhere. Horses (any) are already slower than people when climbing 5 degree slopes so definetly no. Not until maps are  realistically flat, or at least more flat than now.

There are lots and lots of flat maps, and cav does OK on ALL maps we have in rotation. Even city maps. Of course, they do better on more open or flat maps. Besides, cav players can just dismount and do fine in city maps. See the other cav thread for details.

It would nerf ranged cav versus cav, but also be a great buff to the ranged cav versus infantry and foot ranged abilities, if bumps become more deadly. Range cav is the only class capable of locking people down by aiming and bump them at the same time.

I agree ranged cav would get an advantage from this, but they would also not be able to dodge as well as now, so it would be the same I reckon. Ranged cav bump lock down would become impossible with maneuver nerf.

I think cav should be more skillbased than now and I suppose the majority agrees. Nerfing maneuver and buffing everything else is exactly the way to acheive the opposite. Maneuver defines your freedom of action. The more freedom, the more skillbased the gameplay is, as the best players will use that freedom to the fullest, whereas the worst will only use a fraction of it. Let's say you nerf maneuver so much horses become unable to turn. In such a game, there is no difference between a good and a bad cavalry player. Of course this is not what you want, but a maneuver nerf would go in that direction nonetheless. The right thing to do is buffing maneuver, and balancing it by adding a malus to horsemen linked to their armor weight, in both speed and maneuver.

I agree horsemen should get penalties from equipment weight like infantry do, thats only fair. But buff maneuver? Have you been on EU1 lately? I want to change horsemanship from "skill based" as you call it, to include some brainwork and thinking.
In stead of driving around the map in circles, going for every other target of opportunity. It borders on pure trolling.
I want to make cav players THINK before they charge, and make them have a greater risk/reward factor.

Riding a horse is not like controlling your own body. There is a delay in the reaction chain (the horse brain) and the weight of a much heavier creature.

Frankly I'm just plain sick of the randomness cav adds to battle. With my ideas they would have to organize themselves, and could do so in a powerful manner. Battle would be less random for everyone, and everyone would benefit more from teamwork.

Don't imagine that this idea would work playing as you do right now..

CHANGE
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 16, 2012, 04:46:42 am
Cba to read the whole thread but still I am going to comment.

I don't know why this thread is in game balance discussion. The arguments in OP mainly focus on the realism side of horse riding, not that much in game balance. I might get bored to hell if I can't manouver my horse enough. Less fun, forced to go only for backstabs and noobs don't even try anything else than spawnrape.

If the horses had any less manouver, we need to reverse the lance angle nerf completely and give horses really high HP. I don't see this option too desirable because pikes and other long polearms keep stopping horses from weird angles and it would be impossibru to dodge them.

Also less manouver = go cart riding. I remember reading a thread where someone said chadz don't like it when people ride horses like go carts and hit walls and other obstacles after killing attempt. Nerfing manouver would do just that, because it becomes quite a challenge to dodge pikes and not to ride towards walls etc...

(click to show/hide)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: _Tak_ on May 16, 2012, 09:28:48 am
I think cav should be more skillbased  now and I suppose the majority agrees.

What Kafein said is so true, after the horse's legs damage it force all horse players to use skill, horseman cannot directly engage infantry unless you are 100% sure that you can kill him. Horseman are now better to protect infantry and to kill any infantry that is trying to flee
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: zagibu on May 17, 2012, 12:11:12 am
Maybe the pike and longspear should be reworked, so that in x-mode, the player becomes stationary:

visitors can't see pics , please register or login


This should make the weapon insta-kill every horse. To compensate, remove the horse-rearing capability of all spears.

With this, I think Thomek's suggestion could work.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 17, 2012, 01:15:28 am
No Zagibu, don't listen to Thomek's evil whispers. They make your ears rot and Katana cutting through tanks :D
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 17, 2012, 03:07:30 am
Hehe..  I get you.

But honestly, I'm not arguing for the sake of Ninjas here.  My playstyle will never change nonetheless.

I'm talking about changing the metagame.

Right now my greatest fear is that ranged and cav will become the dominating force in time. It would be loosing the most unique thing in this mod, namely melee dueling.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Zisa on May 17, 2012, 04:09:42 am
Hehe..  I get you.

But honestly, I'm not arguing for the sake of Ninjas here.  My playstyle will never change nonetheless.

I'm talking about changing the metagame.

Right now my greatest fear is that ranged and cav will become the dominating force in time. It would be loosing the most unique thing in this mod, namely melee dueling.
Not sure about the 'in time' bit.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 17, 2012, 03:37:10 pm
Just buff long spear somehow. Melee enthusiasts quite much shit their own bed when they cried like little bitches about long spear being OP.

I don't see too many long spears or pikes around anymore. If I remember right, long spear is taking 3 slots currently and it doesn't allow long spear men have a decent sideweapon. That makes cavalry more dangerous to melee infantry units than anything. Yeah ranged counters cavalry, but its kinda borderline. Cavalry counters ranged as well and rangers can't protect the infantry from cav like pikemen and long spear men do.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on May 17, 2012, 04:45:19 pm
Just buff long spear somehow. Melee enthusiasts quite much shit their own bed when they cried like little bitches about long spear being OP.

I don't see too many long spears or pikes around anymore. If I remember right, long spear is taking 3 slots currently and it doesn't allow long spear men have a decent sideweapon. That makes cavalry more dangerous to melee infantry units than anything. Yeah ranged counters cavalry, but its kinda borderline. Cavalry counters ranged as well and rangers can't protect the infantry from cav like pikemen and long spear men do.

Buff pikes? I'm a cav/piker hybrid and have been piker for a very long time. Pikes don't need a buff at all, if anything they could do with a slight nerf. Maybe remove polestagger from all polearms with a small stat buff to compensate
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 17, 2012, 05:38:15 pm
Buff pikes? I'm a cav/piker hybrid and have been piker for a very long time. Pikes don't need a buff at all, if anything they could do with a slight nerf. Maybe remove polestagger from all polearms with a small stat buff to compensate
Well I don't know why people don't use pikes anymore.. I am amused since at the same time everyone complains about cav and don't do anything to counter them... Maybe people are dumb then..

I haven't used a pike or longspear for couple generations because I have been consentrating on being cav. That's why I don't know how good those weapons are currently.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kafein on May 17, 2012, 06:01:27 pm
Just buff long spear somehow. Melee enthusiasts quite much shit their own bed when they cried like little bitches about long spear being OP.

I don't see too many long spears or pikes around anymore. If I remember right, long spear is taking 3 slots currently and it doesn't allow long spear men have a decent sideweapon. That makes cavalry more dangerous to melee infantry units than anything. Yeah ranged counters cavalry, but its kinda borderline. Cavalry counters ranged as well and rangers can't protect the infantry from cav like pikemen and long spear men do.

I don't know about you but I attack infantry "protected" by pikemen aware of me much more often than I do when there are archers guarding the area. At least with the pikeman I know I'm safe if I stay out of reach.



I think an increase in cav leads to an increase in ranged, because being ranged you can play in places where you are immune to cav. An increase in ranged leads to an increase in ranged because the best way not to get shot from all sides is still taking cover, but you can't do anything hiding with a melee weapon so you take a ranged weapon. But an increase in ranged doesn't increase the cav population IMO. Why would it ? The number one cause of death for horses is projectiles. Charging aware archers is a gamble at best, attacking a thrower is suicide. As cav you need someone to attract the attention of the enemy, at least for a second. I can guarantee being horseman in a team full of archers against a team full of archers is pretty horrible because the enemies don't have anything to distract them.

Ranged counters cavalry all the time, by denying safe access to certain zones. Cavalry only counters ranged during those five seconds of lack of awareness.


A charge can only work with a coordinated force of ~5 cav players. Out of the more or less 7 cav players per team you can regularly see on EU_1, maybe 5 of them aren't complete noobs to the mod, out of which 2 could do some proper teamwork. And I stress on the coordinated part. Doing cav teamwork requires more than just the basic knowledge of the class like archery cross-firing shielders. Ally horsemen can block each other's path which means that in a charge you are truly a threat to your teammates unless you all move in a straight line. And more importantly, what follows a successful charge must be coordinated too, since otherwise the riders will make random u-turns to go back individually. All this takes audio conferences in a cav-based clan to do properly and is quite irrelevant to what happens in pub battles.



About pikes : you don't really need a pike to counter cav. It's just a very handy tool to repel them in case you don't trust your awareness too much. Most 2h and polearms are just as effective for personal cav defense.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Laufknoten on May 17, 2012, 07:02:00 pm
A much needed suggestion! In the current state cavalry just enhances the players killing-ability with no cons.
I'm at the most a mediocre player, but when I was cav a few months ago it was easy for me to be in the top 5 on eu1, often even first. I played with light unloomed equipment and a rouncey most of the time, so I even made good money that gen. 
Cavalry should be powerful, but only if used right.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 17, 2012, 07:03:49 pm
2h and shorter polearms are always a gamble against cav. Good cav with decent timing and horse movement is really not that easy to counter with 100% confidence. If you have a pike or long spear, the cav has absolutely no chance against aware player.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: CrazyCracka420 on May 17, 2012, 09:17:56 pm
I personally think the servers would be better off with more people carrying pikes or long spears.  I think moving them back to only taking up 2 slots would be ideal.  They were already unsheathable when the patch made them 3 slot weapons.

I understand for the sake of being "uniform" they should be 3 slots.  But asking infantry to run around in even loose "Formations" (if you can even call it formations) is asking way too much from a game that has such limited communications or battle commander options.  So anything that can make it so that infantry is more balanced with cavalry would be ideal (as they should be, and they are if there are pikemen and ranged in formation with other infantry who can fight against enemy infantry).

