cRPG

cRPG => Suggestions Corner => Topic started by: Thomek on January 13, 2012, 02:43:30 pm

Title: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 13, 2012, 02:43:30 pm
Dunno if this is possible with WSE.. :)

Makes sense.. Polearms are based on a wooden pole, after all. The change should be offset by a buff to damage if the polearmer lands a good hit at the right range.

This would make them completely different from 2h of course. Requiring a different way of fighting, where range control is much more important. It is also somewhat realistic.. (Of course a polearmer could change his grip etc, but this could be the alternate mode?

Just an idea, dunno if anyone kicks on it.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Torben on January 13, 2012, 02:46:36 pm
hm,  my melee skills suck ass but afaiac this applies already
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Ninja_Khorin on January 13, 2012, 02:54:54 pm
Well, I think poles would get a little too nerfed by it. And I have no inclination in fighting polearmers who are forced to backpedal constantly.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Kato on January 13, 2012, 02:57:48 pm
This suggestion belong to http://forum.c-rpg.net/index.php/board,69.0.html :)

HUGE nerf for polearms most polearms builds (everybody not agi backpedaler) would be useless in 1v1 situation.
It would broke warband combat mechanics.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Byrdi on January 13, 2012, 03:34:51 pm
it is like that already?! I always glance with my mw ashwood if someone is to near, have to make crazy jumps and run backwards for a few seconds to hit again.

Its not as bad as Thomek wants it to be :D

And 2h animations are already better than polearms, no need to make it even worse. (yes I know polearms have bonuses in other areas)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: [ptx] on January 13, 2012, 03:50:16 pm
You silly facehugging ninja :mad:
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Paul on January 13, 2012, 04:48:40 pm
Thomek's criminal energy in terms of lobbying always surprises me.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 13, 2012, 05:08:55 pm
hey, I'm just bringing in my ideas. (And many of them have been implemented across the life of this mod)

Of course I mostly know the game from my perspective, and they will therefore be a bit jaded..

I don't understand that this suggestion is so bad. Yes, it would further separate 2h and polearms, but this would be good, as they are quite the same right now. (in actual use.)

And of course this would be murder for polearmers dueling swords, but battle efficiency would be much greater if one increased the damage they do.

And honestly Paul, battle efficiency is what weapons should be balanced to, not dueling power. Balancing weapons for duels has created a bias towards certain weapons in battle, at the same time as any weapon can win against any weapon. I would rather have harder counters and weaknesses. If you want a jack of all trades weapon, that weapon would not be good in anything.. But this would of course require a whole change in the philosophy of what kind of game you want.

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: TurmoilTom on January 13, 2012, 05:46:57 pm
I'd prefer if all stabs from all weapons took distance into account. As it is right now, any stab can do full damage no matter the distance if you turn into it properly. It doesn't seem right that I can walk past the tip of a pike only to get stabbed at face-hug range.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 13, 2012, 05:55:56 pm
Block down.

Seriously, realism shouldn't be considered when regarding game balance.

It's not like pikes are hard to duel  :rolleyes:
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Gurnisson on January 13, 2012, 06:01:35 pm
You know how easy it is to facehug in this game? Do you seriously want polearms to be useless for anybody but kickslashers, at least against half-decent players?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Segd on January 13, 2012, 06:22:06 pm
-10 to all 2h speed & I won't care about adding pole glance or removeing polestun.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 13, 2012, 06:38:00 pm
Gurnisson..

I predicted that. Perhaps polearms should have secondary mode, which is a higher grip, AKA close in fighting mode.

TBH imagine a skilled polearm player switching between short range and long range on his weapon depending on distance. Short range is the safest mode, but long range would deal more damage than now. A long axe would get increased versatility and also rewarding skilled players more than now.

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: B3RS3RK on January 13, 2012, 06:45:59 pm
And how should he grip a pike in a short grip in a millisecond?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Sawbone on January 13, 2012, 07:44:20 pm
I think Thomek has something here - but if I may suggest a little variation (quite possibly impossible due to the game engine, but we never know): what if the damage of the weapon was scaled according to the part of the polearm that hits?

Meaning: the closer is the hit to the user's grip, the lower the damage. The closest the hit is to the tip of the polearm = damage is increased? Pole stagger severity could also follow this logic.

I do believe calculating range and keeping an adequate distance should be part of a pole-user's concerns. Would be cool to have a mechanic that illustrates this without of course reducing its effectiveness.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 13, 2012, 07:45:36 pm
Already now I can't kill shit with my pike if there is not another teammate between me and the enemy. If someone manages to reach me, I am as sure as dead, I can block a few times, but every time I try to stab it either glances of the enemy or hits the ground or some obstacle nearby, and I need five minutes at least to recover from my blow, leave the chambered stab animation and be able to attack or block again. But before I am able to keep on fighting either the round is over or I am dead. (The descriptions in this text may containt exaggerations)

I demand overheadstabs for spear weapons, so we have at least two directions to attack, if not make stabs from all four directions, making spears as dangerous as they were. I hate how pikemen/hoplites are the worst class in this game.  :?

Edit: halberd like weapons are a different story  :wink:
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 13, 2012, 07:59:20 pm
hey, I'm just bringing in my ideas. (And many of them have been implemented across the life of this mod)

Nerf cavalry, buff katana, nerf polearms... hmmmmm how do these all relate to Ninjas I wonder :P
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Kafein on January 13, 2012, 08:28:37 pm
- "too close" stab glances should happen, especially for pikes and long spears (to keep them utterly useless as duel weapons)
- buff pikes and long spears (speed and damage-wise)
- the glance effect should make all 2-directional polearms hard to use as duel weapons. Not impossible like pikes ofc. but certainly not as easy as now.
- they should still be good support weapons (-> fixing the team stab hitboxes would be nice)
- reduce the shield penalty of polearms (the lances should keep it though)
- only remove polestagger of 4- and 3-directional polearms, others should keep it (support role)


Btw, who are the active members of the ninja clan ? Khorin, Thomek, that's it ?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 13, 2012, 08:51:20 pm
I would support the suggestions above, but also add to drastically remove the "blocked stab stagger" or how you want to call it.

I don't see any justification for it, be it balance-wise or realism.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Cris on January 13, 2012, 09:37:37 pm
Im not an expert on polearm stab, and usually have no problem with it...

That said, ive seen some people stabbing stupidly fast on melee with awlpikes, and piricing even though im hugging them with my shield... hitting before I swing after ive blocked their thrust with my shield, that seems a bit OP...and the suggestion of only pircing at the right range would fix it.

Nevertheless, this would make many other polearm really bad, and most of them are well balanced as it is.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Zlisch_The_Butcher on January 13, 2012, 09:46:23 pm
Do this to all but my precious throwing lance.  :mrgreen:
JK, well... I support this but it wouldn't work properly with my throwing lance as I'd be switching between three different modes instead of two.
EDIT: If they could implement this without me having to switch through trowing-long-short to change range I'd also support it for my throwing lance.
 - Serpent_Zlisch_The_Slippery, that jerk who always throws lances at me in the duel server.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Zerran on January 13, 2012, 10:01:33 pm
Im not an expert on polearm stab, and usually have no problem with it...

That said, ive seen some people stabbing stupidly fast on melee with awlpikes, and piricing even though im hugging them with my shield... hitting before I swing after ive blocked their thrust with my shield, that seems a bit OP...and the suggestion of only pircing at the right range would fix it.

Nevertheless, this would make many other polearm really bad, and most of them are well balanced as it is.

The double stab trick isn't because of the speed of the weapon, the player makes the first stab hit at maximum possible range, then charges in and does the second stab at minimum range. This gives the appearance of the weapon being much faster than it is. Just watch for this and as long as you don't get hit by the first one, you can counter the second.

Stabbing around the shield is a footwork trick, they trick you into thinking they're going to stab more to one side, then switch to the other, or sidestep and spin at the same time.

I'm afraid this suggested fix would do nothing for either of these.

