The only problem is that their shields weight (actually I think just having a shield slows you down too) makes them run equal or lesser speeds than the archers. If the archer has any sort of melee back up the shielder is tied down, and if its another archer they just run in two different directions.
In other words, strength build shielders or heavy armor shielders don't run fast enough to pose a major threat.
Having a shield doesn't slow you down because it's a shield unless you have more than one. Also shield + 1h weight exceeds bow + 2x bodkins only if you're using a heavy non-sword and/or a heavy shield (7 to 7.7 weight for some bow + 2x bodkins, plenty of shield + sword combos and some shield + hammer combos are lower than that)
If anyone seriously thinks that shielders are underpowered against archers, he or she should most certainly seek a doctor, as there is a very high chance that the brain of this person is heavily damaged.
Why not just restore ranged damage to where it was, and remove the ability to sprint while a bow is in your inventory?
And half the archers get lanced struggling out of spawn because the entire melee team races ahead.You could have the debuff applied only after firing the first arrow. Even without that, player speeds are so disparate that faster players already need to slow down to keep from outrunning their teammates.
If you want to increase movement while shield is up, it would be nice to keep all the direction's maximum speeds the same, except increase the maximum velocity for forward movement and that's it. Shield movement to the sides and backpedaling are fast enough.
It would probably be easier to put an acceleration delay on the archers as others have described above, though.
If you want to increase movement while shield is up, it would be nice to keep all the direction's maximum speeds the same, except increase the maximum velocity for forward movement and that's it. Shield movement to the sides and backpedaling are fast enough.
It would probably be easier to put an acceleration delay on the archers as others have described above, though.
Now that we got that out of the way, my suggestion is this:The first seems okay, the 2nd is godawful - imagine getting pushed off walls in siege by arrow spam - FFFFFFUUUUUUU
1. Buff shielders' movement speed when blocking to nearly full speed.
2. Significant movement speed decrease for a brief moment after blocking an attack. A good idea would be to make the speed decrease depend on the damage the attack would've done had it not been blocked.
OR for a more realistic but harder to implement idea:
Instead of a movement speed decrease, it would be an acceleration in the direction of the attack.
For example, if you're running directly towards an archer, and you block an incoming arrow from said archer, you would accelerate in the direction of the arrow shot (pointing behind you) and be slowed down.
However, if you're backing away from an archer, and you block an arrow from said archer, you would speed up while walking backwards (acceleration in the direction of attack).
The magnitude of acceleration would depend on the strength of the attack. This would apply for blocking both ranged and melee.
Not one day after a major ranged nerf and people are already rallying for more nerf. I absolutely love the CRPG community. :lol:
Wait you mean more than one archer at once makes it hard to shield? Kind of like fighting multiple of any class requires more attention to shield? Do go on. CRPG community best community, let's keep balancing to their whims and we'll have an amazing game! :lol:
Wait you mean more than one archer at once makes it hard to shield? Kind of like fighting multiple of any class requires more attention to shield? Do go on. CRPG community best community, let's keep balancing to their whims and we'll have an amazing game! :lol:
Shielders are a defensive class and the whole mechanic works on them defending, to rush out an archer and chase him is mostly a bad idea :/
Just standing there doesn't kill anyone.
Not in the short term, but an archer has gotta run out of ammo sometime, providing you can dodge some of his arrows, have a decent shield and this is the end of the battle, hes gotta run out sometime. Then he has to fight you :/
Which can take ages if the archer has a lot of arrows, runs around to collect more and time is running up.
Not in the short term, but an archer has gotta run out of ammo sometime, providing you can dodge some of his arrows, have a decent shield and this is the end of the battle, hes gotta run out sometime. Then he has to fight you :/
Standing there, waiting until the archer has to come to you out of fear of being kicked for delaying.
Just curious, but how often has that strategy proven succeful in battle situations for you in the generations you've played as a shielder?
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Just increase weight of bows and arrows, to the level of shield weight each. Solved.
With the latest damage nerf, I'm certain this is not needed anymore.
restoring idle shield hitboxes.
I got hit yesterday in the shield without blocking with it. Unless I got it wrong, idle shields still get hit by ranged, just not by melee.
I got hit yesterday in the shield without blocking with it. Unless I got it wrong, idle shields still get hit by ranged, just not by melee.
Give archers their damage back, but take away their mobility. Archers should require melee support protecting them to be fully effective. Right now 4 archers is a more formidable team than 2 archers+2 melee, and it shouldn't be that way.
I dunno never been in said situation myself, but I can tell you I rarely die from arrows with a shield raised high :) But i do know I can stand and take arrows til kingdom come and thats without dodging ;)
You've never played shielder have you? :lol:
I play hoplite build with a loyal crew of hoplites
They should add some kind of exhaustion. You will have a hard time targeting anything properly if you just ran around for a minute or draw the bow every second. Same for inf who holds a heavy hammer overhead for minutes.
I said it a bunch of times now.
Ranged can out pace shielders because of weight penatlies of shield and the heavier armour most shieders wear.
The solution is to revert the damage back to where it was before, and then add an athletics delay when aiming / firing / drawing a ranged weapon. Something like 3 second delay on/after any of these activities would be a huge balance between melee and range without the need to overnerf the damage till its not even really viable.
Range needs to choose, shoot, or run, but not both back to back which gives us the current kiting situation. 2 archers can easily kite 1 shielder to the point where they can't possible block both firing arcs while easily out pacing them and being safe from harm.
I play hoplite too! Are you on NA? I want to play with you guys :mrgreen:EU I'm afraid :)
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Vikingr, the only mod with somewhat realistic and fair combat, has the shields all right. ...