Disclaimer:  I say this as someone who's only ever played cavalry lancer builds.  So pikemen are pretty much the bane of my existence, and the natural counter to cavalry.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on May 17, 2012, 09:41:16 pm
2h and shorter polearms are always a gamble against cav. Good cav with decent timing and horse movement is really not that easy to counter with 100% confidence.

You're right, it's not 100%. More like 90%. For greatsword users at least.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on May 17, 2012, 09:49:46 pm
A much needed suggestion! In the current state cavalry just enhances the players killing-ability with no cons.
I'm at the most a mediocre player, but when I was cav a few months ago it was easy for me to be in the top 5 on eu1, often even first. I played with light unloomed equipment and a rouncey most of the time, so I even made good money that gen. 
Cavalry should be powerful, but only if used right.

That's because you're able to to pick targets, which isn't something infantry can do all the time. That's the best thing about cavalry, and that bugged couched lance.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 18, 2012, 02:26:03 am
You're right, it's not 100%. More like 90%. For greatsword users at least.
Well not against me at least... Some great swords are a bit tricky sometimes if the 2h is good. Against poleaxes and similiar weapon stabs my success rate is much higher though...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kafein on May 18, 2012, 03:18:58 am
Well not against me at least... Some great swords are a bit tricky sometimes if the 2h is good. Against poleaxes and similiar weapon stabs my success rate is much higher though...

I'd say it's more of a gamble on the cav side, because whatever you do there's always a succesful counter to that, and you have to reveal your strategy earlier than the footman due precisely to low maneuver. All it takes on the footman side is the correct reaction, be it moving on the right or the left, backward or forward, jumping or not, chamberblocking or outreaching...


The arguments involving k/d are to be heavily relativised. As cav you can chose your targets, which means that like the lions you will openly attack the sick and the elder so to speak. Even without purposefully chasing them I'm quite sure I kill more low level players (read : not that useful to their team) than most 2h that have similar k/d.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Black Wind on May 19, 2012, 04:22:05 am
This would fuck up horse archers and horse xbowmen too much.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Malaclypse on May 19, 2012, 04:27:29 am
This would fuck up horse archers and horse xbowmen too much.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Teeth on May 19, 2012, 12:53:29 pm
I'd say it's more of a gamble on the cav side, because whatever you do there's always a succesful counter to that, and you have to reveal your strategy earlier than the footman due precisely to low maneuver. All it takes on the footman side is the correct reaction, be it moving on the right or the left, backward or forward, jumping or not, chamberblocking or outreaching...
The average footman can't just dance out of the way of cav, our maneuver isn't all that great either. There is also not always a succesfull counter attack. For me as a 1 hander the only thing I can do is blocking or chambering, which never actually hits the horse if they have some speed. Ofcourse if the horseman is shit I can jump and rightswing, but then its their own fault. Arabian horses when couching still retain extreme maneuver and can fuck me up without being able to do anything.

Also the bump of a horse hits you very early, the amount of times were I saw a horse coming at quite a whiles away and tried to attack, but got bumped before I could are countless. For coursers if you spot them at 20 m and have a 90 ish speed weapon youre still fucked.

Greatsword users do not outreach the lancer himself if he has somewhat proper timing. They can only hit the horse before the lancer hits them as the horse is a bit in front of the lancer. This does mean though that if you hit the horse and it doesn't die, you are still fucked cause the lancers attack is uninterrupted and hits for a shitload of damage.

Keep that in mind, fending off cav with greatswords has quite a high risk to it. And the horses are fucking tough. Arabians regularly survived my MW german with 7 ps stab when they were charging at me at full speed. While the lancer on the arabian who has about the same pierce damage could oneshot me with 60 hitpoints and 60 body armor.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: tankmen on May 19, 2012, 01:33:30 pm
i fear every person on the field wielding a weapon as long as my lance, so any great sword or pole arm, because all they have to do to outreach it is thrust n step to the right of me out of reach of my angle because my elbow is struck retarded by the gods.  BTW i ride palfrey and destrier n charger, dont remove my maneuverability,people already side step my horses enough. BTW im talking about a head on charge the persons aware of me completely and my intent and i dont charge the low K/D players i aim for the ones winning the round. 40% of the time the player dont realize how committed to lancing him i am n i get them or wound them but 60% then side step n cleave my horse n me.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gravoth_iii on May 19, 2012, 01:42:57 pm
This would fuck up horse archers and horse xbowmen too much.

Is that a bad thing?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on May 20, 2012, 06:28:43 pm
I normally ride a Palfrey and Destrier and if I charge a 2her whos aware of me 75% of the time they stab my horse in the leg (often 1 hitting it)  and I cant move out of the way fast enough plus when a person with a german great sword or a danish great sword often out range my Heavy lance  :? Iv been playing as cav for 10 gens now and Id say the problem is people with champion Arabian Warhorses. Yes I know they have been nerfed allot and is the only horse that needs 7 riding to compensate the high maneuverability but it  when its at champion stats its quite stupid

It has
- 5 less hit-points then a normal destrier
- the same body armor as a steppe horse
- one less speed then a normal destrier
- has more maneuverability then a champion courser has speed
- the same charge as a normal courser


to me that is quite stupid and when its a HA whos on the back of one the horse takes more then its fair share of damage, can and will dance around you like theres no tomorrow and will bump you and do way more damage then it should. If the horse is that maneuverable it shouldn't be able to take that much damage nor deal that much damage.

I'm not the type of supporter of cav who say things like "cav is fine leave it alone!! Q_Q" or "nerf ranged instead or pikes!!!" no I don't believe cav is perfect as it is and one or two horses could use a stats change but most of the horses are fine and to be honest its not really the horse a majority of the time its the rider and his build that wins the fight not the horse.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on May 20, 2012, 09:30:40 pm
Greatsword users do not outreach the lancer himself if he has somewhat proper timing. They can only hit the horse before the lancer hits them as the horse is a bit in front of the lancer. This does mean though that if you hit the horse and it doesn't die, you are still fucked cause the lancers attack is uninterrupted and hits for a shitload of damage.

Keep that in mind, fending off cav with greatswords has quite a high risk to it. And the horses are fucking tough. Arabians regularly survived my MW german with 7 ps stab when they were charging at me at full speed. While the lancer on the arabian who has about the same pierce damage could oneshot me with 60 hitpoints and 60 body armor.

That is all true. Totally true.

But the thing is, you don't try to outreach them or hit their horse first. That's too risky. You do something else. I would teach you but I'm pretty sure you're already full of yourself, thinking how I can't teach you anything.

For those cav who think they can kill me with their lance while I'm aware, I might organize a small tournament. Me vs cavalry, with a pretty awesome prize, but only if enough cocky cav show up in here claiming how they can beat me with their lance thrust :)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: ArchonAlarion on May 20, 2012, 09:51:07 pm
More armor for barded horses

Make the armor for unbarded horse more similar (horse skin is horse skin).

Make horse HP more similar (the bigger the horse, the more hp, but really all horses are gonna have similar hp)

Slightly less maneuverability for heavy horses, a more significant maneuver nerf for eastern horses (the "antelopes").

Slight increase to speed across the board (will make the maneuver nerf even more noticeable)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gravoth_iii on May 22, 2012, 01:43:58 pm
Remove lance nerf, increase horse speed, reduce maneuver A LOT and acceleration a lot IMO. I dont think horses need more hp tho as they seem to be able to take a beating already.. If a horse gets stuck somewhere near an enemy it should not be able to get away easily, unlike how it is now sometimes I stop a horse with my spear, my second hit gets blocked and before the third attack is ready the horse is already long gone because it reaches 100km/h in just half a second.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Balton on May 25, 2012, 09:51:56 pm
Nerf both acceleration and maneuver. Everything will be fine after that, people will still play cav, and will still top scoreboards, but they will require far more skill, and will be seen less frequently (as they should).

As it is now, at the beginning of every round I check out how many cavalry players my team has, if it's a healthy number, I know we will win 90% of the time, and if it's not, I know we will probably lose. It shouldn't be like that.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: zagibu on May 25, 2012, 11:52:28 pm
Actually, it should be like that. In medieval times, cavalry was kind of the deciding factor. You can always carry a lawlpike along with your 2h sword, you know. Or play siege.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on May 26, 2012, 04:02:47 am
Actually, it should be like that. In medieval times, cavalry was kind of the deciding factor. You can always carry a lawlpike along with your 2h sword, you know. Or play siege.

you have a really good point, allot of people complaining about cav yet none of you use spears? you don't need WPF in polearms to use a awlpike around or to stab cav with, most people who carry spears I just avoid but I forget how a spear to stop cav would weigh all you 2h agi builds and would prevent you from spamming the hell out of each other  :rolleyes: silly me  :lol:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Balton on May 26, 2012, 07:14:18 pm
Actually, it should be like that. In medieval times, cavalry was kind of the deciding factor. You can always carry a lawlpike along with your 2h sword, you know. Or play siege.

You won't be able to force the majority of the players to do something like that, and the entire point is, when the majority of your team is vulnerable to cavalry, it doesn't matter if a small number can handle them without effort. Yeah, it is realistic when cav is the deciding factor, it would also be realistic if plate armor made you immortal, but c-rpg is about balance, not realism.

However, I suppose to account for the nerfs I suggested, horse bump damage should be doubled (or something along those lines), since with low maneuver, it would be significantly easier to avoid a horse. Cav would be much more interesting this way, and it would also appeal to the realism crew (which isn't even the aim, but two birds with one stone, why not).
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: CrazyCracka420 on May 26, 2012, 08:25:38 pm
Actually vs one cavalry lancer, nobody is "vulnerable" unless they are a 1h without a shield on open ground with nowhere to go.  Otherwise if there's 2 infantry together, even if the cavalry kills the one, the guy behind can still swing and take him out. 