Additionally I might add that aside from the longest polearms (such as glaive) 2H generally outrange polearms already due to shitty animations, so the reason you get facehugged is that you have superior range. Making them unable to facehug, and making it so that you have better range is a bit... biased.

Speaking of the pike, stabbing at facehug range is not a simple maneuver, it takes good footwork, and even then is very easy to counter as long as you don't do something very foolish. 90% of the time when I kill someone is 1v1 with the pike it's because they were either a complete newb, or felt like they were 100% safe after going past the tip, and so totally let down their guard.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: CrazyCracka420 on January 13, 2012, 10:05:04 pm
hey, I'm just bringing in my ideas. (And many of them have been implemented across the life of this mod)

Of course I mostly know the game from my perspective, and they will therefore be a bit jaded..

I don't understand that this suggestion is so bad. Yes, it would further separate 2h and polearms, but this would be good, as they are quite the same right now. (in actual use.)

And of course this would be murder for polearmers dueling swords, but battle efficiency would be much greater if one increased the damage they do.

And honestly Paul, battle efficiency is what weapons should be balanced to, not dueling power. Balancing weapons for duels has created a bias towards certain weapons in battle, at the same time as any weapon can win against any weapon. I would rather have harder counters and weaknesses. If you want a jack of all trades weapon, that weapon would not be good in anything.. But this would of course require a whole change in the philosophy of what kind of game you want.

Kudos to you sir.  Yes your change would make it harder for a polearm to 1v1 a 2h.  It should be hard to do.  Weapons and classes have strengths and weaknesses, I don't like how C-rpg tries to minimize both to make it so that everyone's equal in a duel.  Certain things should be hard to overcome.  It should be hard to overcome ranged if you are in an open field without a shield.  It should be hard to overcome a 2h if you have a long pointy stick and they get closer to you than your stick is long.  This is all just common sense, but seems to be lost on the people who decide the direction of the mod.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Zerran on January 13, 2012, 10:19:54 pm
Kudos to you sir.  Yes your change would make it harder for a polearm to 1v1 a 2h.  It should be hard to do.  Weapons and classes have strengths and weaknesses, I don't like how C-rpg tries to minimize both to make it so that everyone's equal in a duel.  Certain things should be hard to overcome.  It should be hard to overcome ranged if you are in an open field without a shield.  It should be hard to overcome a 2h if you have a long pointy stick and they get closer to you than your stick is long.  This is all just common sense, but seems to be lost on the people who decide the direction of the mod.

What I would personally like to see is not making a whole class of weapons be specifically for one job, but rather make it so every class can perform multiple jobs by changing their weapon. Polearms do this very well right now, which I think explains some of their popularity. One round I can bring a pike and run support, next I can grab my long hafted blade or war spear and be able to duel, then the next I can grab a 2d polearm and do a bit of both. The problem, imo, is that none of the other classes do this as well. 1H don't have quite the same variety, but even there the exact way different 1H weapons play is quite different. In comparison, 2H just feel kind of static. I would love to see 2H (and bows) get more variety, rather than just weapon x > weapon y.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 13, 2012, 11:08:03 pm
And honestly Paul, battle efficiency is what weapons should be balanced to, not dueling power. Balancing weapons for duels has created a bias towards certain weapons in battle, at the same time as any weapon can win against any weapon. I would rather have harder counters and weaknesses.

Nononononononono.

No.

Rock-Paper-Scissors balancing is the worst kind of balancing there is, especially in such a (partly) skill intensive game such as warband.

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 13, 2012, 11:18:20 pm
Im not an expert on polearm stab, and usually have no problem with it...

That said, ive seen some people stabbing stupidly fast on melee with awlpikes, and piricing even though im hugging them with my shield... hitting before I swing after ive blocked their thrust with my shield, that seems a bit OP...and the suggestion of only pircing at the right range would fix it.

Nevertheless, this would make many other polearm really bad, and most of them are well balanced as it is.

The two handed stab is not that much of a problem, but the one handed is. Although the long pikes are ridiculously slow after being blocked.

Nononononononono.

No.

Rock-Paper-Scissors balancing is the worst kind of balancing there is, especially in such a (partly) skill intensive game such as warband.



Well, it depends on how much teamplay you want to enforce. The more RPS-system, the more teamplay is needed. In a game where always two teams fight, instead of deathmatch free for all, I say a little bit or even a good amount of RPS is nothing wrong. It's always a matter of fine tuning.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Teeth on January 13, 2012, 11:22:34 pm
I support this. It would require a complete overhaul of the game mechanics, especially concerning 2H and polearms. We need more of a difference between the two. Now polearms and 2h are very a like. Make them more situational, make them completely different from eachother. Let both have their own role.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 13, 2012, 11:34:53 pm
Nononononononono.

No.

Rock-Paper-Scissors balancing is the worst kind of balancing there is, especially in such a (partly) skill intensive game such as warband.



I reckon this kinda balance is great, it makes the game feel a bit more like an actual battlefield rather than a load of nobles acting out their fantasies (by that I mean this can feel like an elitists game). I want to see peasants with spears (the militia of medieval times) to gang up and stab up a foolish duelist noble who got cocky (this would be the self proclaimed 'skilled players' in cRPG). I want to see those big noble tears drop as they get piled on by newbies with large rocks (oooh can we have a bigger version of stones introduced, but melee only, the hilarity of beating a guy down with a large rock!).
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Ninja_Khorin on January 14, 2012, 12:16:54 am
Rock paper scissors = Outnumbered players always lose regardless how bad the players are who's attacking the "noble"(the outnumbered one).

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 12:22:25 am
and thats how it should be
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Xant on January 14, 2012, 12:28:47 am
Why?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 12:35:33 am
Cause I know best, remember that one ;)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Xant on January 14, 2012, 12:55:45 am
Touché.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: B3RS3RK on January 14, 2012, 01:00:14 am
Thomek's criminal energy in terms of lobbying always surprises me.

Lol Sig-worthy.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Vodner on January 14, 2012, 04:25:35 am
I reckon this kinda balance is great, it makes the game feel a bit more like an actual battlefield rather than a load of nobles acting out their fantasies (by that I mean this can feel like an elitists game). I want to see peasants with spears (the militia of medieval times) to gang up and stab up a foolish duelist noble who got cocky (this would be the self proclaimed 'skilled players' in cRPG). I want to see those big noble tears drop as they get piled on by newbies with large rocks (oooh can we have a bigger version of stones introduced, but melee only, the hilarity of beating a guy down with a large rock!).
There is isn't much reason to play a multiplayer game in which player skill is not a large factor. At that point, you may as well be playing roulette.

The feeling of continuously getting better is what keeps a game fun. If you hit a point where you can't get better (or where it has no impact on the game), then there's not much reason to keep playing.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Christo on January 14, 2012, 04:30:36 am
Thomek, let me tell you this:

In close range, I already glance a fuckton, while Mr. Swordsman, let it be 1 or 2h, can deal full damage to me from any angle, even the most absurd and illogical ones, like from behind, or when I'm passing his actual arc, he still catches me.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Armbrust_Schtze on January 14, 2012, 10:35:47 am
Dunno if this is possible with WSE.. :)

Makes sense.. Polearms are based on a wooden pole, after all. The change should be offset by a buff to damage if the polearmer lands a good hit at the right range.

This would make them completely different from 2h of course. Requiring a different way of fighting, where range control is much more important. It is also somewhat realistic.. (Of course a polearmer could change his grip etc, but this could be the alternate mode?

Just an idea, dunno if anyone kicks on it.

yeah makes sense, i had the same idea. for example hafted blade should only demage at the end of the staff where the blade is located. this would also give the opportunity to remove these ridicoulous, unralistic OP greatsword stabs.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Kafein on January 14, 2012, 12:00:29 pm
Thomek, let me tell you this:

In close range, I already glance a fuckton, while Mr. Swordsman, let it be 1 or 2h, can deal full damage to me from any angle, even the most absurd and illogical ones, like from behind, or when I'm passing his actual arc, he still catches me.