Cavalry isn't overpowered.  Infantry just tends to have a lot of retards and Rambo's. 
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on May 27, 2012, 12:17:27 am

Cavalry isn't overpowered.  Infantry just tends to have a lot of retards and Rambo's

that has to be the most senseable and reasonable thing in this thread
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: zagibu on May 27, 2012, 03:23:30 am
You won't be able to force the majority of the players to do something like that, and the entire point is, when the majority of your team is vulnerable to cavalry, it doesn't matter if a small number can handle them without effort. Yeah, it is realistic when cav is the deciding factor, it would also be realistic if plate armor made you immortal, but c-rpg is about balance, not realism.

Why not? You currently have to use a shield, if you don't want to get shot. Does this, too, mean that balance is off?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Wraist on May 27, 2012, 03:36:13 am
Why not? You currently have to use a shield, if you don't want to get shot. Does this, too, mean that balance is off?

You have to carry a shield to avoid being shot, you have to carry a long pokey weapon to avoid cavalry, what do I do with my last slot?

Anyway, can anybody enlighten me as to why Cav is considered op [aside from bump damage and omniblock shields]? I typically don't play battle and last time I was there I was under the impression that lancers either suck for the most part or are underpowered.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 27, 2012, 04:10:04 am
The ultimate truth is, that cavalry punishes you for poor tactical decisions. I think it makes you play more as a team. If you don't, cavalry will be the deciding factor really fast. If your team spreads out in multiple places cavalry gains. If you are being in a tight group with some polearmers and throwers at the edges, cav can't do anything.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 27, 2012, 12:08:11 pm
The ultimate truth is, that cavalry punishes you for poor tactical decisions. I think it makes you play more as a team. If you don't, cavalry will be the deciding factor really fast. If your team spreads out in multiple places cavalry gains. If you are being in a tight group with some polearmers and throwers at the edges, cav can't do anything.

Yes and this idea won't change that at all.

I'm trying to make them teamwork more, and stop being AS efficient vultures as they are now, and make cav-teamwork a real prospect.

Let's face it. Cav are backstabbers, more than anything. Extremely efficient backstabbers too.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: zagibu on May 27, 2012, 03:41:45 pm
You have to carry a shield to avoid being shot, you have to carry a long pokey weapon to avoid cavalry, what do I do with my last slot?

That's exactly the point. You can't adapt to all situations anyway. And that's good, because you are not a one-man army. Shielders in the front line, 2h in second, ranged in third, spearman at the flanks guarding ranged, cav making maneouvers and trying to find a weak flank in the enemy formation.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 27, 2012, 03:57:46 pm
Let's face it. Cav are backstabbers, more than anything. Extremely efficient backstabbers too.

Yeah and aren't our Ninja friends super jelly about that? We are backstabbing the backstabbers who are lower than us in the food chain. Our main prey is infantry backstabbers who then get backstabbed themselves ^^.

Cav teamwork is a bit different than just normal teamwork of infantry. Usually 2-3 cav players is the desired squad size. Fake attacks with feinting, other one finishing the job or the first one bumping and the other ones striking the kills. It is just two or three cavalry players riding in a line. It's pretty much the only efficient way to do it. Any larger group and it becomes hard to cooperate in the heat of battle where you have to avoid pikes, archers, throwers and even 2h.

Now what I think you are suggesting that we should make the horses unmanouverable durable tanks and "cavalry teamplay" would be a massive cav group attacking as one formation charging to the enemy infantry. Is that your idea about team play? That is just plain stupid. It would just get the riders killed first when their horse is reared and the haters get their prey. I have no idea how it would make cavalry more skill based if manouver gets nerfed once again. It would just bring more stupid couch kills where people just rear their horse against a wall. Then again killing ranged agi whores and other agi whores would be impossible.

Thomek please try out playing as cav. Just make STF character and try it. I know Ninjas don't do cav, but just leave out the ninja tag then. Maybe you see that it isn't as easy as some people make it look like :wink:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Svitjodvarg on May 27, 2012, 04:22:33 pm
You know I am member of a gaming community with hondred members based upon a shooter, also low admin on one server there, and well... it is just the same as here:

98% of posts regarding what to change are nothing but low skill people whining because high skill people PWN them like hell. (And people who played only a few hourse and have only basic equipment whininh because people who spent weeks saving up for the warhorse or plate armor do bid damage and take low.)

For the remaining 2%, well... Try to make your voice stand out of the crowd... Good luck, you will need it.

Lol you're cav and you talk about skill? made my day.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on May 27, 2012, 04:27:44 pm
Do you know how cav make such high scores?

Couched heavy lance, of course. Remove it and their scores will suffer, greatly.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ronin on May 27, 2012, 04:51:23 pm
Do you know how cav make such high scores?

Couched heavy lance, of course. Remove it and their scores will suffer, greatly.
Epic trolling. Finally someone made me laugh that way.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Balton on May 27, 2012, 07:23:45 pm
Why not? You currently have to use a shield, if you don't want to get shot. Does this, too, mean that balance is off?

That's not the point, the point is who tops the scoreboards, and I see more cav than anyone else, by far.

Honestly, my only character is cav, if I am for nerfing cav, it's most likely overpowered.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on May 27, 2012, 10:36:21 pm
That's not the point, the point is who tops the scoreboards, and I see more cav than anyone else, by far.

Honestly, my only character is cav, if I am for nerfing cav, it's most likely overpowered.

Oh yes because score really matters  :rolleyes: Take pikers or support classes they get low Score but help team-mates its not how many people you kill that wins the battle its who you kill and how you do it but of-course since when did anyone use teamwork  :rolleyes:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on May 28, 2012, 12:26:39 am
Played some cav today. STF with low armor and the cheapest horse the sumpter.

From before I have extremely limited cav experience, won maybe half of my cav duels and even got a positive KD ratio.
This was my first rounds on a sumpter..

Another point was that it was extremely lame and boring to play.

If anything I'm more convinced that cav is too easy to play, and adds nothing but lameness to the battlefield.

Horselovers, I hope changes come your way.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on May 28, 2012, 02:24:37 am
Played some cav today. STF with low armor and the cheapest horse the sumpter.

From before I have extremely limited cav experience, won maybe half of my cav duels and even got a positive KD ratio.
This was my first rounds on a sumpter..

Another point was that it was extremely lame and boring to play.

If anything I'm more convinced that cav is too easy to play, and adds nothing but lameness to the battlefield.

Horselovers, I hope changes come your way.

That is just your view based on what you find fun and enjoy doing you shouldnt force change on people who are happy with the way it is just because you dont
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: San on May 28, 2012, 03:28:56 am
Cav vs infantry is insanely easy for cav in my opinion. You can easily weigh your risk/reward ratio whenever fighting infantry so that if you get dehorsed, you aren't punished too severely. If you are a shielder and get dehorsed by ranged. If you keep your speed bonus against you in check, you can have your horse take a hit for you while you stab your enemy while he's in the cooldown of his attack.

I use a destrier, so I can go at trot speeds and knock opponents down, too.

I'm not sure how these changes will play out. Just like the title says, it might not even make anything better or worse, just different. It will be interesting to see what it's like, since I play my horse slow but abuse its maneuver. I think cav should just be punished harder for mistakes and have their power toned down a little bit.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 28, 2012, 06:10:03 am
If you won half of your cav duels with sumpter, you probably didnt play long enough.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Rhekimos on May 28, 2012, 08:58:25 am
Horselovers, I hope changes come your way.

... Another point was that it was extremely lame and boring to play.

A big list of changes from someone who hates a class.

And your solution seems to revolve around making it even more boring.



Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 28, 2012, 11:44:51 am
A big list of changes from someone who hates a class.

And your solution seems to revolve around making it even more boring.
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Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Teeth on May 28, 2012, 01:55:42 pm
Eww horse penis.

I love how the rating of the OP is zero even though twenty people voted on it.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on May 28, 2012, 02:03:28 pm
Eww horse penis.

I love how the rating of the OP is zero even though twenty people voted on it.
It's my horse after he bumped Thomek to death ^^
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Lorenzo_of_Iberia on May 28, 2012, 02:31:48 pm
Yawwwwwwnnnn

Much better idea : http://forum.c-rpg.net/index.php/topic,32625.0.html
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: JasonPastman on May 28, 2012, 05:29:50 pm
It takes the same amount of time and dedication as it takes to become good at cav and top the boards as it does with any of the other melee classes, if not even more.  The point everyone seems to be missing out on is that it costs at least 20k to bring a decent horse into battle.  Add to this armor and weapon and the cost outweighs the benefits.  This is similar to a melee who brings in plate, actually the plate is considerably cheaper when all things are considered.  Because of this cav should be buffed if anything.

Increase the radius at which a lancer can attack and/or increase maneuverability, otherwise decrease the cost of the horses.  ATM it is incredibly difficult for melee cav to engage ranged cav this would help solve that problem and provide a counter to the HX plague on NA.

Furthermore,  all classes have a counter to cav and the winner depends on who makes the least amount of mistakes (with maybe the exception of 1h with no shield).  It is because maneuverability and arc are so low that many cav circle maps and go for targets of opportunity.  In addition these targets are often peasant whos demise does not greatly affect the outcome of the battle.  And again, considering the great cost of bringing a cav into battle this is reasonable.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on May 28, 2012, 07:43:29 pm
Do you know how cav make such high scores?

Couched heavy lance, of course. Remove it and their scores will suffer, greatly.

Considering that a thrust from a heavy lance is almost as powerful but has about + 50 length I don't think it will make a major difference. :)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on May 28, 2012, 08:14:45 pm
I've just been spectating you, Couch thy Enemy :D
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kafein on May 28, 2012, 11:15:04 pm
Considering that a thrust from a heavy lance is almost as powerful but has about + 50 length I don't think it will make a major difference. :)

Nope.

A heavy lance thrust can't compare in damage with a couched lance, even if hitting the head. And even the couched lances don't kill sometimes. In fact a heavy lance thrust won't kill in more than 50% of the cases (battle situation so varying HP and all that) since the last damage nerf.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: IR_Kuoin on June 04, 2012, 11:09:08 am
Make it so that ONLY THE FUCKING COUCHE LANCES CAN BE ABLE TO COUCHE, instead of making it so that even light, lance, and heavy lance can couche, its TOTAL bullshait, if the user has 1 wpf in polearm and 0 PS, you can still 1 hit a tincan. Utter bullshait. RAGE*!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on June 04, 2012, 11:46:59 am
Make it so that ONLY THE FUCKING COUCHE LANCES CAN BE ABLE TO COUCHE, instead of making it so that even light, lance, and heavy lance can couche, its TOTAL bullshait, if the user has 1 wpf in polearm and 0 PS, you can still 1 hit a tincan. Utter bullshait. RAGE*!
He can still 1 hit you with 1 wpf in pole and 0ps he just takes couching lance. I believe however that there is 0 melee cavalry with 0 ps I assure you. It's not utter bs. You are utter bs for letting yourself to be couched. WEAK!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Vingnir the Wanderer on June 04, 2012, 11:51:25 am
I think simply increasing the SOUND OF HOOVES incoming, would help alot more than drastically changing everything. And no, dont say go download heavy hooves, just make it part of crpg, so that its no longer a factor based on downloading something everytime theres a patch, and so that everyone gets it.

Also,  throwers have equalized alot of the perceived disparity between cav and footmen. 

AND what crpg needs badly is a TEST SERVER.  I've heard talk of eliminating EU 4.  Make it a test server, and let people see some options for a month or 2 instead of cringing and over thinking every little change that might cause a shit storm of whining about imbalance.

Cav is supposed to be scary and powerful, and takes quite a bit out of ones build, and costs alot to maintain compared to a footman and all the looms they can thus buy because they arent spending on a horse, a shield and 2 weapons every round.

As for the the OP's ideas?  Well if we had a test server, it wouldnt be exactly a big deal to try out as described, now would it?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Svitjodvarg on June 04, 2012, 02:00:04 pm
I think simply increasing the SOUND OF HOOVES incoming, would help alot more than drastically changing everything. And no, dont say go download heavy hooves, just make it part of crpg, so that its no longer a factor based on downloading something everytime theres a patch, and so that everyone gets it.

Also,  throwers have equalized alot of the perceived disparity between cav and footmen. 

AND what crpg needs badly is a TEST SERVER.  I've heard talk of eliminating EU 4.  Make it a test server, and let people see some options for a month or 2 instead of cringing and over thinking every little change that might cause a shit storm of whining about imbalance.

Cav is supposed to be scary and powerful, and takes quite a bit out of ones build, and costs alot to maintain compared to a footman and all the looms they can thus buy because they arent spending on a horse, a shield and 2 weapons every round.

As for the the OP's ideas?  Well if we had a test server, it wouldnt be exactly a big deal to try out as described, now would it?

eu4 is not closing, leshma was just trolling.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on June 04, 2012, 02:01:42 pm
EU4 isn't closing, Leshma wasn't trolling and will do everything to stop certain individuals from being douchebags.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Vingnir the Wanderer on June 04, 2012, 07:42:23 pm
Ok, well just the same,

A test server would be a good idea, wouldnt it?

To be honest, i dunno why those that have a problem, dont throw a boar spear on their back.  (Even though its short, just having it turns away most cav)

I also still think increasing the sounds of horses would help alot, even if it doesnt fix some peoples concerns.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: zagibu on June 04, 2012, 11:19:34 pm
Increasing the volume of hooves' sound will make everyone paranoid.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kafein on June 05, 2012, 08:58:13 am
Increasing the hooves sounds won't fix anything. You will just constantly hear hooves without knowing where it comes from, or even whether it's an ally or enemy.


And if the inf wants to remove couching from all lances but the jousting/great, then I can already predict the whine about couched lances will be greater after this change. Given how much better the jousting lances are for harming infantry, I think a lot more cav would chose them instead of regular lances. The other lances would become just cav vs cav weapons.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: IR_Kuoin on June 05, 2012, 09:00:40 am
Just put Thomeks solution in the mod already!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on June 06, 2012, 03:36:12 pm
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Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Chagan_Arslan on June 07, 2012, 05:04:25 pm
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Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Penitent on June 07, 2012, 08:15:29 pm
Don't touch cav they are fine.

Gosh, some men just want to see the mod burn...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bulzur on June 08, 2012, 02:59:02 am
I still find them "slightly" overpowered, in the hands of good players.
TomMyyY, Riddaren, Kastamonulu, a lot of GKs, Merc_Pandemona, etc... are really powerfull, and not just on the so-called infantry maps. Of course, they're excellent players, who do very good on foot too, but they're deadly on a horse.

I just don't see how to slightly nerf them, without touching at their gameplay and stats, wich would be a bad idea imo.

If only the community could "buff" itself and understand that protecting the range is the only efficient way to kill cav without risks. Even if it's fairly easy to dodge projectiles, it remains an excellent counter.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on June 08, 2012, 03:13:04 am
but isant that like saying 2hers are OP in the hands of cooties, phyrex, phase, GTX ect?

but you do have a good and fair point
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bulzur on June 08, 2012, 12:43:37 pm
Well, all melee can be ganked. Did you try to gank an horse ? :rolleyes:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on June 08, 2012, 12:53:44 pm
Well I think the real problem these days is that there are too many cav, and they create too much random and lame deaths,

directly (lance 1 shotting), indirectly (bumping), and inadvertently (TH lancing, and bumping teammates).

As I've said many times, I don't mind cav playing being powerful, but if they were teamworking more, there would also be less random shit happening. My suggestion goes on the lines of changing how they are played. Making them less powerful as super-maneuverable ninja gocarts, and more of a freight train that gain advantage from cooperation.

Like it is now I think it's bad for gameplay, for most players.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on June 08, 2012, 01:17:26 pm
Yesterday, when 245 players were online at the same time I was riding towards enemy base. At their spawn I saw an army of cav (30-40 of them). First thing I did was to turn around and ride back to my base.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: HarunYahya on June 08, 2012, 01:30:24 pm
FUCK YEAH !
Best suggestion ever.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: KaMiKaZe_JoE on June 08, 2012, 02:39:52 pm
Well, I'd be down for a change in how cavalry work tbh. I think that, it would actually be kinda cool, though I must note that teamwork's rare enough as infantry--I fear that cavalry would just be unplayably nerfed for the individual horseman. Even with heavy armor and high HP, as an individual horseman "stalling out" near a group of enemies by some sort of polearm thrust is essentially a death sentence.

I think horses should be as just maneuverable as they are now when at a low speed, so that they can a) support infantry 1h/shield cav style and b) fight other cav up close and actually have fun.

I see this idea essentially creating two fighting situations for cavalry: the high speed, high impact, low maneuverability charge and the slow speed, highly maneuverable trot. Well, maybe the stat changes actually won't do anything to prompt this when implemented, but hell, it's what I'd like to see.

It'll force cavalry to stick with their respective team's infantry blob (for protection in the event of polearm rearing, and for distracting the enemy blob). It'll actually make the cavalry charge rewarding and effective, rather than stupid and suicidal. It'll probably make 1h/shield the preferred secondary weapon set of choice for cavalry, for they'll need that shit when fighting at slow speeds. The heavy lance would be heavily nerfed in its current role, and would essentially work as a tool for cavalry charges. The light and regular lances, being faster and more useful at a slow speed, up close, might begin to see more use.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Chagan_Arslan on June 08, 2012, 02:56:47 pm
ive said it many times now, but people just lack the imagination to understand it, the amount of cav now is because the change of the lance angle,

new lance angle made lancers much less effective at killing other cav, as now you need to have your enemy in front of you to kill, before good lancer could take out 5 other cav in quick fight if they were better than them

when i made khans extravaganza cav tourney, it hit me that more than 90% of cav couldnt imagine a fight without dehorsing other player, before lance angle change aiming for the rider was the thing to do

so now imagine that in the battle you try and have a cav fight, which probably will get you dehorsed, how many people will keep trying cav fight before they realise going for infantry is much better ? sure cav fights still happen, but its not what it used to be, the cav fights for lancers were much more exciting and more people wanted to go for them than now, and we did. you had to "earn" your right to be riding a horse with so many dedicated anti-cav cav

every map started with big cav clash and only the survivors of that clash went for the infantry, now i see many cav going for infantry rather than cav and im not saint here, if i see 5 cav i know i cant take them all out with current mechanics, you can kill one and than get 4 of them on your back and be dehorsed or killed

the irony is that the change came from infantry, and without them realising it, it turned on them big
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 08, 2012, 03:52:13 pm
Chagan, archery has also been hit quite hard; a decent horse can soak up a good bit of fire, and so can a horseman (in mail). This contributed a lot.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on June 08, 2012, 03:58:35 pm
Chagan, archery has also been hit quite hard; a decent horse can soak up a good bit of fire, and so can a horseman (in mail). This contributed a lot.