I happen to have the exact opposite experience. I glance a fuckton with 2h and 1h stabs, as many people I watch. But polearms ? No problem. Even pikes manage to do damage when you are halfway into them.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: ThePoopy on January 14, 2012, 12:56:16 pm
tought this was a whine thread  :shock:
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 01:38:43 pm
There is isn't much reason to play a multiplayer game in which player skill is not a large factor. At that point, you may as well be playing roulette.

The feeling of continuously getting better is what keeps a game fun. If you hit a point where you can't get better (or where it has no impact on the game), then there's not much reason to keep playing.

Skill is a factor and always should be, but skill should not get you out of situations that only excessive stupidity and cockiness got you into. In a way you could say that picking your battles is more skillful than being able to fend off 2 players at a time ;)

I by no means am saying everyone should be equal in skill, I am just saying I want the game to be less forgiving to players who think their skill with a sword overides their common sense. If you get into a fight with 4 peasants with pitch forks, you should get ganked by them if they are clever enough, whatever level you are, not be able to spam your way out and go 'Hells yes! I am so fricking awesomeeeee!'.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Wraist on January 14, 2012, 01:58:24 pm
Skill is a factor and always should be, but skill should not get you out of situations that only excessive stupidity and cockiness got you into. In a way you could say that picking your battles is more skillful than being able to fend off 2 players at a time ;)

Chance says you're fucked!

Quote
I by no means am saying everyone should be equal in skill, I am just saying I want the game to be less forgiving to players who think their skill with a sword overides their common sense. If you get into a fight with 4 peasants with pitch forks, you should get ganked by them if they are clever enough, whatever level you are, not be able to spam your way out and go 'Hells yes! I am so fricking awesomeeeee!'.

Hurray for fun!
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 14, 2012, 02:07:38 pm
I agree that the game should encourage more teamplay, otherwise there is no point in making it team deathmatch, if only skill should count it should be deathmatch free for all.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Teeth on January 14, 2012, 02:08:39 pm
Thomek, let me tell you this:

In close range, I already glance a fuckton, while Mr. Swordsman, let it be 1 or 2h, can deal full damage to me from any angle, even the most absurd and illogical ones, like from behind, or when I'm passing his actual arc, he still catches me.
Bullshit, the glancing in both weapon classes is equally, if not less for polearms. Point blank the stab from a under 150 length polearm rarely glances, even without spinning. The 2h stab always glances at point blank unless its elaborately spun.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Ninja_Khorin on January 14, 2012, 02:20:26 pm
If you get into a fight with 4 peasants with pitch forks, you should get ganked by them if they are clever enough, whatever level you are,

Ah, I understand now.

That's in already. No one can block 4 attack directions at the same time. Odds are that the peasants aren't that clever though and are all going for the kill, instead of one distracting the rest hitting.

This is why you see clans winning over random teams usually. They work as a team, and overwhelm randomers. The randomers run around and get killed off while hunting for easy kills.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 14, 2012, 02:38:47 pm
Rock paper scissors = Outnumbered players always lose regardless how bad the players are who's attacking the "noble"(the outnumbered one).

Wrong. It depends on the composition of both forces in a RPS scenario, also whether the attacker can choose to engage or not.

Don't get me all wrong here.. It's not black or white. Skill should have a great say, but as it is now it doesn't matter much what weapon the skilled person is using..
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 14, 2012, 03:32:25 pm
but as it is now it doesn't matter much what weapon the skilled person is using..

And isn't that FUCKING AWESOME?

I can beat up an armored knight with a pitchfork at close range if I play well enough, I don't see why you'd want to reduce that aspect.

"Hooray, I picked the right weapon for this situation, sorry but it doesn't matter what you do now, you're completely fucked!"


...really?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Gurnisson on January 14, 2012, 03:34:19 pm
Bullshit, the glancing in both weapon classes is equally, if not less for polearms. Point blank the stab from a under 150 length polearm rarely glances, even without spinning. The 2h stab always glances at point blank unless its elaborately spun.

The stab of the polearms seems better, yes. However, while polearm bounce less on stabs than two-handers, they neither have a long length, nor a long duration. Those two-handed stabs can damage you for full damage way longer than the animation actually does stab, while the greatswords stabs outreach the ones of bills/halberds etc.

They both have their positive aspects
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: B3RS3RK on January 14, 2012, 03:34:29 pm
Yeah, Dezi is right.

If I want to play Stone paper Scissor I do so.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 03:39:51 pm
And isn't that FUCKING AWESOME?

I can beat up an armored knight with a pitchfork at close range if I play well enough, I don't see why you'd want to reduce that aspect.

"Hooray, I picked the right weapon for this situation, sorry but it doesn't matter what you do now, you're completely fucked!"


...really?

The point is you dont auto win with a certain weapon vs another certain weapons, but you should get a decent advantage when fighting against your counter e.g.  cav should always have issues fighting polearms, but should not have to fear a ridiculously over the top stab from 2h's :P Or polearms should always fear 1h/ shield facehuggers, not be able to run and jump into a spin which then does insane amounts of damage. Classes should counter each other and confer advantages vs other classes.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 14, 2012, 03:47:40 pm
The point is you dont auto win with a certain weapon vs another certain weapons, but you should get a decent advantage when fighting against your counter e.g.  cav should always have issues fighting polearms, but should not have to fear a ridiculously over the top stab from 2h's :P Or polearms should always fear 1h/ shield facehuggers, not be able to run and jump into a spin which then does insane amounts of damage. Classes should counter each other and confer advantages vs other classes.

Ah, okay, so the real point here is that you're pissed at 2h as the only class outreaching your lance?  :|

Aside from that; why?

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: B3RS3RK on January 14, 2012, 03:47:50 pm
Well when I play Polearms 1h/shield are my least favorite enemy already.Anyting else I can kill just fine, but 1h/shield is tougher.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 03:58:18 pm
Ah, okay, so the real point here is that you're pissed at 2h as the only class outreaching your lance?  :|

Aside from that; why?

I dont use a lance ;) I'm jav cav.

essentially what I mean is 2h's are duelists, close combat specialists and they fight very well vs other infantry but  by pulling off a ridiculous animation its too easy for them to take the polearmers niche of anti cav as well.  There are more examples, 1h/ shield should be destroyed by crush through, but the slow crush through should get countered by a decent ranged 2h / polearmer. All i think is that too many classes are made redundant by the over flexible existing classes.

This game would be a lot more balanced if people felt there was more niches for classes that are currently unplayed. 2h is just an example of one class where they can fight their would be counters as well as their prey classes (ye i couldnt think of another word).

On the subject of the lolstab, I have always been against it as it basically fills the role of a polearm stab, using a lolstab you can outrange horsemen head on, you can assist in a stabbing motion in melee fights (like a stronger spear) and it gives 2h excessive range that completely nullifies many polearmers advantage. I dont know how to balance this, but if they made 2h's lolstab shorter or less damaging but their cut damage higher I would reckon it might restore 2h to its rightful place as a heavy hitter duelist weapon.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Mala on January 14, 2012, 04:03:11 pm
Thomek, let me tell you this:

In close range, I already glance a fuckton, while Mr. Swordsman, let it be 1 or 2h, can deal full damage to me from any angle, even the most absurd and illogical ones, like from behind, or when I'm passing his actual arc, he still catches me.

Hmm, with 1h and not that less power strike i wiff quite often at close ranges, but then with 2h i get more successful strikes even with low ps and wpf.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Wraist on January 14, 2012, 04:19:56 pm

essentially what I mean is 2h's are duelists, close combat specialists and they fight very well vs other infantry but  by pulling off a ridiculous animation its too easy for them to take the polearmers niche of anti cav as well... All i think is that too many classes are made redundant by the over flexible existing classes.