Get out from here...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 08, 2012, 04:01:14 pm
Boost archery damage to nerf pole/2h/cav. Also throwers.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bulzur on June 08, 2012, 04:13:02 pm
So, what about bringing back the old lance angle, but reducing the length of the heavy lance and light lance. That way, you'll have your so desired cav fights, but you won't outreach awlpike and such with the 90° angles.
And with the new angle, killing archers will be a piece of cake, so also reduce all horse's health by 10 points, for example.


Seriously, saying that it's the infantry fault that cav are powerful... it's nonsense. Cav were too powerfull before, and they didn't exploit their strength then, preferring fighting with themselves. But now that they rape infantry, even after being nerfed (and may i remember all heavy lance user that the lance angle nerf ALSO came with a huge speed buff for it), it's the infantry's fault...

Why are there more cav now ? Because it's the most efficient all around class. That's all. Not (stupid GK), because the lance angle has been nerfed...


Edit : I just hate the fact that they're so called balance because it's expensive. Give me a SUPER long spear wich costs 50k gold, with 10 more reach, 10 more speed, and 10 more damage. For the sake of balance goldwise.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 08, 2012, 04:14:58 pm
Give us old panzerfaust archers for a day, see cav GTX. Also the 2h/polearm no shield guys cry rivers.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Zisa on June 08, 2012, 04:37:47 pm
(click to show/hide)
+1. yes.

Bring back a native like lance radius.
Also,
remove couch (except from great lance and tourney lance which do not have thrust).
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: JasonPastman on June 08, 2012, 05:03:52 pm
Bring back the original lance radius. BRING BACK THE EPIC CAV BATTLES!!!!  Hell thats why i fell in love with this game now all you can really do is go head to head in a chicken match and it comes down to who has better timing and wpf, or sneak up from behind.  As a result it pretty much forces cav to go after infantry.

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Adamar on June 08, 2012, 05:31:48 pm
I can say that horses are harder to shoot down than before. Now rounceys and hunters are able to survive headshots from my loomed longbow, so that certainly had an impact on cav.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 08, 2012, 07:15:18 pm
Personally, I would love to try lancing again but now feels like my lance hand is retarded and the only option is to use a sarranid and turn the horse around. Meh.
Title: Re: Final Solution for Cavalry. (Make it.. NERFED)
Post by: Zlisch_The_Butcher on June 08, 2012, 10:41:26 pm
So Thomek, in my thread you finally admitted that this is meant to be a nerf, so, how about changing the title to  Final Solution for Cavalry. (Make it.. NERFED) and cutting the crap?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gravoth_iii on June 08, 2012, 11:14:44 pm
Give archers a forced autoaim towards horses untill there is nothing but infantry left! I hate when cav can charge headon all infantry and archers just stand there either doing nothing or shooting peasants.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 08, 2012, 11:36:53 pm
Killing horses does not give +1.

Also they are very arrow-resilient now like riders are. My 12 str 0 IF mailed char rides around with three arrows (or a bolt from one of the lighter crossbows and an arrow).
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on June 08, 2012, 11:43:23 pm
ive said it many times now, but people just lack the imagination to understand it, the amount of cav now is because the change of the lance angle,

new lance angle made lancers much less effective at killing other cav, as now you need to have your enemy in front of you to kill, before good lancer could take out 5 other cav in quick fight if they were better than them

when i made khans extravaganza cav tourney, it hit me that more than 90% of cav couldnt imagine a fight without dehorsing other player, before lance angle change aiming for the rider was the thing to do

so now imagine that in the battle you try and have a cav fight, which probably will get you dehorsed, how many people will keep trying cav fight before they realise going for infantry is much better ? sure cav fights still happen, but its not what it used to be, the cav fights for lancers were much more exciting and more people wanted to go for them than now, and we did. you had to "earn" your right to be riding a horse with so many dedicated anti-cav cav

every map started with big cav clash and only the survivors of that clash went for the infantry, now i see many cav going for infantry rather than cav and im not saint here, if i see 5 cav i know i cant take them all out with current mechanics, you can kill one and than get 4 of them on your back and be dehorsed or killed

the irony is that the change came from infantry, and without them realising it, it turned on them big

I think you are right here Chagan.

But it doesn't change the fact that Cav was even more effective against infantry back then.. :)
I think it needs some other kind of change. Perhaps my suggestion is a bit boring for cav players, and hence all the rage.

So Thomek, in my thread you finally admitted that this is meant to be a nerf, so, how about changing the title to  Final Solution for Cavalry. (Make it.. NERFED) and cutting the crap?

Nerf or no nerf to cav, call it whatever you want. I want it to be a CHANGE, but yes, a nerf would do it too. And many people read my change as a nerf.  BTW, I am sympathetic to horse throwers Zlisch. Think it's a cool and challenging class. Perhaps this suggestion would kill it, idk.

The main thing, which is difficult to grasp for most it seems, is that I wan't to change how a whole class works on the battlefield. The maneuver nerfs are supposed to be accompanied by buffs in all other areas. UNTIL IT IS BALANCED AGAIN. Perhaps indirectly including most polearms not being able to rear horses. If ONLY pikes were able to do it, it would make everyone think and move differently, and cav would most certainly be more effective used in groups.

* A single horse would be easier to avoid by using terrain.
* Greatswords would no longer have the chance to 1 hit kill a horse, thus reducing the no.1 reason to take one.
* It would be harder to do the lazors precision lance headshot on a moving target.
* Cav groups would be effective against infantry groups, if they outnumber the number of pikes. (If too many pikes, the cav group should just choose another part of the infantry, or another group of infantry.

Anyway.. Cheers.

Enjoy the current situation of random mayhem.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ninja_Khorin on June 08, 2012, 11:48:46 pm
My only problem with cavalry is the amount of them on the servers. The only way to fix that is to make the class horrible so people don't want to play it, which I'm not a fan of, or put a limit on how many horses can be on the servers at one time, which I'm not a fan of.

So, I don't know. I just play siege whenever I get bored of the mass cavalry battles, they need an admin anyway. Works for me.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Vingnir the Wanderer on June 09, 2012, 12:03:38 am
^ Are you playing on EU or NA?

Because my character is cav capable, and I dont play cav all the time, but, on NA battle its not overloaded with cav - you rarely see more than 4-8 cav on a side that has 20-40 players.

And then you see none in siege of course, so, wouldnt one have to say cav is relatively RARE?

Could it be it seems that way because they survive longer than almost everyone else, because they can run away much easier than any other class can?

I mean, i admit, towards the end of the battle, you see more cav that has survived, but thats kinda to be expected, no?  (I would think a tin can with polearm skill would be the natural in-game and historical counter, no?)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ninja_Khorin on June 09, 2012, 12:07:24 am
EU, and yes, cav is relatively rare, but they still have an overwhelming presense compared to the average infantry guy.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Vingnir the Wanderer on June 09, 2012, 12:10:27 am
Ah, havent been there lately.

I will say the post 31 builds with the loomed coursers are pretty hard to deal with, even as cav.  That takes a pretty 'battle specific' build though, what with the 6 riding points.  Although, 6 riding points is pretty easy to come bye, if youve stopped retiring.

I will say though, that the 'overwhelming presence' is costing that player A s-ton more gold to maintain than the average foot soldier.

If you spent as much on your foot soldier as a cav guy, the 'presence' I think might not be quite equal, but it sure the hell goes up. (think a loomed out tin-can like Goretooth, lol)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Penitent on June 09, 2012, 12:10:54 am
EU, and yes, cav is relatively rare, but they still have an overwhelming presense compared to the average infantry guy.

It's true that the cav number are average to few on NA.  So it wouldn't really be fair to nerf/change them for the purpose of making them fewer...know what I mean?

Seems like a local problem.  ;)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ninja_Khorin on June 09, 2012, 12:17:47 am
Oh, I completely agree. I'm just saying that playing on EU_1 is not enjoyable since you have to look backward more than forward due to the cav ninjas. I explicitly stated that I'm not a fan of nerfing cav to reduce their number, nor am I a fan of limiting their number artificially.

What I really want is pocket bamboo spears. That put the fear of god in them  :wink:
(click to show/hide)

Just checked EU_1, about 12 cav on with 55 players. That essentially means that finding and fighting a small group of enemies without getting bumped is out of the question.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on June 09, 2012, 12:18:50 am
you dont need to nerf all horses just nerf the ones that have high maneuver (like the arabian) Personally I used a champion Destrier its not the fastest nor most maneuverable but has quite allot of HP and its fairly balanced. just because of a few horses like the courser and the arabian most people just generalize that all the horses are like that when their not, take Templar Tommy for example he can stab you with the nerfed lance angle and as he bumps you his turned around and coming at you again for another stab before your even standing because of the horse his on, nerf that specific horses maneuver speed and he will be foreced to either put more riding skill in or get a new horse like the steppe which has less maneuver and health (not sure of the stats sites down atm :L ) I personally see champion Courser and Arabian horses the most on the battle field and neither an be caught easily plus the Arabian seems to have similar HP to a Destrier....thats just not right IMO


My point is don't generalize all horses saying their all OP when its not all the horses, the steppe for example your telling me that horse is OP??!!! or the sumpter?? don't discuss nerfing ALL horses talk about what specific horses have dodgy stats and what can be done to balance them out
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Vingnir the Wanderer on June 09, 2012, 12:22:16 am
Oh, I completely agree. I'm just saying that playing on EU_1 is not enjoyable since you have to look backward more than forward due to the cav ninjas. I explicitly stated that I'm not a fan of nerfing cav to reduce their number, nor am I a fan of limiting their number artificially.

What I really want is pocket bamboo spears. That put the fear of god in them  :wink:
(click to show/hide)

Just checked EU_1, about 12 cav on with 55 players. That essentially means that finding and fighting a small group of enemies without getting bumped is out of the question.

Well you might wanna try doing what I do when i'm on battle, not using my horse, and see alot of cav.

I throw a boar spear on my back. Its cheap, and if you get good with it, you can murder peoples horses, also if they see it even on your back, they often avoid you. (Although I do have the advantage of some polearm skill points from the cav build)

I dunno if i should be giving advice though, i've been getting my ass kicked on battle lately, although, i think its because i've been more sober than usual lately, lol
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Penitent on June 09, 2012, 12:27:18 am
Just checked EU_1, about 12 cav on with 55 players. That essentially means that finding and fighting a small group of enemies without getting bumped is out of the question.

Well, 6 cav per side on a team of 22 or so seems balanced.  I think it's normal to worry about getting bumped when there are cav.  Just like if the team had 6 archers, you can expect to get shot at while trying to engage in melee.  Just like if there are 10 melee players.  You can expect to have to have to engage in melee.

We must try not to make this mod "melee and blade: warband."  It would be silly if someone said "Its impossible to ride around this map and not have to watch out for foot soldiers stabbing my horse."  Or "You can't stand behind a fence and shoot arrows without having to constantly worry about the threat from melee players.  It sucks."

Infantry, cav, ranged...they are all equally important to the mod.  If you are playing on a map with Cav, yes...you will have to worry about getting bumped while you engage in melee.  :)

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Zlisch_The_Butcher on June 09, 2012, 12:31:26 am
Nerf or no nerf to cav, call it whatever you want. I want it to be a CHANGE, but yes, a nerf would do it too. And many people read my change as a nerf.  BTW, I am sympathetic to horse throwers Zlisch. Think it's a cool and challenging class. Perhaps this suggestion would kill it, idk.

The main thing, which is difficult to grasp for most it seems, is that I wan't to change how a whole class works on the battlefield. The maneuver nerfs are supposed to be accompanied by buffs in all other areas. UNTIL IT IS BALANCED AGAIN. Perhaps indirectly including most polearms not being able to rear horses. If ONLY pikes were able to do it, it would make everyone think and move differently, and cav would most certainly be more effective used in groups.

* A single horse would be easier to avoid by using terrain.
* Greatswords would no longer have the chance to 1 hit kill a horse, thus reducing the no.1 reason to take one.
* It would be harder to do the lazors precision lance headshot on a moving target.
* Cav groups would be effective against infantry groups, if they outnumber the number of pikes. (If too many pikes, the cav group should just choose another part of the infantry, or another group of infantry.

Anyway.. Cheers.

Enjoy the current situation of random mayhem.
Ok, I'm gonna give you one decent reply, then I'll go off posting pics of horsedicks like all the other cav are doing here.

Yes, it would kill horsethrowing, it would make all HAs use coursers or something to ride forever too as they couldn't outmaneuver less skilled riders anymore, it would make cav less about skill, which lancing has already been idiotified by nerfing the angle, Thomek, yes, some really REALLY good cav can have millimeter precision, just like some really REALLY good infantry players can survive huge clusterfucks of them vs everyone else. I personally ain't that good a lancer, but even I can get several kills with a couched lance and 0 PS, there are issues with cav, but your suggestion would worsen the situation, not help correct it.

Cav really don't dodge arrows very good, most archers who bother shooting at cav just suck, the good ones will be headshootin' infantry or some shit, whenever I aim for a horse I hear the sound that I've hit flesh about 9 out of 10 times, and I'm a rather bad archer.

Trust me when I say being a cav on a mountain sucks, you're slow, maneuver like a rock, etc, it may seem like it's some easy shit but it really ain't always, and honestly, when have you last had an active cav alt?

My solution to cav would instead be to make it more skill based by making horses louder so EVERYONE can hear them far before they lance your back, to give lancers their old angle, to remove blocking from the heavy lance and medium lance, and make the heavy lance three slot, this would only hurt cav hybrids who are FAR too effective given all they need is 3 riding and two slots and then they can work nearly as well as most dedicated builds.
Now, make horses much faster and more maneuverable, this will make riders require better reflexes and timing, making HTing, HAing, Lancing, HXing, 1hcaving, and all that shit much harder, and it'll also make it harder to avoid, so it'll require more skill on both sides, I believe the projectile damage and health on cav is fine/will be fine once/if they've remove(d) the leg damage. Now, finally this still leaves one of the gayer cav playstyles untouched, HAing in the way of riding away forever, never actually charging at other cav in order to gain speed bonus, 'cuss they only need the other cav to be charging at them to gain their speed bonus, so make the shooters speed mater, and make it mater slightly more than what he's shooting at, 'cuss it sucks that a guy fleeing from me can take me out in one arrow to the stomach while he takes 3 throwing lances to the shoulder/chest area, this will also FORCE HA to take some risks and along with the previous mentioned increase in cav speed they'll need better reflexes in order not to be hit by unexpected movement and lanced.

and to make cav group charges effective make polearm thrusts with the slightest speed bonus insta dehorse.

Oh, and because I forgot to include it make rider take heavy damage once his horse dies, so if you're on a crippled horse you will consider getting off instead of riding around raping the butts of further random infantry busy fighting...

This is pretty much the opposite of what you want now that I think about it... heh...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Ninja_Khorin on June 09, 2012, 12:37:53 am
I come from the school of thought that if I die, it's not because of my weapon. It's because of my inadequacy in using said weapon.

I'd rather die in style and maybe survive a similar situation next time. I just don't always feel like concentrating on the game that much and that's when I go to siege.

Well, 6 cav per side on a team of 22 or so seems balanced.  I think it's normal to worry about getting bumped when there are cav.  Just like if the team had 6 archers, you can expect to get shot at while trying to engage in melee.  Just like if there are 10 melee players.  You can expect to have to have to engage in melee.
Difference is that when there's 6 cav per side, there are 12 threats to my person that I can't avoid. I can avoid friendly ranged and melee by being far enough from them. Being far from teammates attracts enemy cavalry or if staying relatively close to the mass zerg it feels like you're fighting on an autobahn. You're lucky if you're not roadkill. I know most friendly cav mean well, but I'd rather have them somewhere else hunting enemy cavalry and keeping them away from me.

I agree on the rest.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Vingnir the Wanderer on June 09, 2012, 01:09:27 am
One thing I totally agree with as posted above.

The blocking with lances (Specifically from horseback) the way it works right now is ridiculous.  the shield 'force-field' is silly enough, but somewhat acceptable, though it should be smaller - the Lance blocking force field is ludicrous, as its a stupid stick blocking everthing, even a stab, and even when facing the opposite direction.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Thomek on June 09, 2012, 01:39:04 am
@Zlisch
The louder thing has been discussed to death, and devs have confirmed they cannot fix it. Engine limitation.
Would require rewriting of the whole sound engine. Making all horses simply louder would not help, perhaps it would even become more confusing as you would hear many more cav at the same time. You'd have to change how sounds volume change according to distance.

HA is not a problem nowadays. I can't remember last time I saw one topping the board. It's an underpowered class, and the devs have made it consciously so because it's extremely lame, and not good for gameplay. Besides I'd think it requires mw bow and arrows at least to be effective.

Making horses MORE maneuverable would be insane in my mind. Perhaps if the lances got nerfed, so hybrids couldn't have such an easy time. In any case, It's insanely unrealistic that pikes and lances can be used effectively to block anyway :D

Archers won't aim for horses, because they've seen the riders pick up a new horse within 5 seconds too many times.

The speedbonus thing won't change. Hardcoded stuff. Probably very very far down on cmpx todo list.

The rider taking damage has been mentioned a million times. IDK but perhaps the devs will finally make it happen. I'm pretty sure its buried in some todo list.

The whistling for horses is also ridiculous. Like any horseman could get his enemy's horse over to himself! I know it's a cool feature and it should be in, but make ANYONE whistle *or horse call or whatever bring any horse like it was in the beginning.
-------------------------------
Pure nerfs to counter their numbers and effectiveness:

Nerf lance damage. They would still do tons of damage couched, but would not be so dangerous unless riding very fast. They would further be less useful in melee.

Blah. .to tired to write more naow..
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Penitent on June 09, 2012, 01:41:47 am
They CAN fix the sound.  The hoof sound effect used to be more audible.  I remember when they changed it (don't remember the update).  It wasn't louder, but it had a sharply toned "clack clack" and was easier to hear.  Now it is a lower/softer "pat pat" that is harder to hear amid the other sounds of batter.

Try it.  When a horse is walking the sharp "clack" stands out more than the soft-thumping bass sound of a full galloping horse.

Quote
The blocking with lances (Specifically from horseback) the way it works right now is ridiculous.  the shield 'force-field' is silly enough, but somewhat acceptable, though it should be smaller - the Lance blocking force field is ludicrous, as its a stupid stick blocking everthing, even a stab, and even when facing the opposite direction.

This would actually be a fair way to "fix" cav by changing them a bit but not too much to affect play.  Sometimes a shield block (or lance block!) blocks strikes at the horse too.  Fixing the block radius, if possible, but be good I think.

I am completely 100% against nerfing cav, because I think they are as close to balanced as they can be.  However, fixing the block or adjusting the sound would help things for some people and I wouldn't consider it a  nerf but a fix.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Zlisch_The_Butcher on June 09, 2012, 01:54:19 am
@Zlisch
The louder thing has been discussed to death, and devs have confirmed they cannot fix it. Engine limitation.
Would require rewriting of the whole sound engine. Making all horses simply louder would not help, perhaps it would even become more confusing as you would hear many more cav at the same time. You'd have to change how sounds volume change according to distance.

HA is not a problem nowadays. I can't remember last time I saw one topping the board. It's an underpowered class, and the devs have made it consciously so because it's extremely lame, and not good for gameplay. Besides I'd think it requires mw bow and arrows at least to be effective.