...
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 04:22:06 pm
...

gotta love an intelligent counter argument :P
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Kafein on January 14, 2012, 04:25:01 pm
On the subject of the lolstab, I have always been against it as it basically fills the role of a polearm stab, using a lolstab you can outrange horsemen head on, you can assist in a stabbing motion in melee fights (like a stronger spear) and it gives 2h excessive range that completely nullifies many polearmers advantage. I dont know how to balance this, but if they made 2h's lolstab shorter or less damaging but their cut damage higher I would reckon it might restore 2h to its rightful place as a heavy hitter duelist weapon.

This.

In my book, 2h should be the superior duel choice and superior overall melee weapons. Polearms, because they have all the axes, good against 1h but slightly weaker than 2h. And the only ones able to outreach cav lances. We should see many pikes, but pikes are not really any good when you can outreach a cav lance with a 2h thrust anyway.

EDIT : buffing pikes would also provide for a reduction in cav numbers. And ffs it's needed. I die more because of cav teammates stopping me than to pikes.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 14, 2012, 04:26:21 pm
This.

In my book, 2h should be the superior duel choice and superior overall melee weapons. Polearms, because they have all the axes, good against 1h but slightly weaker than 2h. And the only ones able to outreach cav lances. We should see many pikes, but pikes are not really any good when you can outreach a cav lance with a 2h thrust anyway.

Kafein you are a wise man indeed :)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 14, 2012, 05:09:56 pm
The problem with making classes less flexible and approach towards a rock-paper-siccors-mechanism (approach, not make one class beat another without any other possible outcome) that could increase teamplay (as you need to rely on your teammates to deal better with certain enemy classes), is the fact that certain classes are more flexible than others.

Some of you perhaps remember what I posted once: a graphic with all the known classes, and then I have drawn coloured line from one class to the others, to show how well you can deal with them. I used a pikeman and a horse archer. The pikeman had not only enemies he could not harm, in addition he even had enemies he couldn't defend himself against (which was the horse archer, for example). Then I took a look at the horse archer, and saw that he had no enemy class that was particularly strong against him, and there was not a single class he could not attack. (Even shielders turn away sometimes. Way more often than horse archers ride into pikes)

What I want to say: the RPS-system only works if all classes have the same amount of other classes they rock or suck or have equal chances against. Or at least if the "sum" stays zero.

But you can never achieve this, due to the fact that the game still bases on history, and historic warfare wasn't build around an RPS-system.

I don't say that this is the reason against making the game more team based, in fact I support this gameplay direction wholeheartedly, but all I want to say that it is an incredibly difficult matter. If you don't do it carefully, you can break everything.

Balance in cRPG is finally on a good way now, as soon as ladders get removed from battle. Some classes still need some minor adjustments (in my eyes pikemen/hoplites and throwers could receive a small buff), but all in all it's quite good.

If you could make single horsemen more vulnerable (e.g. having a chance to get knocked of your still living horse, and so on), but groups of horsemen buff each other (e.g. increased shield bubble against ranged, higher horse armour and charge damage) you would have real cavalry attacks, and you would need walls of spearmen and pikemen to stop those, or they can trample through the entire enemy team. Which would be great fun, at least for my understanding of fun, and also a nice example of how less individual skill but more teamplay can improve gameplay. This could also make being cavalryman cheaper than it is now, so that we could eventually even see heavy cavalry that's no OP.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Fluid on January 14, 2012, 05:32:30 pm
Nobody really wants there to be a completely RPS solution, but as long as there's going to be a clear advantage based on weapon type, it should be something like this IMO:


Two-handers (axes, swords, etc.): Poor against charging cavalry, good/strong against shielded infantry (sword/axe respectively), great against defensive polearms, equal to offensive polearms.

Shielded one-handers (most/all of them): Bad against charging cavalry, generally poor against two-handers, great against defensive polearms, poor against offensive polearms.

Defensive polearms (long spear, pike, halberd): Great against charging cavalry, bad against shielded one-handers, poor against two-handers/offensive polearms.

Offensive polearms (bec, battlefork, longmaul): Poor against charging cavalry, good (great for the maul) against shielded one-handers, mostly equal to two-handers, and good against defensive polearms.

Archers/crossbowmen: Overall great against unshielded infantry, bad against shielded infantry, bad against charging cavalry.

Cavalry: Overall superiority when charging (except for defensive polearms), overall inferiority when stationary. Falls to teamwork but is good against stragglers and uncoordinated teams.

Throwing (with a shield): Great against archers/crossbowmen and unshielded infantry, okay against shielded infantry, poor against charging cavalry. Has less ammo capacity than bows/crossbows.


This doesn't take into account difference in armor or pierce/cut/blunt damage, just how the weapons would fight each other.
When stationary, a cavalryman doesn't have the same mobility as he would have on foot and when he falls off his horse, is completely vulnerable, hence them being generally weak to everything when still.
Just my suggestions, they might not be good for everyone.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 14, 2012, 05:35:43 pm
Yes, this is how it should be, and more or less is, at the moment. The only question is: if we look at the effectivity under the bottom line, will every class have the same value?  :?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Fluid on January 14, 2012, 05:45:46 pm
As it is right now, melee weapons are kind of skill*numbers*quality in how they fight other melee weapons, with the exception of pikes/longspears. The most effective at hitting without being harmed are currently ranged and horse/ranged, as one of them can use ladders to get to roofs and the other is just impossible to catch without skilled ranged players and other horsemen.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 14, 2012, 06:26:06 pm
I'm glad the notion catches on!

Of course, the idea in an extended sense covers changes to gameplay all over the board, and a complete rebalancing of everything. Considering it took almost 2 years to get where we are now (good balance), starting again doesn't seem very attractive.

Just know that I'm not out to "Nerf" one single class or anything like that.. I'm out to change the way we balance classes.

In order to do that, we need a clear vision of how we want the game to be. It could become a total fail, who knows. That's why it's good we have clever skepticists like Paul around. But we also need visionaries and ideas to push things forward.

Now.. Without me knowing very much about the situation with coders, balancing team etc. I have not the slightest idea if the resources to go through with "A New Vision For cRPG" if at all viable.

If any dev, or hopefully chadz himself could give us an idea about this, negative or thumbs up, it would give us forum-thinkers some idea of what to think about next.

cheers!
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: [ptx] on January 14, 2012, 07:46:56 pm
Also, make those same polearms have a chance of crushthrough against lighter weapons, such as Katanas, then. :rolleyes:
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 14, 2012, 07:49:33 pm
Why not PTX :)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Casimir on January 14, 2012, 08:13:36 pm
Big 2h should be able to crush through light weapons aswell then.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 14, 2012, 09:04:53 pm
I dont use a lance ;) I'm jav cav.

essentially what I mean is 2h's are duelists, close combat specialists and they fight very well vs other infantry but  by pulling off a ridiculous animation its too easy for them to take the polearmers niche of anti cav as well.  There are more examples, 1h/ shield should be destroyed by crush through, but the slow crush through should get countered by a decent ranged 2h / polearmer. All i think is that too many classes are made redundant by the over flexible existing classes.

This game would be a lot more balanced if people felt there was more niches for classes that are currently unplayed. 2h is just an example of one class where they can fight their would be counters as well as their prey classes (ye i couldnt think of another word).

On the subject of the lolstab, I have always been against it as it basically fills the role of a polearm stab, using a lolstab you can outrange horsemen head on, you can assist in a stabbing motion in melee fights (like a stronger spear) and it gives 2h excessive range that completely nullifies many polearmers advantage. I dont know how to balance this, but if they made 2h's lolstab shorter or less damaging but their cut damage higher I would reckon it might restore 2h to its rightful place as a heavy hitter duelist weapon.

You still haven't explained why.

Give me one class that is "underplayed". Pure thrower maybe, but then throwing weapons were never intended to be used as a primary, although they work great as backup weapons.

And yet there are people who make good use of pure thrower builds too.

And I can't believe you don't see the incredible fallacy of your argument when you state that classes are made "redundant" and that that sucks when what you are suggesting will make all classes redundant in the wrong situation.

I'm saying that for example if I get ambushed by three people I will obviously be at a disadvantage. But if I play really good (and/or they play really bad) I can fight my way out of it. What you want is for me to just die? Bullshit I say.