Making horses MORE maneuverable would be insane in my mind. Perhaps if the lances got nerfed, so hybrids couldn't have such an easy time. In any case, It's insanely unrealistic that pikes and lances can be used effectively to block anyway :D

Archers won't aim for horses, because they've seen the riders pick up a new horse within 5 seconds too many times.

The speedbonus thing won't change. Hardcoded stuff. Probably very very far down on cmpx todo list.

The rider taking damage has been mentioned a million times. IDK but perhaps the devs will finally make it happen. I'm pretty sure its buried in some todo list.

The whistling for horses is also ridiculous. Like any horseman could get his enemy's horse over to himself! I know it's a cool feature and it should be in, but make ANYONE whistle *or horse call or whatever bring any horse like it was in the beginning.
-------------------------------
Pure nerfs to counter their numbers and effectiveness:

Nerf lance damage. They would still do tons of damage couched, but would not be so dangerous unless riding very fast. They would further be less useful in melee.

Blah. .to tired to write more naow..
*Posts a horsedick picture*
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: KaMiKaZe_JoE on June 09, 2012, 02:27:26 am
You know what, fuck what I said earlier. Just fuck it and Thomek's idea.

I want my lance angle back, or I want WSE to be used to get something inbetween the current angle (couch angle, right?) and the older angle.

That's it, really. I'd worry about other cav less, because I'm fucking awesome and will have probably demolished the entire contingent of opposing cavalry. I'd murder a similar amount of infantry, because all I ever do is race-car past them and stab them in the back or just outreach them with the heavy lance--the increased angle would just mean I could 1v1 enemy infantry more easily, not that it really matters. The only time I ever die is when I'm not paying attention--ironically, just like my victims; a pike will appear out of nowhere, or some other polearm, or I'll get shot.

Good times, give me my angle.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Chagan_Arslan on June 09, 2012, 12:30:23 pm
I think you are right here Chagan.

But it doesn't change the fact that Cav was even more effective against infantry back then.. :)
I think it needs some other kind of change. Perhaps my suggestion is a bit boring for cav players, and hence all the rage.

Thomek would you take a 10% increase of cav effectivness vs aware inf with 50+% decrease in cav vs inf situations on servers ?

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Kerrigan on June 09, 2012, 03:16:20 pm
I don't understand. It is only the Arabian Warhorse that can do the fast maneuvering and I think that horse is pretty damn balanced. Needs a lot of riding skill, has high upkeep, has very weak armor, hp and low charge damage.

Nerfing the one thing that makes this horse good would be a craven thing to do!

Anyways I think most people are content with how the cav is now, except for serious cav haters (like YOU Thomek :P but that's because you are a Ninja and cav is in your way on the map)

Cav has been nerfed so many times already, why do you have to keep hating. You are treating us like the Germans treated Jews back in the second world war. Telling the people you want to change us but essentially you want to terminate us! Why don't u just take a spear with you on your Ninja journeys through the map?

Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Mlekce on June 09, 2012, 03:36:59 pm
Since i am a cav again i must say you inf ARE SO FUCKING STUPID!!
You hear horse is nearby,and you don't press ~ to see if anyone is comming from behind and you get backstabbed. Not cav fault that you are unaware.
Inf gank up together,oh we are so hardcore,we can separate from group and fight them with swords. Yeah,lets kill cav. Then one horsman come and start to circle arround them,poke one shield,avoid getting hitted,and wile inf is busy chasing that cav,other cav goes and couch kill one. Then inf usualy get separated or start chasing that horsman who killed one,and then other cav bump stab other dude because he have short sword,and no one is guarding him.
And we repeat this process untill we kill all infrantery in that group. Not cav fault cuz inf is stupid.
Killer combination that i realy hate is piker and good archer together. That can dehorse few horsman and can counter cav or when archers climb roof or hill and start shooting. Usualy we let someone get dehorsed,and use him to attack piker,so we can kill archer,and then bump piker so dehorsed dude can kill him.
There is a lot of tactic in playing cav,and you always die not because cav is Op. You die cuz you are not aware enough of ur sorrounding,you get separated from group,you don't guard archers,you are not close to piker,you think you are safe because teammates are in front of you,well ur not.
You die because of your mistake.
Cav is usualy fighting other cav,and when they finish fighting they go and kill what is left of infrantery and archers because they are separated and badly wounded from fighting others.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Mlekce on June 09, 2012, 03:42:25 pm
One thing I totally agree with as posted above.

The blocking with lances (Specifically from horseback) the way it works right now is ridiculous.  the shield 'force-field' is silly enough, but somewhat acceptable, though it should be smaller - the Lance blocking force field is ludicrous, as its a stupid stick blocking everthing, even a stab, and even when facing the opposite direction.

ok,but then remove blocking with bamboo spear,pike,long spear and other long and heavy items that can block like they are holding a stick.
Big swords also sould be nerfed so they can't block too fast as they block now.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on June 09, 2012, 03:58:28 pm
Since i am a cav again i must say you inf ARE SO FUCKING STUPID!!
You hear horse is nearby,and you don't press ~ to see if anyone is comming from behind and you get backstabbed. Not cav fault that you are unaware.
Inf gank up together,oh we are so hardcore,we can separate from group and fight them with swords. Yeah,lets kill cav. Then one horsman come and start to circle arround them,poke one shield,avoid getting hitted,and wile inf is busy chasing that cav,other cav goes and couch kill one. Then inf usualy get separated or start chasing that horsman who killed one,and then other cav bump stab other dude because he have short sword,and no one is guarding him.
And we repeat this process untill we kill all infrantery in that group. Not cav fault cuz inf is stupid.
Killer combination that i realy hate is piker and good archer together. That can dehorse few horsman and can counter cav or when archers climb roof or hill and start shooting. Usualy we let someone get dehorsed,and use him to attack piker,so we can kill archer,and then bump piker so dehorsed dude can kill him.
There is a lot of tactic in playing cav,and you always die not because cav is Op. You die cuz you are not aware enough of ur sorrounding,you get separated from group,you don't guard archers,you are not close to piker,you think you are safe because teammates are in front of you,well ur not.
You die because of your mistake.
Cav is usualy fighting other cav,and when they finish fighting they go and kill what is left of infrantery and archers because they are separated and badly wounded from fighting others.

You can't be aware in all directions at any given time. That's not possible for a human. That being said, there's tons of people whose awareness is utter shit and they deserve to be backstabbed. One problem is that horses makes pretty low noise and you can't really decide from the noice how far away they are, how long it'll take for them to reach you or even in which direction they're charging from.

Melee cav (especially lancer) is by far the easiest class to play. They're able to pick their own fights, one-hit pretty much anything and escape fast from every possible danger at any given time. All that just for a mediocre increase in the repair bill. Any cav with decent awareness and decision-making should be top-scoring in most of the maps if the build/gear is not utter crap.

However, I don't think cav needs a hard nerf. I think the bumping is too good, considering you can bump down any infantry player even at very low speed. I would suggest that the amount of speed required to bump someone down should be increased. Otherwise I find it fine.

ok,but then remove blocking with bamboo spear,pike,long spear and other long and heavy items that can block like they are holding a stick.
Big swords also sould be nerfed so they can't block too fast as they block now.

The blocking is not the problem, the force-field is. You can stab a horse in the face, but the shield/lance block will take the hit even though it's not even close. Blocking on horseback should be possible of course, but they should find a way to get rid off that bug
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: _Tak_ on June 09, 2012, 04:05:31 pm
I think the bumping is too good

Not for all horse, my rouncey with high riding still cannot bump kill anyone, very rarely and it doesn't do much bump damage, same goes with my palfey
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on June 09, 2012, 04:07:00 pm
Not for all horse, my rouncey with high riding still cannot bump kill anyone, very rarely and it doesn't do much bump damage, same goes with my palfey

If you read my post carefully I didn't address the bump damage. I talked about the low speed you need to knock someone down, which I believe should be higher. Bump damage is fine, I guess.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: _Tak_ on June 09, 2012, 04:10:43 pm
If you read my post carefully I didn't address the bump damage. I talked about the low speed you need to knock someone down, which I believe should be higher. Bump damage is fine, I guess.

the chance to kock someone down = charge damage = bump damage, the lower the bump = the less chance to knock someone down , the higher the bump = more people you can knock them down
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 09, 2012, 04:11:25 pm
Cav should bump at any speed. We had that stuff with low charge before, people would stand in front of horses to stop them. That is just daft.

That said, the natural counters which made cav frustrating as hell to play are partially gone so eh you see them everywhere.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on June 09, 2012, 04:14:23 pm
the chance to kock someone down = charge damage = bump damage, the lower the bump = the less chance to knock someone down , the higher the bump = more people you can knock them down

I get knocked down a lot while not taking damage at all when a horse is basically walking at me. If it could be made so that bump damage was still the same, but you would require higher speed to knock someone to the ground, then it would be a nice change. The auto-win button that is knockdown at low speed is a joke.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 09, 2012, 04:15:27 pm
Problem is that the game doesn't know how to "push" someone aside. So either horses knock down infantry or infantry flat out stops horses like we had a long long time ago.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Bulzur on June 09, 2012, 05:13:45 pm
Problem is that the game doesn't know how to "push" someone aside. So either horses knock down infantry or infantry flat out stops horses like we had a long long time ago.

It does.
If the horse is slow enough, it "bumps" the ennemy, making him unable to block in the moment, but it doesn't knock him down. This rarely happens though, and you often get knocked down, without taking any damage, because of a slowly trotting horse.