What your change will basically do is make cav OP as they are the class that best offensively can pick their fights. 2h (who SHOULD have their lolstab in my opinion since it's part of what makes them good and interesting in duels and it gives them a way to fight cav. Poles have horsestop while 2h excel at sniping the rider. Seems fair to me.) would be forced to constantly cower behind their pikeman/shielder teammates leading to stale and boring gameplay.

I go on the duel server and see people duelling with everything from katanas to bar maces and scimitars. Isn't that awesome? That you can develop your own unique fighting style and be successful?

Would you rather have it so that if you want to duel you must use a bastard sword because everything else is your supposed counter?


"Hi there Mr Oldmy old friend! I'm Le New Player and I just got hold of this awesome looking Great Sword. Can you teach me how to use it?"

"Sure thing son, first you need to... Hold on, a cav player is headed for your position!"

"Oh, how exciting! What do I do, how can I beat this guy?"

"You just lie down and die, Greatswords are not for fighting cav!"

"What? So I can't beat him? I'm sorry Mr Oldmy old friend, but that's fucking retarded."

"Well son, some people sucked at this game so much they whined on the forums and made c-rpg into a game of counters. Now go and find some pikemen to duel, I'm off to p0wn everyone because I play HA, cya!"


All of you lobbying for this change use the word "should" extensively, but fail to back it up with anything solid.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 14, 2012, 11:54:53 pm
I'm saying that for example if I get ambushed by three people I will obviously be at a disadvantage. But if I play really good (and/or they play really bad) I can fight my way out of it. What you want is for me to just die? Bullshit I say.

I don't say there should not be the possibility to fight your way out, but if you died you definitely deserved it, because you allowed yourself to get ambushed by 3 enemies. This is an important part of the game, I think, watching at the "whole thing" and not just yourself. It's definitely underepresented in the game, besides of the (incredibly annoying, as unlimitedly repeatable) voice commands there is not a single feature implemented that encourages teamplay.

I know some people like the idea to be someone really special, but I personally prefer the idea of everyone being only a cog in the whole machine. You still can show your value and be a special, very important cog, but still your are not a complete machine yourself.

For me personally the ideal balance is somewhere in the middle between skill and rock-paper-siccors.

The current state of the game is quite good, but increasing the teamplay aspect would need us to completely discard all changes made and start over from scratch.

Perhaps there could be some alternative cRPG server with an own database, and everyone who is willing to participate and give feedback is allowed to join? I don't think there will be many people who just want to play there and don't care for the rest, as the database will be reset or completely reworked that often, it's pointless to try to develop a real character. But I also fear the developing team does not have any ressources left for actually "doubling" their work.  :?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Zlisch_The_Butcher on January 15, 2012, 01:39:07 am
The thing we need is not to make it a total rock-paper-siccors, infact their should only be a really small amount of that, as it is only a matter of time before someone makes a unique build which would end up working as a rock against siccors, a siccor against papers, and a paper against rocks... what we need is to have (a small amount of this, and yes a lancer cav should have a challenge fighting a GOOD melee two-hander with a greatsword, but the GOOD melee two-hander with a danish greatsword should have a HARDER time against the lancer, as it is now a greatsword kills a cav head on, instead the greatsworder would have to dodge/block his attack and manage to get to the side of the cav instead of just beating him head on, this should however, not be the case with the pikes...

What we need is there to be a greater difference in how each "class" functions, this difference would add some nice variation and not make every fight feel more or less the same.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 15, 2012, 01:01:25 pm
You still haven't explained why.

Give me one class that is "underplayed". Pure thrower maybe, but then throwing weapons were never intended to be used as a primary, although they work great as backup weapons.

And yet there are people who make good use of pure thrower builds too.

And I can't believe you don't see the incredible fallacy of your argument when you state that classes are made "redundant" and that that sucks when what you are suggesting will make all classes redundant in the wrong situation.

I'm saying that for example if I get ambushed by three people I will obviously be at a disadvantage. But if I play really good (and/or they play really bad) I can fight my way out of it. What you want is for me to just die? Bullshit I say.

What your change will basically do is make cav OP as they are the class that best offensively can pick their fights. 2h (who SHOULD have their lolstab in my opinion since it's part of what makes them good and interesting in duels and it gives them a way to fight cav. Poles have horsestop while 2h excel at sniping the rider. Seems fair to me.) would be forced to constantly cower behind their pikeman/shielder teammates leading to stale and boring gameplay.

I go on the duel server and see people duelling with everything from katanas to bar maces and scimitars. Isn't that awesome? That you can develop your own unique fighting style and be successful?

Would you rather have it so that if you want to duel you must use a bastard sword because everything else is your supposed counter?


"Hi there Mr Oldmy old friend! I'm Le New Player and I just got hold of this awesome looking Great Sword. Can you teach me how to use it?"

"Sure thing son, first you need to... Hold on, a cav player is headed for your position!"

"Oh, how exciting! What do I do, how can I beat this guy?"

"You just lie down and die, Greatswords are not for fighting cav!"

"What? So I can't beat him? I'm sorry Mr Oldmy old friend, but that's fucking retarded."

"Well son, some people sucked at this game so much they whined on the forums and made c-rpg into a game of counters. Now go and find some pikemen to duel, I'm off to p0wn everyone because I play HA, cya!"


All of you lobbying for this change use the word "should" extensively, but fail to back it up with anything solid.

Yawn same 15 year old rubbish I can expect :P

I am not suggesting a total rock paper scissors overhaul, this is what you interpret from what I have said. I am not lobbying for cav, if anything I am lobbying for polearms that just dont get used. There is really no point in using anti cav spears when you can play as a 2h and be capable of dehorsing the majority of light cav.

You're looking for a class that is under played :

Pikeman, since the nerf
Hoplites have always been underused, there are many alts but they are still rare in battle
Infantry that also can throw a bit (a class I think needs to be buffed)

I am suggesting that these classes become more viable by the other classes being less effective vs well everything. I want to see this for balance, something you never have understood and i'll clue you in buddy the promoted use of classes mentions actually would put cavalry at a disadvantage. It's all the cocky rambo players like yourself that make life so easy for cav, you run off and go get your kills and when you come back half of your team are dead cause all the 2h's and aggressive polearmers ran off to do their own thing.

As for the 3 on 1 scenario, you havnt read properly because I'm pretty sure I mention that 'if the peasants are clever', at no point do I say auto win, just that it should be a lot harder than it is now to get out of said situation alive.

Finally your little scenario with 'le new player' (as you so wonderfully put it) doesnt quite work, he shouldnt lie down, he should move out of the way ... Thats quite an obvious suggestion.

So to conclude :

- leaning to more rock/ paper / scissors scenario in fact promotes class diversity and teamwork (cavalry will be at a disadvantage)
- 3 on 1 should not be auto win, but neither should you be able to spam your way out of it
- new players should not come to you for advice cause said advice will send them to their graves

I hope this clears things up ;) I know you want a world where everyone fights with 2h's, but I really really really really dont, mostly cause it will just benefit cav as most 2h's have got huge ego's but not much to talk about in brains :P Cavalry prey on the stupid, cocky and the heroic, 2h's can be considered all of these things.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Wraist on January 15, 2012, 01:51:01 pm
I am not suggesting a total rock paper scissors overhaul, this is what you interpret from what I have said. I am not lobbying for cav, if anything I am lobbying for polearms that just dont get used. There is really no point in using anti cav spears when you can play as a 2h and be capable of dehorsing the majority of light cav.

The last sentence implies that you're lobbying for cav.

Quote
You're looking for a class that is under played :

Pikeman, since the nerf
Hoplites have always been underused, there are many alts but they are still rare in battle
Infantry that also can throw a bit (a class I think needs to be buffed)

I am suggesting that these classes become more viable by the other classes being less effective vs well everything.

Why do they need to become more viable?

Quote
I want to see this for balance, something you never have understood and i'll clue you in buddy the promoted use of classes mentions actually would put cavalry at a disadvantage. It's all the cocky rambo players like yourself that make life so easy for cav, you run off and go get your kills and when you come back half of your team are dead cause all the 2h's and aggressive polearmers ran off to do their own thing.