The "bump" also lasts for 2sec and something, and usually, the horse has gone away by then. But it so happens, that when the horse is super slow, you can be "bumped" twice in a row, by the same horse. The first time, when his head hits you, the second time, when you're "inside" the horse. The inability to block, attack, jump, do anything, is pretty strong already.

Just change the knockdown to a bump if the charge does less than 2 damage. Wich means the horse was too slow, or isn't meant to charge (hello palfrey).
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Mlekce on June 09, 2012, 05:24:42 pm
You can't be aware in all directions at any given time. That's not possible for a human. That being said, there's tons of people whose awareness is utter shit and they deserve to be backstabbed. One problem is that horses makes pretty low noise and you can't really decide from the noice how far away they are, how long it'll take for them to reach you or even in which direction they're charging from.

Melee cav (especially lancer) is by far the easiest class to play. They're able to pick their own fights, one-hit pretty much anything and escape fast from every possible danger at any given time. All that just for a mediocre increase in the repair bill. Any cav with decent awareness and decision-making should be top-scoring in most of the maps if the build/gear is not utter crap.

However, I don't think cav needs a hard nerf. I think the bumping is too good, considering you can bump down any infantry player even at very low speed. I would suggest that the amount of speed required to bump someone down should be increased. Otherwise I find it fine.

The blocking is not the problem, the force-field is. You can stab a horse in the face, but the shield/lance block will take the hit even though it's not even close. Blocking on horseback should be possible of course, but they should find a way to get rid off that bug

OK and did you tried to be lancer for one gen? To be effective you need champion horse and high riding skill 6 riding minimum.
Fighting inf is not hard,but inf can still kill you if they jump in opposite direction of ur lance swing,and that speed bonus you get is going against you. Agile 1h like byzantium plavor do this thing a lot.
Fighting inf and archers is not so hard,but fighting other lance and 1h cav and HA is the real thing. That require skill,and expirience.
1h cav will always use their shield raised and then try to stop you with their horse,and that shield will apsorb all impact from lance,and then they will cut ur horse to pieces and even kill you. Domusperkele,byzantium royans and few others use this tactic.
lace cav on arabian warhorse that is champ and with mw lance will paly like they are easy pray,but they will make attack and while the lance is still in air move their agile horse and stab you in face. They can dodge anything,and cut ur horse to pieces. Lungy ball with champ rouncey and mw light lance is very nasty opponent. Gk Kerrigan is best lancer in this game and he can kill aware piker. Fallen thimas was good lancer.
Hitboxes are fucked up with lance cav because if you are comming from behind enemy lancer you need to aim a little away from lancer body,but if you ride straight to him you need to aim little in front of him,and if you are comming from side  you need to move again in front of him to be able to hit him. If you have lance or light lance you will not be able to cocudh enemy cav from side. So you need a lot of feeling for lancing to know when to release lance,where to aim,how to dodge arrows,other horses,where to move,where to not move,when to attack piker or archer,and when not.
Yeah there is not much blocking involved in cav,but it require skill. Yeah we can all see that my old friends on coursers that only couch ppl on spawn,but they die very fast when they encouter other cav.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gurnisson on June 09, 2012, 05:40:14 pm
OK and did you tried to be lancer for one gen? To be effective you need champion horse and high riding skill 6 riding minimum.

Yes, I was lancer for one gen. From level 30-31 my K/D was 7.4, more than I get with any other class. I used a 18/18 build with 6 shield, 6 PS, 5 IF, 6 Ath and 6 ride (0 wm)

Fighting inf is not hard,but inf can still kill you if they jump in opposite direction of ur lance swing,and that speed bonus you get is going against you. Agile 1h like byzantium plavor do this thing a lot.

If you miss, it's your own fault. It's not like it's hard to aim a lance. If you're not sure that you're gonna hit him, find someone else to go for, no reason to waste your life on some petty 'duel'.

Fighting inf and archers is not so hard,but fighting other lance and 1h cav and HA is the real thing. That require skill,and expirience.
1h cav will always use their shield raised and then try to stop you with their horse,and that shield will apsorb all impact from lance,and then they will cut ur horse to pieces and even kill you. Domusperkele,byzantium royans and few others use this tactic.

I used that trick when I played on my 1H cav alt and my experience with it made sure that I wouldn't fall into such a trap myself. I either couch 1H cav's horse from the side or I avoid them, at least skilled ones like Royans. As for lancers, almost all fall for the 'ride away, turn horse to the right while slowing down, stab to the face' maneuver, which is not hard but one-hits almost all the time.

lace cav on arabian warhorse that is champ and with mw lance will paly like they are easy pray,but they will make attack and while the lance is still in air move their agile horse and stab you in face. They can dodge anything,and cut ur horse to pieces. Lungy ball with champ rouncey and mw light lance is very nasty opponent. Gk Kerrigan is best lancer in this game and he can kill aware piker. Fallen thimas was good lancer.

I didn't find any of those you mentioned there a problem. The only guy I didn't like to have on my tail was SikiciOttoman since he was by far more maneuverable than me, and also quite a bit faster. If you add that he's very skilled, that makes for one nasty opponent. He's the top lancer in my opinion, except for maybe Leed, but he's unfortunately not playing anymore.

Hitboxes are fucked up with lance cav because if you are comming from behind enemy lancer you need to aim a little away from lancer body,but if you ride straight to him you need to aim little in front of him,and if you are comming from side  you need to move again in front of him to be able to hit him. If you have lance or light lance you will not be able to cocudh enemy cav from side. So you need a lot of feeling for lancing to know when to release lance,where to aim,how to dodge arrows,other horses,where to move,where to not move,when to attack piker or archer,and when not.
Yeah there is not much blocking involved in cav,but it require skill. Yeah we can all see that my old friends on coursers that only couch ppl on spawn,but they die very fast when they encouter other cav.

It took me a long time to grasp most of the things of melee combat, lancing not so much. It's easier to become a cav master than it's to become an infantry master.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Zlisch_The_Butcher on June 09, 2012, 07:42:52 pm
(like YOU Thomek)
Thomek hates cav so much he didn't even unmute me after I saved his life by killing like 3 guys attacking him (at least one of them lancers), stoping another cav about to lance him while he was meleeing two guys I then bumped and afterwards I bumped an archer about to shot him...
...and Chlorine hates cav so much he muted me just for posting USA! 50 times in a row.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Zisa on June 09, 2012, 08:40:05 pm
I luv cav.
I repeat - remove couch except for couching only lances. If you do not like this idea, you are a shitty.
Give back lance thrust radius - put some fun back into cav v cav.
Oh, and halve horsebump, don't give me a realism argument you shitties. The idea of small bumps not knocking down removes the chance of bump slashes from missing you while prone :P

Sounds - short version - deal with it.
(click to show/hide)
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Mlekce on June 09, 2012, 09:12:05 pm
Cav is very fun and rewarding class to play,and it realy doesn't matter what lvl are you. Defference between 30 and 35 lvl cav is not a big deal.
While you play as inf every lvl counts. 35 to 30 have hudge advantage.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Mlekce on June 09, 2012, 09:14:02 pm
I luv cav.
I repeat - remove couch except for couching only lances. If you do not like this idea, you are a shitty.
Give back lance thrust radius - put some fun back into cav v cav.
Oh, and halve horsebump, don't give me a realism argument you shitties. The idea of small bumps not knocking down removes the chance of bump slashes from missing you while prone :P

Sounds - short version - deal with it.
(click to show/hide)

If they remove couch,they should bring native lance radius. That would be epic.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on June 10, 2012, 01:20:55 am
To be honest now that I think of it all the 2hers who use great swords can't really complain seeing as their stab out ranges the HL (unless you have really good timing) and when they stab it normally hits the horses legs which does extra damage for example when they do it to me on my champ destrier it loses over half to three quarters of its health 80% of the time so why are you bitching?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 10, 2012, 01:30:42 am
+1 for native lance radius for couch
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Huey Newton on June 10, 2012, 02:07:52 am
Gk Kerrigan is best lancer in this game continent

He's the top EU lancer in my opinion, except for maybe Leed, but he's unfortunately not playing anymore.

had to  :rolleyes:
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on June 10, 2012, 03:21:53 am
I think Kapikulu Dede must be one of the best lancers out there. Rides with that armored monster and still manages to dehorse me... I don't know how can someone be that consistent every time. Tbh I think I haven't seen anyone drop him or his horse in 1v1 lancing situation in long time...
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: bruce on June 10, 2012, 03:24:02 am
I remember when he started playing... he has had a lot of practice with lancing.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gravoth_iii on June 10, 2012, 10:03:06 am
Make everything stagger horses, even arrows!
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Leshma on June 10, 2012, 02:16:41 pm
I remember when he started playing... he has had a lot of practice with lancing.

Originally Dede was 2H cav, just like Kastamonulu is now. He switched to lancer after upkeep patch I think.

Wolf is excellent cav too, very few people can win cav duel against him.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Hunter_the_Honourable on June 10, 2012, 03:06:34 pm
Originally Dede was 2H cav, just like Kastamonulu is now. He switched to lancer after upkeep patch I think.

Wolf is excellent cav too, very few people can win cav duel against him.

Gk_Wolf? or another wolf?
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Chagan_Arslan on June 10, 2012, 04:36:18 pm
Gurnisson was like god walking riding among us lancers, shame i didnt saw him play ;/
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Son Of Odin on June 11, 2012, 11:23:30 pm
Yes GK_Wolf is really excellent lancer.
Title: Re: Final Solution for Cavalry. (Make it.. different)
Post by: Gravoth_iii on June 13, 2012, 02:16:16 am
Rage post! Unarmored horses should not have body armour, its seriously annoying when they get staggered and still run off after taking 3+ hits! Armored horses tho should still be as sturdy but nerf unarmored.