Irrelevant for the most part, but anyway it was never stated how the system would put cav at a disadvantage.

Quote
As for the 3 on 1 scenario, you havnt read properly because I'm pretty sure I mention that 'if the peasants are clever', at no point do I say auto win, just that it should be a lot harder than it is now to get out of said situation alive.

But what if he were rock and all three of them were scissors?

Quote
I hope this clears things up ;) I know you want a world where everyone fights with 2h's, but I really really really really dont, mostly cause it will just benefit cav as most 2h's have got huge ego's but not much to talk about in brains :P Cavalry prey on the stupid, cocky and the heroic, 2h's can be considered all of these things.

So to recap, there's no reason to use spears because 2hers can dehorse cav, but most 2hers are easy prey for cav, so nerf 2hers ability to deal with cav so the ones that are easy prey start bringing spears in which case the ones that weren't easy prey now become easy[ier] prey? Your other conclusions also have issues with them.

Anyway, the most important question is, why is flexibility bad?
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Gurnisson on January 15, 2012, 01:54:17 pm
There is really no point in using anti cav spears when you can play as a 2h and be capable of dehorsing the majority of light cav.

It's rare that you one-hit the horse with a two-hander, and if you don't do that you'll be one-hit yourself, by the lancer's lance. Polearms are much better for taking down horse because you can keep them out of their stabbing range by rearing the horse.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 15, 2012, 01:59:06 pm
Why do they need to become more viable?

For the sake of diversity and to stop punishing players who like the idea of playing these classes (Yes, there are players who don't go for the currently OP build every time)...

Anyway, the most important question is, why is flexibility bad?

Flexibility means that people will always go for the most flexible and even most slitghtly OP class, destroying class balance on server. This is what we witnessed with archers. It also destryos teamplay, as someone totally flexible doesn't have to rely on anybody else. That's why you never see horse archers grouping up.

Some people want more teamplay and less e-peen-solo-fragging on the servers.

The question is only, what the developers want.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Teeth on January 15, 2012, 02:10:51 pm
It's rare that you one-hit the horse with a two-hander, and if you don't do that you'll be one-hit yourself, by the lancer's lance. Polearms are much better for taking down horse because you can keep them out of their stabbing range by rearing the horse.
This, facing lancers head on is a bit of a gamble with a 2h. If the horse doesn't die you're toast. And even the arabian has survived getting stabbed in the face by a 28p stab in full motion. You can't hit the rider before the heavy lance hits you, if timed right you can just hit the horse. Any head on charge from a horseman now while I use my ashwood pike means a dead horse and mostly a dead rider. I can get 3 hits in the horse before it can move away, almost always killing it.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 15, 2012, 02:29:58 pm
It's rare that you one-hit the horse with a two-hander, and if you don't do that you'll be one-hit yourself, by the lancer's lance. Polearms are much better for taking down horse because you can keep them out of their stabbing range by rearing the horse.

agreed, but if you are going to charge into a fray on a horse I can tell you it will take at least a few arrows and even if it survives 1 hit from a lolstab it wont last another (if its destrier or below). I prefer polearms for taking down horses but their usefulness at delivering powerful blows deters many users from using an anti-cav polearm i.e. spears etc, other polearms that do great damage tend to lack in range, attack directions or ability to use with a shield.

The last sentence implies that you're lobbying for cav.

Yet I also suggest a system where pikes and anti cav weapons become more viable, implying a replacement of 2h's ability to attack cav head on with actual classes designed for anti cav. If I really need to explain to you how that disadvantages cav... :P

Quote
Why do they need to become more viable?

Variation is always good, these are classes that would not only add dynamics to teams but also are viable against the classes people whine about (archers, cav, etc). Also more classes means more qualities that can be offered to a team.

Quote
Irrelevant for the most part, but anyway it was never stated how the system would put cav at a disadvantage.

You dont see how pikemen, thrower hybrids and hoplites becoming more viable would put cav at a disadvantage? Either you  believe 2h's are worthy anti-cav (supporting my point) or you should look into the weapons these classes use and rethink your question :P

Quote
But what if he were rock and all three of them were scissors?


can 3 pikemen beat a 2h? yes if they arnt idiots
can 3 1h's beat a polearmer? yes again

etc etc etc

Quote
So to recap, there's no reason to use spears because 2hers can dehorse cav, but most 2hers are easy prey for cav, so nerf 2hers ability to deal with cav so the ones that are easy prey start bringing spears in which case the ones that weren't easy prey now become easy[ier] prey? Your other conclusions also have issues with them.

I'll rephrase it for you, most 2h's put themselves in awful positions through lack of judgement, yet they still can easily stand there and get away with it. Many 2h's dont manage this but a decent amount do. This influences others to go rambo and be easy prey for cav. I suggest we make 2h's less able to go stand in open field by themselves and encourage further ramboing (this ramboing is awful for team play), make 2h's rely on their team more, by giving other classes more of a role on the battlefield.

Ideally I wanna see 2h's used as shock troops sent into the middle of the fray that rely on the rest of their team to allow them to do what they excel at (being brilliant anti infantry) while not being flanked. Current situation we have is a lot of random players running around trying to be heroes and not protecting the few people brave enough to play a support class.

Quote
Anyway, the most important question is, why is flexibility bad?

Flexibility is bad for teamplay, your reliance on allies drops and your ability to run around on your own becomes more viable. Teamplay is something I want to see more of in c-RPG and I am not the only one. Make classes more reliant on each other you get teamplay, make them too flexible you get a brawl.

The first half of your counter arguments are not realising the obvious and your second half reflect a mentality that I believe is detrimental to teamplay, but heh its your opinion all I can do is try to spell my points out for you :)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Glyph on January 15, 2012, 05:02:28 pm
i can only see this resulting in every poler twisting and turning to land the hit at the right striking range, which is not very nice/realistic. you could also just jump and aim low to avoid this damage reduction, so i don't think it'd work.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Vibe on January 15, 2012, 05:03:59 pm
Nah, too much of a nerf to pole.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 15, 2012, 05:31:21 pm
Yawn same 15 year old rubbish I can expect :P

Random insults are always "win".

Also; This comes from a guy who doesn't back up his arguments.

I am not suggesting a total rock paper scissors overhaul, this is what you interpret from what I have said. I am not lobbying for cav, if anything I am lobbying for polearms that just dont get used. There is really no point in using anti cav spears when you can play as a 2h and be capable of dehorsing the majority of light cav.


Of course there is a point in using anti-cav spears and pikes, it's much easier to dehorse someone using one of those. And from personal experience I can say that while my poleaxe and my greatsword (on my 2h alt) are roughly equally effective vs. light cav, the poleaxe is WAY better vs. heavy cav.

"[...] when you can play as a 2h be capable of dehorsing"

As said, yes it is possible for a 2h to dehorse cav. Cav should be at a risk when charging 2h, just as any other class. It's stupid to have any class autowin vs another. Sure it's unaviodable in some cases, but we should strive for all classes being viable against all others rather than resricting actual combat to same class vs. same class.

You're looking for a class that is under played :

Pikeman, since the nerf
Hoplites have always been underused, there are many alts but they are still rare in battle
Infantry that also can throw a bit (a class I think needs to be buffed)

I am suggesting that these classes become more viable by the other classes being less effective vs well everything. I want to see this for balance, something you never have understood and i'll clue you in buddy the promoted use of classes mentions actually would put cavalry at a disadvantage. It's all the cocky rambo players like yourself that make life so easy for cav, you run off and go get your kills and when you come back half of your team are dead cause all the 2h's and aggressive polearmers ran off to do their own thing.

Again with the insults, bad week?

Anyways; I don't play to win, I play to have fun. And not standing a chance if I encounter the "wrong" class is not fun imho.

Also, there is nothing wrong with those classes (maybe apart from throwing which requires a big investment to be effective, but then I'd rather see too few throwers than too many, and there are people who do good with them), it's just that they are generally boring to play. I am often a pikeman/hoplite in strat, there you will find extensive use of these teamwork-oriented classes but in pubbies most people just want to play and have fun.

As for the 3 on 1 scenario, you havnt read properly because I'm pretty sure I mention that 'if the peasants are clever', at no point do I say auto win, just that it should be a lot harder than it is now to get out of said situation alive.

Well, getting out of a 3v1 is almost impossible vs people who are good and fairly easy vs. people who suck. And that's how it should be imo.

Finally your little scenario with 'le new player' (as you so wonderfully put it) doesnt quite work, he shouldnt lie down, he should move out of the way ... Thats quite an obvious suggestion.

And moving out of the way beats the cavman how...?

So to conclude :

- leaning to more rock/ paper / scissors scenario in fact promotes class diversity and teamwork (cavalry will be at a disadvantage)
- 3 on 1 should not be auto win, but neither should you be able to spam your way out of it
- new players should not come to you for advice cause said advice will send them to their graves

1. If you want teamwork, we have an extensive clan system and strat for that. Let the pubs be pubs. An organized team will beat a disorganized one, it's just a matter of using the tools at hand.

2. If I can spam my way out of a 3v1 that means that those three players suck and/or I got very, very lucky. There is a big advantage in ganging up on someone, but it shouldn't mean that you win even if you play horribly.

3. What is this...?

I hope this clears things up ;) I know you want a world where everyone fights with 2h's, but I really really really really dont, mostly cause it will just benefit cav as most 2h's have got huge ego's but not much to talk about in brains :P Cavalry prey on the stupid, cocky and the heroic, 2h's can be considered all of these things.

(click to show/hide)

No.

I want a world where every class can fight every other class (to as big an extent as possible, HA will never be able to lose against melee inf for example), and where skill determines the outcome (I regard good teamwork as skill too) and can get you out of any scenario.

I've seen people get out of almost impossible situations, I've seen cav rapetrains stopped by a single player (my record is 9 GK's in one min HURR-DURR), I've seen people using incredible duel techniques and I've seen other incredible feasts of skill. I really like that. That you can still play when the odds are stacked against you. That a 5v1 isn't a hopeless situation, provided you play well enough.

If you look at Warband it's always been an individual's game. You have singleplayer where you strive to become the lord of Caldaria, you have multiplayer with no other actual reward other than making a name for yourself, and getting better. C-rpg amplifies this even further with a system for having a lasting character, with your own unique outfit, style and name. But we have more teamwork-orientated stuff as well. In c-rpg for example we have clans and start for those interested in that. Don't take me wrong, I really like teamwork but pubs should be pubs and you should have a chance as an individual as well.



Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Joker86 on January 15, 2012, 06:17:54 pm
Just to throw in my two cents:

Often I hear arguments like "if you want teamplay, join a clan", or similar.

Well, I don't have regular times for playing at all, but if I play it's usually at night, and my brother in the next room wants to sleep, so there is no way I can talk to anyone over teamspak.

And finally, there is not a single clan I see regularly enough on a server to see it's worth joining it to have teamplay most of the time.


Yet, when I connect to the server, I do the following things:

- I check which players are in which team, so I know which classes are represented by good players, and also some special things. If Torben plays cavalry, I know I have to be especially cautious after spawning, because he loves rushing to the enemy spawn and stabbing unaware or afk players.

- I check the map, whether I know it or not. If I don't know it I try to get an overview about it, to know about all the crucial locations like bottlenecks or elevated defensive positions.

- I look what my team does, and where the majority of all players run to. I run that way, too, because I believe there is relative safety in numbers. Usually I pick a good clan player with shield or a two hander to follow him and support him with my pike. In most cases they notice this and in return defend me from infantry that tries to get an easy pikeman kill.

- If the enemy team has a lot of cav I try to cover the flanks and to "shut" the access to my team at crucial "bottlenecks" for cavalry, e.g. a gap in the fence in our flank or a street between two houses or something like that.

- If things go bad, and someone decides to suggest a (resonable) tactic via chat, I confirm that I am going to follow it, to show the others that they wouldn't be alone if they followed it, too. If noone suggests one I do it myself, and I also say why (because from there our archers can shoot into their back) and I try to motivate people (if archers climbed the round tower they could make a lot of easy frags).

- After the main fight is over and I somehow managed to have survived, I don't look for surviving enemies, I look for teammates. Because this is much more important.


Now I am a pure public player, I don't play strat at all, and I don't belong to any clan nor have I ever. And still you can teamplay with me, in many cases you don't even have to say something, I simply know what's to do.

In general I don't feel like anybody special, if anything my friends and family say that I tend to underestimate myself. But how comes I've got the feeling almost noone else does the things I do? Did I understand the game wrong? Do I have some weird understanding of fun? Am I simply more intelligent that the others? (Are they stupid, Dezilagel?  :P  :wink: )

I think the game does little to support random players to do the same things like I do, although they make sense without a doubt. They don't even go against the idea of improving your skills by fighting. It's not like I would suggest to finish an Elder Scroll game just with speechcraft and the "calm creature"-spell, I am no pacifist, all I want to do is to improve the conditions under which I have to fight people.

So what am I supposed to do? I am fully conscious about some basic elements of the game others seem to be not, like NOT to charge over a great plain when the enemy team has the cav superiority. It's just a pain in the ass for me to watch this. I suffer if I see how my team fucks up things royally, without any need, as they could have put their brain on and made it much better.

But it's not only they are too lazy to think about such basic mechanics, they are unwilling to do so, they actively refuse it! It's because the game causes the impression it would be only about reflexes and muscle memory, and nothing else. Teamplay is "boring".

If the game had a few features implemented to support teamplay, players would see how it is "meant to be played", at least if this means they get the most rewards for doing so. It would be a great improvement for players like me, who can't be in a clan but still want random players being able to participate in teamplay. Unless you want to admit I am some kind of super intelligent genius you have to agree that those things are common sense, and you can expect from everyone to learn those and to be aware of them. Because once aware, you simply can't do anything that goes against those rules any more, otherwise you would feel incredibly stupid. (Most of the time, unless you are in the mood to fool around).

This post is longer than needed for this topic, because I plan to quote it every time someone gives the great advice to join a clan if I want some tactics and teamplay.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 15, 2012, 06:29:31 pm
Random insults are always "win".

Also; This comes from a guy who doesn't back up his arguments.
 

Of course there is a point in using anti-cav spears and pikes, it's much easier to dehorse someone using one of those. And from personal experience I can say that while my poleaxe and my greatsword (on my 2h alt) are roughly equally effective vs. light cav, the poleaxe is WAY better vs. heavy cav.

"[...] when you can play as a 2h be capable of dehorsing"

As said, yes it is possible for a 2h to dehorse cav. Cav should be at a risk when charging 2h, just as any other class. It's stupid to have any class autowin vs another. Sure it's unaviodable in some cases, but we should strive for all classes being viable against all others rather than resricting actual combat to same class vs. same class.

Again with the insults, bad week?

Anyways; I don't play to win, I play to have fun. And not standing a chance if I encounter the "wrong" class is not fun imho.

Also, there is nothing wrong with those classes (maybe apart from throwing which requires a big investment to be effective, but then I'd rather see too few throwers than too many, and there are people who do good with them), it's just that they are generally boring to play. I am often a pikeman/hoplite in strat, there you will find extensive use of these teamwork-oriented classes but in pubbies most people just want to play and have fun.

Well, getting out of a 3v1 is almost impossible vs people who are good and fairly easy vs. people who suck. And that's how it should be imo.

And moving out of the way beats the cavman how...?

1. If you want teamwork, we have an extensive clan system and strat for that. Let the pubs be pubs. An organized team will beat a disorganized one, it's just a matter of using the tools at hand.

2. If I can spam my way out of a 3v1 that means that those three players suck and/or I got very, very lucky. There is a big advantage in ganging up on someone, but it shouldn't mean that you win even if you play horribly.

3. What is this...?

(click to show/hide)

No.

I want a world where every class can fight every other class (to as big an extent as possible, HA will never be able to lose against melee inf for example), and where skill determines the outcome (I regard good teamwork as skill too) and can get you out of any scenario.

I've seen people get out of almost impossible situations, I've seen cav rapetrains stopped by a single player (my record is 9 GK's in one min HURR-DURR), I've seen people using incredible duel techniques and I've seen other incredible feasts of skill. I really like that. That you can still play when the odds are stacked against you. That a 5v1 isn't a hopeless situation, provided you play well enough.

If you look at Warband it's always been an individual's game. You have singleplayer where you strive to become the lord of Caldaria, you have multiplayer with no other actual reward other than making a name for yourself, and getting better. C-rpg amplifies this even further with a system for having a lasting character, with your own unique outfit, style and name. But we have more teamwork-orientated stuff as well. In c-rpg for example we have clans and start for those interested in that. Don't take me wrong, I really like teamwork but pubs should be pubs and you should have a chance as an individual as well.


The insults are hardly insults ;) you are much too insecure, teasing is all part of the forum play.

but ok :)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Fluid on January 15, 2012, 08:42:42 pm
It doesn't matter if it's commonplace in forums, it's still an insult to people.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 15, 2012, 09:19:30 pm
Imagine a character dressed as such :

visitors can't see pics , please register or login


Now replay all my "insults" in a tone you would imagine said character to use :) You will notice they are all now witty accurate observations rather than bluntly thrown about insults ;)


Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Thomek on January 15, 2012, 09:32:37 pm
And imagine that this is me:

(click to show/hide)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 15, 2012, 09:36:40 pm
And imagine that this is me:

(click to show/hide)

So thats what is behind the mask... how exotic ;)
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 15, 2012, 09:49:51 pm
I called them insults because they were not funny. If they were actually witty or had some point (2h r st00pid wololo I TROL U!) I probably wouln't have reacted.

Oh and Thomek you got me there. Now I'm all for more "teamplay"  :P
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Teeth on January 15, 2012, 09:57:48 pm
And imagine that this is me:

(click to show/hide)
Thomek is making so much sense right now.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Ninja_Khorin on January 15, 2012, 09:59:38 pm
visitors can't see pics , please register or login
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 15, 2012, 10:02:03 pm


Dude seriously, just join a clan and play strat.

You don't need to speak (and well, unless you're in charge of something you probably damn well shouldn't), if you can just follow orders you'll be alright.

Strat has a big "play to win"-attitude (just check the drama threads) - pubs do not. Pubs are for when people just want to fuck around and have a good time, strat is for when you want to do something more serious. I regularly do some very stupid stuff on the pub servers, most commonly I think is running right out on the plains and yell "come get me brah's" at all the cav there. I do it just because I want to try to fight my way out of it, for fun. Most of the time I eventually fail of course, but I get better.

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Lorenzo_of_Iberia on January 15, 2012, 10:07:37 pm
Strat has a big "play to win" share out land equally among all peace loving clans -attitude

Couldn't resist :P There are very few fights now on strat, and most of them are in NA
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: BlindGuy on January 17, 2012, 05:29:42 pm

Anyways; I don't play to win, I play to have fun. And not standing a chance if I encounter the "wrong" class is not fun imho.




o THATS FUNNY. So every shielder, lowweight 1hander and archer you come across gets to freehit you a few times? Because as you backpeddle away spamming a poleaxe faster than they can swing a 1hander, they have no chance. But then, I forgot, you play for YOUR fun, above and beyond everyone else's.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 17, 2012, 08:59:23 pm


Just because you suck doesn't mean the entire shielder/archer community does.

A skilled 1h is probably more dangerous to me than a skilled 2h/pole, partly because I'm not as used to fighting them and partly because of their speed.

I could list a whole bunch of 1h whom I would consider equal/better than me and who regularly beat me up (no you're not among them).

All in all, I think someone owes someone an apology  :lol:
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: BlindGuy on January 17, 2012, 10:06:49 pm
Just because you suck doesn't mean the entire shielder/archer community does.

A skilled 1h is probably more dangerous to me than a skilled 2h/pole, partly because I'm not as used to fighting them and partly because of their speed.

I could list a whole bunch of 1h whom I would consider equal/better than me and who regularly beat me up (no you're not among them).

All in all, I think someone owes someone an apology  :lol:

Youve never fought me as a 1hander....I fought you plenty with a 1handed weapon when I was a thrower, but most ppl can kill me when they level 30 and backpedal with a polearm and I got no athletics, armour or wpf...so, sorry I hurt your ego buddy.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Dezilagel on January 17, 2012, 10:24:39 pm
Youve never fought me as a 1hander....I fought you plenty with a 1handed weapon when I was a thrower, but most ppl can kill me when they level 30 and backpedal with a polearm and I got no athletics, armour or wpf...so, sorry I hurt your ego buddy.

...so first you are saying that you are getting killed by spammers and can't fight back (implying that you do suck), and now you're trying to make some other point...? I'm confuzzled.

Well then, I'll give you my standard challenge:

11 duels, winner gets to choose a tag for the loser for one month. (Noone has yet to accept it :( )

Come shut me up, prove me wrong  :D

Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Torben on January 23, 2012, 12:23:42 pm
If Torben plays cavalry, I know I have to be especially cautious after spawning, because he loves rushing to the enemy spawn and stabbing unaware or afk players.

nope.  http://forum.c-rpg.net/index.php/topic,16078.0.html

as soon as you move to the fight,  thats another thing tho ; )
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Haze_The_Hobo on January 23, 2012, 01:00:50 pm
I'm down with ya Thomek, i've played pole this gen and it feels just like 2h, don't like it atm.. I changed LWA to bamboo spear already so it wouldn't feel so boring.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Kafein on January 23, 2012, 03:12:25 pm
Dezi, the point of 2h not outreaching a lance stab isn't to make cav autowin against 2h. Afaik, you can still block down ad infinitum, and dodging is not hard with the classical 18 to 24 agi. Currently, cav avoids 2h just as much as pikemen. If this isn't chocking to you, there's nothing out of this discussion. And the few times some cav tried to couch lance me when I was on foot with my 1h, I had no trouble jumping 5 meters away like a frog while swinging my sword and damaging (usually killing) their horse.


To me, this is more a matter of a comparison between human maneuver and horse maneuver. Horses got nerfed a lot in maneuver, but humans never, partly due to the fail game engine. But seriously, no one in RL is able to run at their max speed and instantly turn 180° while keeping the speed. You may say RL isn't important, but that's part of the reason the melee combat became so messy and centered on double swings (or, said shorter, spam) and getting in the back of your enemy using nocollisionwithotherplayers magic glitching, or hiltslashes. I don't want everybody to turn into a wannabe polepoop, yet this is exactly what is happening. New players don't learn feints and holds, they just watch "good" melee and conclude the best way to play is to spam and move in semi-random fashion, because sometimes it works.
Title: Re: Suggestion: Polearms glance when enemies are close.
Post by: Munchkin9 on January 25, 2012, 05:26:26 pm
There is nothing powerful about spamming. If someone is marginally good you can beat a spammer, if you can't you suck. Spamming is just another of the tools at are disposal and like everything else has a counter (decent blocking, spin and chambering).

As to the issue at hand. There just is something wrong about beating through a line of infantry to reach the long spear wielding guy in the back only for him to do a ninja move jumping back 5 feet and doing a 360 while thrusting which miraculously hits you and kills you outright. Its vexing. Not that anything should be done about it. The LAST, I say again, THE ABSOLUTELY LAST THING THIS GAME NEEDS is more nerfing. We keep going down this path and before we know it, we'll be playing WoW.

Frankly I don't get why so many things get nerfed so often. Every 5 minutes someone starts whining about this or that weapon that killed him. I think that if something absolutely has to be nerfed the devs should wait a month or two (at least) to see if the noise dies down or if it is, genuinely, a problem. Also buffing is better than nerfing.